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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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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.

It could be. Or maybe those mouths are only to take more CO2 from the atmosphere cause that is the weird way they breath. And to talk with other non-plants ofc. It hasn't to be "magical", just much more efficient.
 
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It could be. Or maybe those mouths are only to take more CO2 from the atmosphere cause that is the weird way they breath. And to talk with other non-plants ofc. It hasn't to be "magical", just much more efficient.
Photosynthesis is already something like 90% efficient, and is woefully inadequate for animal-level metabolic activity.

This remains something that is better off as RP or represented by general traits, not a phenotype-locked mandatory thing.
 
A realistic method for photosynthesis on planetoids would have them eat a lot less food (basically just fertilisers and water), but have -90% efficiency to all work areas, as they need either move very slowly, or stand still for long periods building up sugar reserves. As an alternative, Plantoid pops are a lot more numerous than other pops, and as such a pop effectively eats as much as a non-planetoid and produces as much.
 
Photosynthesis is already something like 90% efficient, and is woefully inadequate for animal-level metabolic activity.

This remains something that is better off as RP or represented by general traits, not a phenotype-locked mandatory thing.

Remember, it wouldn't be photosynthesis. They are not plants, bacteria nor algae. They are aliens. We , as humans living on earth, would call it that way because it could be something similar to us. Something that remind us this process, if you prefer. But in fact, it will be something very different (so that percentage does not have any importance here) . We are talking with "If's" cause we don't know anything about those aliens and their physiology and metabolism (their pigments, their organelles, etc,)

I wasn't talking about changing anything in the game or about Plantoids DLC specifically. I was talking about aliens living as animals just with sunlight.
 
Remember, it wouldn't be photosynthesis. They are not plants, bacteria nor algae. They are aliens. We , as humans living on earth, would call it that way because it could be something similar to us. Something that remind us this process, if you prefer. But in fact, it will be something very different (so that percentage does not have any importance here) . We are talking with "If's" cause we don't know anything about those aliens and their physiology and metabolism (their pigments, their organelles, etc,)

I wasn't talking about changing anything in the game or about Plantoids DLC specifically. I was talking about aliens living as animals just with sunlight.
It's impractical because you can't gain enough energy per individual to perform complicated tasks.

Even at *ludicrously* high efficiencies, you simply don't get enough surface area to be able to produce enough energy for higher brain functions. You can't "live as an animal just with sunlight" in any conceivable way, simply because you don't uptake enough energy to be motile, sapient, and so on.


All in all we *can* discuss the relevance of the percentage of energy absorption, because we can model the amount of energy you can absorb and convert at various degrees of efficiency, and even at close to 100% efficiency, there isn't enough. Every step of whatever process they use will lose them energy. No one process can ever be better than, or equal to, 100% efficient.

And, by definition, conversion of light energy + H2O + CO2 to sugars *is* photosynthesis, regardless of what pigment is being used. It might be photosynthesis using a different pigment, or a different energy cycle, but it *is* photosynthesis.

And "They are aliens" is *exactly* why we shouldn't be forcing the ones that look like plants to have plant like biology.
 
I wasn't talking about changing anything in the game or about Plantoids DLC specifically. I was talking about aliens living as animals just with sunlight.
"They're alien" doesn't really get you off the hook, since you can't cheat thermodynamics. Solar power just isn't really adequate for sustaining animal-level activity.
 
"They're alien" doesn't really get you off the hook, since you can't cheat thermodynamics. Solar power just isn't really adequate for sustaining animal-level activity.
Nobody said the game had to be hard sci-fi.

I mean, the Protoss of StarCraft fame are photosynthetic. It's a trope, for better or for worse.
 
Nobody said the game had to be hard sci-fi.

I mean, the Protoss of StarCraft fame are photosynthetic. It's a trope, for better or for worse.
And that logic takes us right back around to "they could be plants that evolved to get all their food from eating things", since that's a trope, too.

Do I oppose some sort of photosynthetic trait? No, of course not.

Do I think it should be represented by locking or gifting it to Plantoids and making them eat energy? Also no.

If you're going to argue based on "its soft-scifi fiction", that's fine, but you can't also argue from realism's sake at the same time.
 
"They're alien" doesn't really get you off the hook, since you can't cheat thermodynamics. Solar power just isn't really adequate for sustaining animal-level activity.
“Animal level activity” would be a huge range in energy consumption. How many predators spend most of their time sitting around doing nothing? Why would plants not adopt the same strategy to minimize energy consumption? Why would this prevent an intelligent plant from developing machines that utilize other sources of energy?

I’ll give you some simple thermodynamics right here:

3000kCal is plenty for an “active” male human, that is 12556kJ. Sunlight density is in the neighborhood of 1kW/m^2 on Earth. That’s 3.5 hours/m^2 at 100% efficiency. At your ridiculous 90%, it *would* be quite possible with little more than a meter squared of area. I can tell you my cat spends at least that much time just sitting in the sun every day. At a more realistic 10% for a highly evolved plant, assume the organism spreads out to 3X3 m while “sunning” itself. And we haven’t even allowed for a higher energy density on this alien world.
 
“Animal level activity” would be a huge range in energy consumption. How many predators spend most of their time sitting around doing nothing? Why would plants not adopt the same strategy to minimize energy consumption? Why would this prevent an intelligent plant from developing machines that utilize other sources of energy?

I’ll give you some simple thermodynamics right here:

3000kCal is plenty for an “active” male human, that is 12556kJ. Sunlight density is in the neighborhood of 1kW/m^2 on Earth. That’s 3.5 hours/m^2 at 100% efficiency. At your ridiculous 90%, it *would* be quite possible with little more than a meter squared of area. I can tell you my cat spends at least that much time just sitting in the sun every day. At a more realistic 10% for a highly evolved plant, assume the organism spreads out to 3X3 m while “sunning” itself. And we haven’t even allowed for a higher energy density on this alien world.

Alternative mechanisms could be to reduce habitability around colder stars (those with lower luminosity), increase consumer goods upkeep or amenities usage (in place of food). At the end of the day these are ‘plantoids’ and should share some aspects with plants.
 
“Animal level activity” would be a huge range in energy consumption. How many predators spend most of their time sitting around doing nothing? Why would plants not adopt the same strategy to minimize energy consumption? Why would this prevent an intelligent plant from developing machines that utilize other sources of energy?

I’ll give you some simple thermodynamics right here:

3000kCal is plenty for an “active” male human, that is 12556kJ. Sunlight density is in the neighborhood of 1kW/m^2 on Earth. That’s 3.5 hours/m^2 at 100% efficiency. At your ridiculous 90%, it *would* be quite possible with little more than a meter squared of area. I can tell you my cat spends at least that much time just sitting in the sun every day. At a more realistic 10% for a highly evolved plant, assume the organism spreads out to 3X3 m while “sunning” itself. And we haven’t even allowed for a higher energy density on this alien world.

This.
 
“Animal level activity” would be a huge range in energy consumption. How many predators spend most of their time sitting around doing nothing? Why would plants not adopt the same strategy to minimize energy consumption? Why would this prevent an intelligent plant from developing machines that utilize other sources of energy?

I’ll give you some simple thermodynamics right here:

3000kCal is plenty for an “active” male human, that is 12556kJ. Sunlight density is in the neighborhood of 1kW/m^2 on Earth. That’s 3.5 hours/m^2 at 100% efficiency. At your ridiculous 90%, it *would* be quite possible with little more than a meter squared of area. I can tell you my cat spends at least that much time just sitting in the sun every day. At a more realistic 10% for a highly evolved plant, assume the organism spreads out to 3X3 m while “sunning” itself. And we haven’t even allowed for a higher energy density on this alien world.
Surface area to volume presents HUGE issues for an animal generating energy from photosynthesis. Solar is reliable, but fairly weak, and animals consume a LOT of energy just by basic processes. "Sleeping a lot to conserve energy" doesn't really cut it- predators can DO that because they're consuming meat, which is high energy density.

Plants already DO "spend most of their time sitting around doing nothing". By being sessile. Because that's all that solar energy can sustain.
 
Surface area to volume presents HUGE issues for an animal generating energy from photosynthesis. Solar is reliable, but fairly weak, and animals consume a LOT of energy just by basic processes. "Sleeping a lot to conserve energy" doesn't really cut it- predators can DO that because they're consuming meat, which is high energy density.

Plants already DO "spend most of their time sitting around doing nothing". By being sessile. Because that's all that solar energy can sustain.

I just did a back of the envelope calculation showing that it is possible to sustain an *active* adult male on 3X3 m of sun for about 4 hours at 10% efficiency. That’s the whole day, he could be sleeping in the sun for that 4 hours.

Sure, just adding chlorophyll to human skin would not magically make humans not need food, but most animals don’t have body structures optimized for this. However, animals can adapt their bodies quite extensively, as evolution has shown.

Look, the real problem with plants walking around is ... why bother? Animals spend a lot of energy and biomass on muscles, plants just don’t have to. I’d be fascinated to see such plantoids, if they existed, especially to understand how they evolved the way they did. Carnivorous plants don’t even bother accessing the energy of what they catch, despite the fact they can digest it and the energy density is high. They just want the nitrogen so they can keep doing their thing photosynthetically.