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Stellaris Dev Diary #157 - Things That Rock

Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.


The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the “wouldn’t it be cool if…” list, and saw “...Lithoids ate minerals instead of food?” up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.

Okay, I’ll stop with the rock puns.

There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.

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Look at me! I'm a sparkly space unicorn!

The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.

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This is my favorite Titan in the game.

There’s also a Lithoid Advisor Voice. I may have stopped with the puns for now, but there’s no force in the universe that can stop the Lithoid Advisor.

Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).

Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if they’re a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?

Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.

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After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:

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The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)

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So very sleepy.

The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.

We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.

As for the Lithoid Devouring Swarm… They don’t have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:

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Are you going to eat that?

Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.

Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.

civic_hive_devouring_swarm = {

>snip existing stuff<

swap_type = {
name = civic_hive_devouring_swarm_lithoid
description = "civic_tooltip_devouring_swarm_lithoid_effects"​

trigger = {
local_human_species_class = LITHOID​
}​
}​
}

I’m quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.

In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!

#################################################################
######################### VERSION 2.5.0 ############################
#################################################################

###################
# Balance
###################
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%


###################
# UI
###################
* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

###################
# AI
###################
* Automated building now checks that upkeep cost is covered by income

###################
# Bugfixes
###################
* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mod load order is now the same as the order in which the mods are displayed

Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.
 
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Then that is a massive 50% disadvantage in growth, which I don't think their habitability modifier correctly compensates for, considering that 50% habitability accounts for the 25% growth rate, the extra 25% malus is just superfluous. While it's not a straight 25% penalty since habitability affects output and happiness, as the game shifts to when terraforming is widespread and organics can enact growth encouraged on every planet, lithoids have a massive disadvantage because that habitability isn't doing anything for them anymore and they're only being hurt by the double -25% growth penalties. Even the rare resource traits are underwhelming and don't provide any real difference, they don't even save building slots because you need 100 pops for 1 rare resource, so you'll need refineries/chemical plants/translucers anyway.

Actually I think the rare resource rate is ok. I started the game with .34 motes per month. After the first year I had a whole 1.2 motes (again pretty useless), but by the time I’m able to harvest and refine motes I’ll already have a comfortable stockpile. If the rate was much higher it would turn into a serious advantage.
 
Actually I think the rare resource rate is ok. I started the game with .34 motes per month. After the first year I had a whole 1.2 motes (again pretty useless), but by the time I’m able to harvest and refine motes I’ll already have a comfortable stockpile. If the rate was much higher it would turn into a serious advantage.

It's 2 trait points , it SHOULD be a serious advantage, others traits are already pretty good (the pop growth for exemple) and for only 1 point.
I think they must double or triple (at least) the rate.
 
I can’t seem to queue up consume world. It’s pretty tedious having to go in and click it every time? Is this intentional? And I guess you can keep consuming until 0 districts right and then it will stop? It’s a bit unclear when it’s supposed to stop.
 
Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives

Actually, I think this doesn't make sense. Salt is the most used flavouring in Human culture. Who's to say that my beautiful rock species doesn't actually happen to primarily consist of the most exquisite form of salt that any self respecting biological lord would stock generously at their interglactic court. Or perhaps when ground down my lowly rock neighbours make a highly valuable mineral supplement making a perfect balance of Iron, Calcium, and Potatisum that dieters swear by.
I can understand making them less likely. But culinary preferences are very subjective and prepared correctly who's to say a Lithoid couldn't be quite delicious.
 
This diary looks great! I especially like the production of advanced resources from Lithoids! Just wondering, is there a quick fix for this bug coming anytime soon?

Known Issue: Lithoids are currently affected like other biological pops when there is a food deficit, instead of being upset by mineral deficits. They’re very empathetic.[/QUOTE]
 
So after tinkering with our new rock people, I can say that I adore using them for driven assimilators, both as a colonize-anything pop, and as hideously overpowered super-soldiers. The pop reduction hit is significant as is the lack of any monoliths on their homeworld with it, but it balances out pretty well. Also:

-Hive Mind gameplay for them is better than with normal biological life IMO; easier resource management, extra jobs, and being able to focus on mining districts more helps out a LOT. Their growth penalty gets offset somewhat, but overall it's just lovely.

-Optimal normal empire seems to be authoritarian slavers with mining guilds, or Inward Perfection, again with mining guilds. Access to the Adaptability line makes them extremely powerful.
 
Important question: when Federations comes out, will we be able to start as a Terravore with the Void Dwellers Origin? Because I'd really like being able to play as an insane hive that literally devoured its own homeworld and had to flee into space.
 
I do wonder though, its like you were so terrified of lithoids being overpowered like machines that you added a ton of negatives to offset and overcompensated, making them weak. So now that you're acknowledging that high habitability is very strong, why can't you just actually give machines the nerfs they deserve so they aren't horribly overpowered?
 
I do wonder though, its like you were so terrified of lithoids being overpowered like machines that you added a ton of negatives to offset and overcompensated, making them weak. So now that you're acknowledging that high habitability is very strong, why can't you just actually give machines the nerfs they deserve so they aren't horribly overpowered?
Or better yet, nerf the habitability penalties a bit. When they were amped up, Machines didn't actually get stronger. Everything else got weaker in comparison; it was a straight-up nerf to production for meatbags.

Making +50 consumer goods and using -48 before, for a net +2? Well now you're making +45 and using -48, for net -3. Etc.
 
Or better yet, nerf the habitability penalties a bit. When they were amped up, Machines didn't actually get stronger. Everything else got weaker in comparison; it was a straight-up nerf to production for meatbags.

Making +50 consumer goods and using -48 before, for a net +2? Well now you're making +45 and using -48, for net -3. Etc.
I do think habitability should actually matter though, I think there was a proposed change where machines get +100% sprawl penalty, which I think is the right direction.

The devs have been silent about any sprawl/admin changes for a while now though.
 
I do like habitability actually mattering though, I think there was a proposed change where machines get +100% sprawl penalty, which I think is the right direction.

The devs have been silent about any sprawl/admin changes for a while now though.
Habitability should matter, but the current penalties are just WAY too oppressive.
 
Habitability should matter, but the current penalties are just WAY too oppressive.
Agreed, maybe go to a system where you can't colonize worlds under a certain habitability threshold? I also want to say I'm disappointed that another strength of Lithoids is actually nonexistant, you get +50 year leader lifespan, but your leaders start 30-40 years older, so it's only a roughly +15 year leader lifespan increase.
 
Agreed, maybe go to a system where you can't colonize worlds under a certain habitability threshold?
I like this idea. Though I've always thought 0% habitability is when you shouldn't be colonizing a world anyway. Of course, this would probably hit life-seeded empires pretty nastily until they can get immigrants, synthetics, or habitability techs (including preference modification), whichever comes first. But I don't think that's necessarily a bad thing.