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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.

usK7EFLJ-m58of6NqCRXBIYfPxBJJ_h2YVok5lcvsCD3hTO1tvS5ifJ-ImD1DlZ177nx680g4Gko-WGfl6LoCZ4xeNSZuCllWNN1h7bUfS6T6g3XncpT85XmKwxjTj4AP3WsAw9C

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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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.
I think (partial?) photosynthesis as an optional trait for plantoids would be a very cool idea. It would reduce or eliminate food needs at the expense of energy needs, and allow you a (second?) Encourage Growth decision that requires energy. It might also re-balance food vs. energy production (say, 5 or even 6/technician and maybe only 5/farmer instead of 4 for energy and 6 for farmers). Before anybody says that sounds OP, remember that you're burning a trait pick (of some balance-determined point cost) for this.
Any civilization that can use artificial gravity for luxury housing can generate photosynthesis-friendly sunlight as a parlor trick.
Doesn't mean it's not expensive in terms of energy. After all, humans have been generating (as opposed to merely gathering) digestion-friendly food for millennia, but agriculture and food production still consumes a large portion of our land and our economy and probably always will. Or, to put it differently, you can probably buy a handful of LEDs that emit photosynthesis-optimal light for under $1, and they'll be cheap to power but they won't actually output enough light to keep edible plants producing food fast enough for even one human. Industrial-scale grow lights are still quite power-hungry. At the end of the day, the calories in your food have to come from the light that the plants are photosynthesizing, which puts a pretty high lower bound on how much energy a photosynthetic sapient would need to consume, even if it's more efficient to get energy that way than by harvesting and eating the plants after they grow.
 
I love the asymmetrical ship designs! I've been waiting for a ship set like this for a long time. You can be sure if Stellaris brings out more unique and interesting ship designs, my wallet screaming, "Shutup and take his money!"
 
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.

That could definitely be true. But it could just as easily be the other way too, that Plantoids are grouped based on their common use of photosynthesis. Meaning that most, but not all, Earth's plants would be considered plantoids (ignoring the requirement to be sentient).
 
That could definitely be true. But it could just as easily be the other way too, that Plantoids are grouped based on their common use of photosynthesis. Meaning that most, but not all, Earth's plants would be considered plantoids (ignoring the requirement to be sentient).
Why would Plantoids be special? All the other portraits are grouped based on appearance.
 
Why would Plantoids be special? All the other portraits are grouped based on appearance.

The machines and the Lithoids are portraits with an associated trait (you aren't forced into it for the machines at least, but that could also be the same for the plantoids).

The groups do seem to be based on their appearance, but it's based on similarity with groups on Earth that also are biological distinct, instead of say cute portraits and spooky portraits. And so it isn't a stretch to say that the portrait of a mammal or robot doesn't just look like a mammal or robot, but has some of the traits associated with mammals or robots on Earth.

The reason I think plantoids are the best candidate for a special trait is most of the differences between these groups don't relate to in game mechanics, except for plants, which the vast majority are autotrophs and thus food doesn't make as much sense for them.
 
...except for all the reasons that it does. There was a whole thread about this.
Just went and checked out that thread, it has even more reasons for why plantoids are more unique from a game perspective than the rest of the organics.

And on the food perspective, while plants do need nutrients like fertilizer, these are more akin to vitamins than food. Unlike animals, who gain weight by eating, plants gain weight by breathing (by fixing carbon dioxide when photosynthesizing). Even the venus fly traps gain way more of their weight by breathing than they do by eating bugs.

Edit: Thanks for letting me know about the thread.
 
plants gain weight by breathing (by fixing carbon dioxide when photosynthesizing)
Pretty sure that's not true? Plants turn carbon dioxide and water into sugar. That's not going to build new cells, just fuel existing ones.
 
Plant cells are 90% water, with the next most prominent thing being carbon compounds. So yes, plants are mostly made of water and CO2 from the air.
Sure, but that's what fuels photosynthesis, not what photsynthesis gets you.
 
Pretty sure that's not true? Plants turn carbon dioxide and water into sugar. That's not going to build new cells, just fuel existing ones.
It's also what they build new cells of. Most of Earth plants' biomass was once CO2 in the atmosphere.
 
Just went and checked out that thread, it has even more reasons for why plantoids are more unique from a game perspective than the rest of the organics.

And on the food perspective, while plants do need nutrients like fertilizer, these are more akin to vitamins than food. Unlike animals, who gain weight by eating, plants gain weight by breathing (by fixing carbon dioxide when photosynthesizing). Even the venus fly traps gain way more of their weight by breathing than they do by eating bugs.

Edit: Thanks for letting me know about the thread.
The issue is that it's basically impossible for photosynthesis to provide enough energy for animal-level activity. It could supplement it, maybe, if an extra-efficient alien method was evolved... but not provide it on its own.
 
It's also what they build new cells of. Most of Earth plants' biomass was once CO2 in the atmosphere.
Yeah. They build it out of those. Not out of the sugar that photosynthesis creates. That's my point.
 
The issue is that it's basically impossible for photosynthesis to provide enough energy for animal-level activity. It could supplement it, maybe, if an extra-efficient alien method was evolved... but not provide it on its own.

I dunno, hard to say. If they are alien...who knows if they can have an "ultraevolved Calvin Cycle" or something like that in their "megachloroplasts". ;) or something totally different we can even imagine.
 
Pretty sure that's not true? Plants turn carbon dioxide and water into sugar. That's not going to build new cells, just fuel existing ones.
You said plants turn C02 into water and sugar and that that's not going into new cells. That's demonstrably false.
Yeah. They build it out of those. Not out of the sugar that photosynthesis creates. That's my point.
The sugars from photosynthesis, at least partially, are the building blocks of cellulose (which are essentially very long starch molecules), one of the primary constituents of plant cells.
 
I dunno, hard to say. If they are alien...who knows if they can have an "ultraevolved Calvin Cycle" or something like that in their "megachloroplasts". ;) or something totally different we can even imagine.
That logic just takes us right back to "Plantoid aliens are not actually plants, so they don't actually have to photosynthesize".
 
That logic just takes us right back to "Plantoid aliens are not actually plants, so they don't actually have to photosynthesize".

Ofc they wouldn't be plants. They will be "something different" that uses something more or less related with photosynthesis' proccess as a form of nutrition to maintain all their activities. Autotrophs, anyway.
 
You said plants turn C02 into water and sugar and that that's not going into new cells. That's demonstrably false.
I said plants turn CO2 and Water into sugar.
The sugars from photosynthesis, at least partially, are the building blocks of cellulose (which are essentially very long starch molecules), one of the primary constituents of plant cells.
Are they? I'd thought there was more to the cellulose than that. Learn something new every day.
 
Ofc they wouldn't be plants. They will be "something different" that uses something more or less related with photosynthesis' proccess as a form of nutrition to maintain all their activities. Autotrophs, anyway.
If they already have room for nonplantlike biology, eating food is just as likely as some magical super-photosynthesis. Moreso, because its more grounded and explains things like having mouths.