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Stellaris Dev Diary #185: Announcing Necroids

Hello everyone!

Today we bring you some exciting news about our upcoming Species Pack! We’re happy to announce that our next species pack will be themed around death and should allow you to live death to the fullest! Check out the trailer below:


Necroids will feature:
  • 15+1 new portraits (the +1 being machine)
  • 1 new Ship Set
  • 1 new City Set
  • 1 new Room background
  • 1 new Origin
  • 3 new Civics
  • 1 new pre-scripted Empire
  • 1 new Advisor Voice
We wanted to add ships that had a more sinister or evil appearance, and I’m very happy to say we’ve made something really great. We’ll go into more detail about the ships, and give you a peek into the art process, in a future dev diary.

True to the theme, we wanted the portraits to revolve around death, but not look outright undead or decaying. We never intended the Necroids to be specifically undead, but rather themed around death. Similar to the ships, we will be doing a dev diary in the future to give you a peek into the art process, and also reveal all the new portraits. Stay tuned!

Regarding the other features, we have already shown you some of them, such as the Death Cult Civic and the Memorialist Civic. The remaining features will be revealed over the next couple of weeks, and maybe you'll even get to learn about Jeff. But for now, let’s pass the Mishar Cabal into our memories.

---

General Donnten threw her bloodied axe next to Ostiir’s severed head. The others in the Leadership Council would remember this the next time they considered interrupting her in the Mishar Althing.

She pushed past the acolytes that were coming to deal with the corpse. They were annoyed - the rites were always harder if the head was removed - but they would just have to stitch it back together.

Smiling to herself, she left the arena. At least Ostiir would be an obedient little soldier now.


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By the way and in order to give the accusers that try to make up a defence of topic-derailment a bone ...
Necroids will feature ... 15+1 new portraits (the +1 being machine)
I would advice to put this one machine-portrait from "Necroids" into the "Synthetic Dawn"-DLC. That would at least help to smooth the impression that Paradox handles its already released DLCs ( like "Synthetic Dawn" ) as simple fire-and-forget-missiles that get barely any attention once they're released and that's probably just a thing in order to make the newest DLC ( like "Necroids" ) as attractive as possible, even if a part of its content ( like this one machine-portrait ) fits certainly better into one of said already released ones ( like "Synthetic Dawn" ).
 
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By the way and in order to calm down the accusers that try to make up the defence of topic-derailment ...

I would advice to put this one machine-portrait from "Necroids" into the "Synthetic Dawn"-DLC. That would at least help to smooth the impression that Paradox handles its already released DLCs ( like "Synthetic Dawn" ) as simple fire-and-forget-missiles that don't get that much attention afterwards in order to make the newest DLC ( like "Necroids" ) more attractive, even if a part of its content ( like this one machine-portrait ) fits certainly better into one of said already released ones ( like "Synthetic Dawn" ).

Yeah but we still wait for plantoids photosynthesis since quite a long time. According to the state of the game and the tremendous work they have to do i doubt we will see it ever.
 
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"It's so irritating to see every dev diary swarmed with people bringing up their pet grievances which have nothing to do with the topic" thats not whats happening

"and (often rudely)" thats definetly not whats happening

"demanding employees work on issues that aren't in their area of jurisdiction." thats ABSOLUTELY not whats happening

instead of intentionally taking things out of context, how about reading up on what people are talking about here

Yeah I could understand people complaining about the derail of the thread if devs created a separated megathread about AI, instead they are avoiding this by months, they are not addressing a game breaking issue that is plaguing stellaris by a long, long time. People are upset and they started to riot (I mean they even coded this stuff they should know how it works)
It's fine if they enjoy just building a space empire and playng paint galaxy map simulator, but there is people who spent 100$+ on this game and wants the stuff they paid for.
 
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This would be out of context if devs created a separated megathread about AI,
... or replied to threads already started.
I don't think that plantoids need photosynthesis much, tbh, and you can use a mod about it, anyway.
 
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This would be out of context if devs created a separated megathread about AI, instead they are avoiding this by months, they are not addressing a game breaking issue that is plaguing stellaris by a long, long time. People are upset and they started to riot (I mean they even coded this stuff they should know how it works)
It's fine if you enjoy just building your empire and play paint galaxy map simulator, but there is people who spent 100$+ on this game and wants the stuff they paid for.
i think you missunderstood what i wrote
 
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Nice discussion here.

Actually I believe that AI issues are easier to solve than micromanagent issues. AI issues can be solved by coopting mods, while economy micromanagement issues have to be fixed from the beginning. I kinda understand Wiz, cause in past I did something similar, reformed a running game in a way that most players found it to be unwieldy and complicated.

I hope to see some templating & macros tools for better planetary and sector management, however this would probably need some input from Wiz as the main designer.
 
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Nice discussion here.

Actually I believe that AI issues are easier to solve than micromanagent issues. AI issues can be solved by coopting mods, while economy micromanagement issues have to be fixed from the beginning. I kinda understand Wiz, cause in past I did something similar, reformed a running game in a way that most players found it to be unwieldy and complicated.

I hope to see some templating & macros tools for better planetary and sector management, however this would probably need some input from Wiz as the main designer.

Honestly I find the new system not a great of a deal, with the right mods you can actually get a nice experience. The problem is that AI, especially crysis AI, it's hard coded and modders can't fix it.
Idk if it's easier, but a part of it was a bit broken from day one, by a year is full broken.
 
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I also think that it's telling that Stellaris is conspiciouly missing from this weekend's "Strategy Weekend" streaming event.
 
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Honestly I find the new system not a great of a deal, with the right mods you can actually get a nice experience. The problem is that AI, especially crysis AI, it's hard coded and modders can't fix it.
Idk if it's easier, but a part of it was a bit broken from day one, by a year is full broken.


it has been broken since launch, the "revamp" of planets just kneecaped the ai completly
 
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it has been broken since launch, the "revamp" of planets just kneecaped the ai completly
I love how the revamp was supposed to help things. To make "micromanagement" less arduous and make oversight easier. Instead, it did the exact opposite. The tile system still exists with the unlockable slots, the population became way more opaque, same for who is working which job, the new pop growth means way more micro, etc.

At this point reverting back to the old system, would arguably be a marked improvement. Frigging hell, I think they even removed auto upgrades. Tacked on a bunch of menus, etc. The Ai can handle all of this even worse than it could simply filling up a planet with random buildings. Because now they have to contest with a host of new issues ON TOP of that.
 
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Honestly I find the new system not a great of a deal, with the right mods you can actually get a nice experience. The problem is that AI, especially crysis AI, it's hard coded and modders can't fix it.
Idk if it's easier, but a part of it was a bit broken from day one, by a year is full broken.

Can you then recommend some mods you use that make mid-game micro more bearable? I'm playing on Starnet (+friendship mod) and Real Space (+ several other mods) and right now I've reached the magical limits of ~20 colonized planets when gameplay begins to feel tedious.
 
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Also since paradox are not the best at gauging the atmosphere here I'll say this plainly:

Most of us would rather puke our balls out through our mouths than read another "wE aRe AlWaYS WoRkINg On PeRfOrMaNcE aNd Ai" post.

4.

Years.

And it's WORSE.
 
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I love how the revamp was supposed to help things. To make "micromanagement" less arduous and make oversight easier. Instead, it did the exact opposite. The tile system still exists with the unlockable slots, the population became way more opaque, same for who is working which job, the new pop growth means way more micro, etc.

At this point reverting back to the old system, would arguably be a marked improvement. Frigging hell, I think they even removed auto upgrades. Tacked on a bunch of menus, etc. The Ai can handle all of this even worse than it could simply filling up a planet with random buildings. Because now they have to contest with a host of new issues ON TOP of that.


To be honest old tiles were kind of brain dead minigame. I was one of supporters of economic rework and still kind of do as it has more depth and potential to be interesting, BUT it came with some inherent problems that still after over a year need solving.

The biggest one for me personally is overpopulation/ressetlement stuff. If you for example have 50 planets it would help trendemously if some of them went to 'finished' state and you wouldnt have to touch them. Also some better automation/templating would really help in lategame.

And to some people talking about "tOXiCiTy" here, well, I agree we shouldnt be too hard on devs, I guess those guys are doing their best while being overworked and understaffed, but this 'outrage' could be brought to eye of some corporate overlord and then they would allocate more man hours to fixing the game.
 
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The biggest one for me personally is overpopulation/ressetlement stuff. If you for example have 50 planets it would help trendemously if some of them went to 'finished' state and you wouldnt have to touch them. Also some better automation/templating would really help in lategame.

Consider using the "Carrying Capacity" mod, it revamps linear growth model from vanilla into logistic curve, which is more realistic and gives you natural population limits for your planets, this lessens the workload of constant resettling from crowded planets.

Here is the link:
 
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To be honest old tiles were kind of brain dead minigame. I was one of supporters of economic rework and still kind of do as it has more depth and potential to be interesting, BUT it came with some inherent problems that still after over a year need solving.

[...]

I dont want to be salty and i know many people lost their tracking of time in the last six months, but Megacorp was released in December 2018, this was nearly 2 years ago. The FTL rework was months earlier with 2.0 and Apocalypse: In February 22nd. That was 2,5 years ago.

Apocalypse broke the crisis with the FTL rework, because the crisis wasnt able to jump fast through systems and conquer anymore.


Megacorp broke the makro planet Management and added endless pop managent and terrible performance. It also broke the AI which could not play the economy and teh crisis was to slow becasue it also wasnt able handle the new pop system.
 
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People don't always have the time to get into a 17 pages argument. They have every right too. Thye should fix the damn thing where you can see who liked dislikes and so on. Toxic people trying to call people out for disliking their posts is really appaling.

I can appreciate that line of thought - the system used to do exactly that, however it was removed due to "abuse" which was never adequately explained to the community. I can understand how you might perceive that comment as toxic, however I'm inclined to disagree. I'm only pointing out a critical flaw in how people conduct themselves on an internet forum where the expectation is that they'll communicate with one another.

This isn't Facebook or Twitter, after all. If you're here, you're here to talk - not to meme or clown around. And I feel like that's something that's been lost over the last few years.

Pre-Like/Dislike system was a much better era for the forum, truth be told.
 
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