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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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Thanks for the response. That is understandable, but unfortunate. I guess I will have to hold off on purchasing this species pack - there’s no point since I literally can’t play it.
Can you post all relevant details in the launcher thread, please? I know we've been trying to find a way to reproduce this issue but haven't been able to. Any help you can give us is much appreciated.

https://forum.paradoxplaza.com/forum/index.php?threads/about-the-paradox-launcher.1254011/
 
Devs if you're listening, please expand the phenotype exclusive traits, I am no biologist but I could list a few decent options off the top of my head. for example for mammalians they could be more adaptive and intelligent but slower breeding and shorter lifespans. avian could be more adaptive and faster breeding but lower intelligence and weaker armies(because hollow bones). Fungoids could have a massive growth speed penalty(50ish percent) but a ridiculously long lifespan, planetoids could have something similar but to a smaller degree and maybe consuming 50/50 minerals and energy. humanoids could have slow learning for leaders but a higher max level. insectoids could have very rapid breeding but significantly reduced lifespan. robots are already overpowered enough without changes. no idea what to do for moluscoids
 
Devs if you're listening, please expand the phenotype exclusive traits, I am no biologist but I could list a few decent options off the top of my head. for example for mammalians they could be more adaptive and intelligent but slower breeding and shorter lifespans. avian could be more adaptive and faster breeding but lower intelligence and weaker armies(because hollow bones). Fungoids could have a massive growth speed penalty(50ish percent) but a ridiculously long lifespan, planetoids could have something similar but to a smaller degree and maybe consuming 50/50 minerals and energy. humanoids could have slow learning for leaders but a higher max level. insectoids could have very rapid breeding but significantly reduced lifespan. robots are already overpowered enough without changes. no idea what to do for moluscoids
I'm going to have to disagree with this push for giving traits to all phenotypes. The difference between "lithoid" and "biological" is a lot bigger than the difference between "mammalian" and "avian". Lithoids are actually biologically and chemically different, whereas different organics are just cosmetically so. I don't want to be forced to play avians as some person's idea of what earth birds would be like in space: I want to be able to play my own race of hyper-intelligent space birds.

The only idea I do like is to allow plantoids a (not mandatory) access to a Photosynthetic trait that gives reduced food upkeep. That would be cool.
 
I only got a chance to play for a couple hours last night after putting my child to bed, but enjoyed it. The extra pressure put on mineral stockpiles for various uses really makes you think again about early game expansion instead again instead of doing the same old thing. I also like the rare resource flakes. It gives you the ability to enact some early edicts that you normally would not be able to. I did crystals and getting that extra jump of vision opens up the exploration nicely.
 
Devs if you're listening, please expand the phenotype exclusive traits, I am no biologist but I could list a few decent options off the top of my head. for example for mammalians they could be more adaptive and intelligent but slower breeding and shorter lifespans. avian could be more adaptive and faster breeding but lower intelligence and weaker armies(because hollow bones). Fungoids could have a massive growth speed penalty(50ish percent) but a ridiculously long lifespan, planetoids could have something similar but to a smaller degree and maybe consuming 50/50 minerals and energy. humanoids could have slow learning for leaders but a higher max level. insectoids could have very rapid breeding but significantly reduced lifespan. robots are already overpowered enough without changes. no idea what to do for moluscoids
This kind of phenotype should be differentiated in...different manner. Big difference between presumable lithoids and biologicals is the way their neural system is built and transferring signals, along with the means of producing energy. So all of this could be split in several sections without need of matching a specific portraits to a set of rules. You can have photosynthetic, carbon based, flesh eaters with appearance of birds then...

Because why we think lithoids should only 'eat' minerals? They can 'eat' energy (and if you think about this - they actually should eat energy, like silicon 'eats' light to generate energy - in a similar way like we eat to generate energy, moreover, lithoids should not be able to procreate in biological manner - and much more in a robotic manner, so they eat energy and procreate with minerals :D), or they can even eat 'psionics' - being essentially an animated rocks, golems dare I say.
 
It's a bug, I just wanted it to be explicitly mentioned so people aren't surprised by it before it's fixed. Lithoids are still largely treated as biological, and the food deficit effect reduces biological pop growth and happiness. We're going to change it to only affect biologicals that eat food. (And add similar penalties to mineral deficit for Lithoids.)
Shouldn't that be the organic biological category? Lithoids are still biological (living, naturally evolved), they're just silicates (chemistry that uses silicon) instead of organics (chemistry that uses carbon).
 
Can you confirm if it's possible to create chosen traits, limited by phenotype, rather than a single mandatory trait for that phenotype?

Would it be possible to give a phenotype a selection of traits, specific to their type?
My mod adds chosen ones not mandatory but both are possible. Mandatory is way easier to do though.
 
Is it intended for lithoids that while they have a +50 leader lifespan, their leaders start at age 70 or so? Seems kinda lame.
It is. The dev diary SAYS SO.
 
A friend says that Lithoids can't take the Fertile trait from Evolutionary Mastery. It's a bug or feature?

Sneaky devs! Damn it! My game hasn't reached a point where I would have discovered that myself.

It's definitely a feature. They also can't take the population growth traits at race creation either. They clearly wanted the slowed population growth to be something that really matters to Lithoids and can't be easily dealt with. This isn't surprising, considering how ridiculously easy it is to run Nutritional Plenitude and still be producing obscene amounts of minerals with Lithoids.

I haven't tried yet, but it's probably still utterly crazy to have a Lithoid Hive though. Just being a Hive is the only way to completely scrub out that pop growth malus, you can colonize anything like Machines, you don't need food or consumer goods like Machines, and your ascension doesn't freaking suck.
 
a new planetkiller weapon, matching the terravores would be nice, cause why should terravores krack a planet that they can't eate it anymore? xD
something that turns a "normal" habitable Planet into a Tomb-world by extracting all its Resources (an ammount of Energy depending on possible Generator-Districts, Minerals depending on possible Mining-Districts and Lithiod-Pops, food depending on the possible farming-Districts and the count of biological pops and Alloys depending on the count of built Districts, Buildings and Robot-Pops on that planet) like 500 per possible District (energy, food and Minerals), 200 per built District and 50 per Building (alloys) and 5 per Pop (food from Biological, minerals from Lithoid and alloys from Robots).....
just as an idea for Lithoid-terravores, fanatix-purifyers, devouring swarm and other kinds of empires want to kill all xeno or eat planets xD
 
Any civilization that can use artificial gravity for luxury housing can generate photosynthesis-friendly sunlight as a parlor trick.

Fair point. I was just trying to think of a downside, because plantoids should require less food than other organics, but need something to balance that out for game balance purposes.
 
Fair point. I was just trying to think of a downside, because plantoids should require less food than other organics, but need something to balance that out for game balance purposes.
Something about having slower reaction times or more difficulty moving around? Hard to fit that in as much besides an army combat modifier though. Maybe weaker basic resource production?
 
Fair point. I was just trying to think of a downside, because plantoids should require less food than other organics, but need something to balance that out for game balance purposes.
It might be a touch controversial, but just because it looks like a plant doesn't mean it has to still be photosynthetic.
Their ancestor might have been photosynthetic, but that could be almost a lost trace - or their food intake might be because of nutrients they have trouble obtaining elsewhere, now that they are not soil bound.
Or, potentially, they might just *look like* plants.