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Stellaris Dev Diary #175 - Space Fauna

Hello everyone!

As I mentioned last week, we have begun working on a larger free update targeted for May, and it would be fun to share some of the new things you will be able to discover.

2.6.3 is still planned to be released as an opt-in beta SoonTM, so stay tuned for more information about that.

But for now, let’s continue and talk a little bit about what you’ll expect to see in the free May update.

Background
We’ve felt that the galaxy sometimes feels a bit empty now, compared to how it used to back in the day. Since the AI is a bit more proactive in hunting down hostile space fauna you are encountering these alien lifeforms much more seldom. We wanted to reinvigorate the galaxy with more alien life, and allow them to continue existing for a longer period of time.

Tiyanki
The tiyanki now have a home system, Tiyana Vek, which can continue to spawn more space whales throughout the continuation of your game, unless the tiyanki in the system have been hunted to extinction. The spawning of new tiyanki will also depend on galaxy size, which sets an upper limit for how many fleets can spawn (in relation to already roaming around).

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Tiyana Vek, in all its gaseous glory.

The tiyanki themselves have also been updated, and there are now hatchlings in addition to the previously existing Bulls, Cows and Calves. The roaming tiyanki fleets are now also a bit more randomized in their compositions.

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Space whaling.

Hunting the tiyanki will yield energy credits and exotic gas, but xenophile empires will not approve.

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Successful hunt. No, bounty numbers are not final.

Space Amoebas
Similar to the Tiyanki, the space amoebas now also have a home system from which they can spawn. The space amoebas spawning behaviour is slightly different from the space whales. The amoebas that spawn in the home system will have a cooldown, but may occasionally leave their system in large numbers and seek a new home.

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Behold! Amor Alveo, home of the amoebas.

As before, it's possible to complete the Amoeba Pacification Project to turn them non-hostile if you are a xenophile or pacifist empire. If you have pacified the space amoebas, it's possible for some of them to spawn in your territory. These amoebas will be friendly towards you, but perhaps not to your enemies!

Galactic Community
As we showed last week, there will also be a few new resolutions that allow you to decide how the galaxy should feel about the tiyanki.

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With the Tiyanki Conservation Act, an empire that kills a tiyanki will become in Breach of Galactic Law.

With the Tiyanki Pest Control, an empire will be in Breach of Galactic Law while they are harboring any Tiyanki within their borders.

We’re also working on a resolution for pacifying amoebas, which you can propose if you have already pacified them. Empires will get a choice whether or not they will agree to pacifying the amoebas, which will share pacification if they agree.

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These are the first steps we’re taking towards reinvigorating the galaxy a bit. We’ll give you more information in the next couple of weeks, so stay tuned for future dev diaries!
 
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Not exactly related, but why it's impossible to add Federation to owned items in the paradox forums account? Is that not supported for this expansion? No special icon this time around? Or it's a bug?
 
I really want an Option for Domestication of Space Wild Life. Then other options would come in to use, Like Breeding Programs, To increase their numbers or to create new Breeds of this Space Wild life. Etc etc.

Also, it would be cool if we could Treat them, And be treated by them, in different ways. And use them in different ways too.
1) Like Cows, 2) Like Horses, 3) Like Dogs, 4) Like Cats, 5) Like small Song Birds in a Cage. 7) Like Elephants, 8) Like Wild helpful Dolphins. 9) Like Birds of prey used by a Falconer. 10) Etc etc.
We could call this Space Wildlife Domestication Policies, or some thing like that. And you could set it any way you like, for each different Space Wildlife, Independently.
 
Space-Amoebas and Space-Whales: It's still enlightening how stuff is prioritized.
Why does everyone assume that the mere existence of anything that isn't bugfixes means they aren't doing bugfixes?
 
Why does everyone assume that the mere existence of anything that isn't bugfixes means they aren't doing bugfixes?
While I can't get behind the sentiment of complaining about new stuff, and I love seeing what Paradox is doing with Tiyanki and Amoebas... considering how much of what I report gets ignored and remains unfixed, it's easy to get the impression they aren't doing bugfixes.
 
While I can't get behind the sentiment of complaining about new stuff, and I love seeing what Paradox is doing with Tiyanki and Amoebas... considering how much of what I report gets ignored and remains unfixed, it's easy to get the impression they aren't doing bugfixes.
You should try looking at what they have fixed then. The only possible way you get that feeling is ignoring what they are doing because it's not your bug.
 
Why does everyone assume that the mere existence of anything that isn't bugfixes means they aren't doing bugfixes?
Because obviously having content developers and game design experts working on content and game design means they're not working on bugfixes, which you know, is totally what they'd be doing otherwise.
 
Some of the issues I've reported have been reported by others before. Reading those really left me with a strong "why is this not fixed already!?" vibe.
But it does not follow that they aren't fixing bugs. Which is what you claimed.
 
Some of the issues I've reported have been reported by others before. Reading those really left me with a strong "why is this not fixed already!?" vibe.
Could be that it's something that's hard to track down the source of.
Could be that it's something that's just not as high priority for fixing as some more critical bugs.
Could be both of the above.
Could be something else.

Chances are there's a reason any particular bug that's been around for a while hasn't been fixed - take the fleets not firing on the enemy bug - that one's been around since before 2.0, if I recall right, but it's been a nightmare to track down because reloading fixes it, making any save file of the bug useless because reloading it will resolve the issue.
 
Another idea for GC Tiyanki policy: Sport Hunting. Whenever the number of Tiyanki in the galaxy gets to a certain point, every GC member gets an event where they can choose to apply for a permit or not. Every empire who applies gets a permit to hunt a certain number of tiyanki herds based on either their empire size (portion of the galaxy they own) or their diplomatic weight. And if you kill more than the number of herds you're allowed, then you're in breach of galactic law.
 
Why does everyone assume that the mere existence of anything that isn't bugfixes means they aren't doing bugfixes?
Why does "everyone" misinterpret a statement like "Paradox should prioritize completions, fixes, optimizations and balance way more seriously" as if your counterpart has written "Paradox doesn't do said patch-stuff at all" ? Do you know what ? It would be more interesting to read about the other way around: Actual patch-dev-diaries and just promises about new stuff in the future since such patch-dd(s) would be actual proofs ( and not just speculations ) that, what and in which extend ( priority ) said patch-stuff was and is done.

Because obviously having content developers and game design experts working on content and game design means they're not working on bugfixes, which you know, is totally what they'd be doing otherwise.
"Nice" sarcasm, but there's a reason why the respective game-/ or content-designer should do actual patch-stuff as well: They're the guys and girls which had programed the respective stuff initially: They had the initial idea, they know the intended behaviour behind and they're already familiar with the stuff they've initially programed as well. They're the best choice to clean up their own "mess".
 
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Allow Rogue Servitors to pacify the amoebas please.

Yes, please do this, especially if there's going to be more expanded on with the pacification. Our motto is "To protect and serve." There's no reason that we should exclude spaceborn organic life.

Heck, I'd love to see a unique Servitor starbase building that requires spaceborn wildlife in the system, which gives unity. Essentially, a Space Organic Sanctuary. If not that, could you at least make sure there are hooks into the space wildlife for mods so that we can make it? I imagine that'll be a bit trickier than the two lines I added to allow the pacification projects, but it would be well worth it.
 
Could be that it's something that's hard to track down the source of.
Some of it could be fixed by changing or removing a single line.

Yes, please do this, especially if there's going to be more expanded on with the pacification. Our motto is "To protect and serve." There's no reason that we should exclude spaceborn organic life.
Yeah, being able to pacify Amoebas as Rogue Servitors would be lovely ❤

Heck, I'd love to see a unique Servitor starbase building that requires spaceborn wildlife in the system
Some of the spaceborne wildlife moves around between systems, so that wouldn't work.
 
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Some of it could be fixed by changing or removing a single line.

Ha! Hahaha! Ooh, that's a good one. Let me tell you this, as a modder who works with code a lot - That's not true. That is very not true. In writing code, your issues always stem from one of two things - A single out-of-place character (typically a } ) that you then have to trawl through the entire code for, or the way you wrote your code means the only fix for the bug is to rewrite the entire thing.

Writing code is not a simple task. It is never a simple fix for one line. It's a cascade of finding bugs, fixing them, and then discovering your bug fix introduced 20 more bugs, because computer code is just that plain frustratingly difficult to work with. Bugfixing is not simple. It is not easy. Otherwise, we wouldn't have bugs.