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Stellaris Dev Diary #187 - Post-mortem

Zaztl’s time had come. The Ritual of Elevation was soon to begin, and as she was inching ever closer to her own final destiny, she wondered “Is this perhaps the start of a new life?”. She couldn’t help but to latch on to hope in her moment of dread, but she also knew the futility of the question.

No Jeferian would ever know the answer to that question.

Shumon ins-Beth was born, the newest individual to join the Pasharti species.


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The result of dark experimentation by the Jeferians - the former owners of the planet Taralon - the Pashartians are the ultimate parasites. Originally a semi-sapient creature dwelling in the depths of Taralon's mountains, the Jeferians uplifted and augmented them to act as a subservient slave race. However, their uplifting was rather too effective, and they unleashed a monster. Horrified at the capabilities of their creation - which included the ability to absorb other sentient species and turn them into Pashartians - the Jeferians tried to shut down the experiment. However, a small group of uplifted Pashartians escaped.

Over the years, they bided their time, managing not only to evade capture, but also gradually increase their numbers and develop a technological base to rival the Jeferians. Eventually, the Jeferians noticed that something was amiss, but by then they were powerless to resist.

Soon the Pashartians had seized control of the planet, unleashing violent pogroms on their erstwhile oppressors - all the while further increasing their numbers. Now poised to take to the stars, the Pashartians stand ready to pursue what they see as their solemn duty - the conversion of all lesser life forms to their likeness.


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Hello everyone!

Two weeks ago we announced the Necroids Species Pack, and today we’ll be giving you more information about the gameplay aspects. But first, I’ll take the opportunity to link the trailer once again, in case you missed it.


For Necroids we wanted to add some new gameplay that would be available to many more different types of empires and species. Unlike Lithoids, these Civics and Origins will not require you to use a Necroid portrait. For Lithoids we felt like it made sense, but in this case we didn’t want to impose any limitations on your imagination and creativity.

Necroids gameplay includes:
  • Necrophage (Origin)
  • Memorialist (Civic)
  • Death Cult (Civic)
  • Reanimated Armies (Civic)

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Necrophage is a new Origin that means that your primary species has a very hard time to procreate by themselves, but is instead dependent on transforming other Pops into themselves.

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Necrophage Trait - live long and consume

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Chamber of Elevation - when regular Uplifting isn’t enough

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Necrophytes - Hey, what does the necro part of my job title stand for anyway?

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In addition, there is also the Reanimated Armies civic that we showed in DD #185. This civic replaces the Military Academy with a Dread Encampment, and can recruit Undead Armies that are unaffected by morale.

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Reanimated Armies - the ultimate in recycling.

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Dread Encampment Building - wouldn’t want to get caught dead here

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Undead Army - it’s not wight how they work them to the bone, but they don’t complain

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Necromancer job - some say it’s a dead end job, but they’ve made a grave mistake
(Note: Above image includes the bonus from Ground Defense Planning)

This civic has a few restrictions - no pacifists, and it conflicts with Citizen Service since it replaces the Military Academy. Some subtle differences exist between Soldiers granted by Military Academies and the Necromancers from Dread Encampments - they’re Specialist tier and provide more defense armies, provide some research benefits, and will summon additional defense armies under Martial Law instead of increasing Stability.

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That is all for this week! Next week we’ll take a look at the art process and all the effort that goes into creating the Necroid portraits!

We’ll be eagerly reading your responses, and remember that...
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Jeff sees all
 
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Im probably a bit unique in my opinions but this seems to be a bit out of character/theme for stellaris.
This is actually the first time I think that the non-art assets won't actually enhance my game. @grekulf any chance of an Art Asset only version, I don't want to spend money on the DLC to cut the non-art content by modding.
 
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This is actually the first time I think that the non-art assets won't actually enhance my game. @grekulf any chance of an Art Asset only version, I don't want to spend money on the DLC to cut the non-art content by modding.
Find the art assets in the files and turn them in to your own personal mod. Activate the mod and voila!
 
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Not gonna lie, I would've liked the option to become a Necromorph Swarm.

Don't expect Pdx to do anything for Hiveminds, they decided to make them garbage in any aspect.

If you want your necroswarm thing, just use the Forgotten Queens mod on the workshop and you will be able do play it, with a lot of new features for hiveminds : ascension perk, organic ships set, their own kind of ecumenopolis, bunch of new civics (including the "necroswarm" thing.)

And for the fair price of nothing ;)
 
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Is it just me, or does this origin seem ludicrously overpowered? Two primitive civilizations on your guaranteed habitables?! Even if they're Stone Age, that's still 8 pops at a point in the game where every single pop is precious, and that still lets you get past the "newly colonized" malus much faster then usual. And as far as I can tell, there's nothing saying they have to be Stone Age, meaning you could easily get two machine or space age primitive civs for 40+ pops on in 2201, which is absolutely ridiculous. That's even ignoring the fact that you save a lot of resources by invading instead of colonizing (rather than 400 alloys, 400 CGs, and 400 food, you'll need at most 3-400 minerals for armies, which you can then reuse to invade your neighbors with all that specialist output you just saved) and there's no colony development speed (+transports travel much faster then colony ships, although this is virtually irrelevant compared to the rest), meaning the colonies are up much faster then other origins and have way more pops.
Unless I'm missing something, this would appear to make Shattered Ring, Scion, Hegemon, and Void Dwellers look like the epitome of good balance.
I don't think it would be "that" overpowered, newly conquered POPs are a pain in the ass, especially before you have the techs and manpower to effectively suppress them.

And you'll only be able to convert three of them to fungus zombies every decades.
 
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I don't think it would be "that" overpowered, newly conquered POPs are a pain in the ass, especially before you have the techs and manpower to effectively suppress them.

And you'll only be able to convert three of them to fungus zombies every decades.
I've never had issues with conquering primitives or rushing down other empires early on even as slavers; if my stability target is 20% instead of 40% it's even easier. You can always resettle some of the primitives back to your homeworld to dilute the unhappiness and avoid stellar culture shock. The conversion rate doesn't matter; more pops is always better then less pops, and an origin that effectively nearly triples your starting pops and makes your first two colonizations almost free is ridiculous.
 
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I don't think it would be "that" overpowered, newly conquered POPs are a pain in the ass, especially before you have the techs and manpower to effectively suppress them.

And you'll only be able to convert three of them to fungus zombies every decades.
More the issue there is that it's cheap to get your first two starying worlds with the 80% habitability which since this origin is based on syncretic evolution (seriously why is everyone missing that you start with a whole second species on your homeworld) you basically will use them as your chaff and the model for your empire while you can focus the main species on leadership roles and specialty jobs like research. With that +80 year lifespan and this build i can see some strong Philosphier kings spawning as the leaders will generate more and last longer. Particularly if a update comes with makes leaders and political factions more important.
 
The novel gameplay from these civics and origin looks great. That being said, I can’t help but feel disappointed in a couple of things.

For one, Necroids absolutely feel like a species that would be best served by a unique trait like Lithoids.

And second, while Necrophage sounds awesome and the origin sounds like great fun, in its current iteration it doesn’t fit the death theme at all. It almost feels like an origin idea for a parasite species that was plopped into the Necroid theme. I think thematically it works better to rename the origin and let it be what it truly is; about a parasite race, not about death.

Necrophage sounds awesome as an actual plague, biological or technological, murdering other species and converting them to Necroids. I’d love to see that as an origin, on top of a Necroid specific trait. Let the civics remain as they are, they’re fine. That’s my 2 cents.
 
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So we get a parasitic lifeform origin, something hive players wanted for a very long time, but it is locked for Hives? Why do you do this to us?

Please, please make it available for Hives.
 
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I suspect it's locked for hives due to the way hiveminds handle pops and jobs, which at the same time is tied to the way the game deals with living conditions and citizenship rights.
 
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I suspect it's locked for hives due to the way hiveminds handle pops and jobs, which at the same time is tied to the way the game deals with living conditions and citizenship rights.
That's an excuse a modder, who doesn't have the time and the resources to handle every edge case, can make. Not the developers of the game.
 
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That's an excuse a modder, who doesn't have the time and the resources to handle every edge case, can make. Not the developers of the game.
True but since when have the devs given a damn about edge cases?
 
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-75% Pop Growth additively, I assume, like any other regular trait modifiers?

So, an orign that only alters the early game, but leaves the lategame (with it's ~100% pop growth and infinitely stacked resources) all the same?

Not surprised.

It's worse than that, actually. It's a penalty that could really hurt the AI, but at worst it will cost the player the locked growth penalty, because a player will never allow pops with this trait to occupy the growth slot on a planet (lock it instead on whatever fast-growing species you have, starting with your original underling species).

Looks like if you do take Necrophage origin, Lithoid primary species is the way to go: the early-game downsides of Lithoids (less population growth, eating more valuable minerals instead of food) are essentially bypassed, while the upsides stack up, and in particular it becomes really easy to have your early-game leaders survive all the way to the endgame, without going synth.

Then again, you could just go synth, which is clearly better than everything else in the long run and will remain so unless there are some huge balance changes.
Necrophages: Necrophytes must perform 10 years of rituals to be elevated into the glorious master race.
Synths: Haha upload machine go brrr, robot factory go brrr
 
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No necromatic automation or undead in industry its only for war?

It'd be nice if rather than just negative population growth, but have a flag that turns population growth off entirely. Maybe even locks new pop creation from colonies, so you could ONLY get new pops through conversion.
 
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Another week. Another DD not addressing the collapsing state of the game.

devs read the room. the forum is on fire and you post this crap?

Im probably a bit unique in my opinions but this seems to be a bit out of character/theme for stellaris.

So here is a wild theory.

I assume the devs are well aware of all the flaws in the game, including some the community hasn't even noticed yet. I also assume they pour their heart and soul into the development of the game and want to be proud of their work. I furthermore assume that they are not in charge of setting milestones and assigning manpower accordingly, they probably have a project manager for that, who in turn has a business manager on top of him, etc.

A year ago, they managed to convince those people to delay Federations in order to work on some urgently needed improvements regarding the performance of the game. This year, it is unlikely to get another delay approved unless A. the customers are still really unhappy and B. this affects sales of the game.

So what would you do if you were a dev?

You stop talking about fixes, because you currently don't have the time to work on them and the community will become more vocal about the issues (A). For the next cosmetic DLC you design something cool, but a bit risky. Aquatics would probably sell really well, regardless of the current state of the game. Necros would probably sell well if the customers were happy, but might not sell so well in the current situation (B). Together, this might give the devs the leverage they need to get more time for fixes....
 
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Honestly thought for a second that 'post mortem' referred to the current state of the game and you were announcing work on Stellaris 2. which given current trust levels, I would not buy.

And seriously? One dev reply and It's not even to address the elephant in the room that gave the post as many dislikes as likes? Really?
 
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