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Stellaris Dev Diary #218 - Plantoids Gameplay

Hello everyone!

I hope you have had a great summer thus far, and let’s hope we can enjoy the rest of August as well. The team is starting to return from their vacations and we’re eager to start finishing off the Lem Update so that we can ready it for release in September.

As mentioned in dev diary 214, we’re going to Buff the Backlog by adding some gameplay to existing DLC. Today we’re here to talk about an addition coming in the Lem Update, and more specifically what additions we are making to the Plantoids Species Pack.

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We are adding 2 new Civics and 3 new Species Traits to the Plantoids Species Pack. Let’s start by taking a look at the new Traits.

New Traits
We have added 3 new traits that require the species to be either Plantoid or Fungoid.

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New traits and their cost.

Phototrophic: Is mutually exclusive with Radiotrophic, and changes some of your food upkeep into energy upkeep. Requires your species to be Plantoid or Fungoid.

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Instagram-friendly?

Radiotrophic: Is mutually exclusive with Phototrophic, and changes some of your food upkeep into energy upkeep. It also makes it more beneficial for your Pops to live on Tomb Worlds, as their energy upkeep is removed. Requires your species to be Plantoid or Fungoid.

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Contrary to popular belief, this species does not sustain itself by consuming ancient communication equipment.

Budding: This trait allows you to produce some pop assembly. Multiple Species with this trait can help provide pop assembly on potentially another species. For example, two species with the Syncretic Evolution Origin can together assemble one of the two. This trait can probably be especially great for a Hive Mind species.

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New Civics
Let’s continue taking a look at the Civics. Both of these new Civics are available to regular empires as well as Hive Minds. Only Idyllic Bloom requires you to be a Plantoid or Fungoid.

Catalytic Processing: This Civic lets you produce Alloys with Food instead of Minerals. Starting Districts have been adjusted to be balanced when using this Civic. Regular Empires and Hive Minds convert 9 Food into 3 Alloys. Machine Empires turn 12 Food into 4 Alloys.

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Catalytic Processing is available to many types of empires, but not all of them.

Idyllic Bloom: This Civic lets you transform planets into Gaia Worlds by building Gaia Seeders and upgrading them. The Gaia Seeders have 4 phases, with the 4th and final phase triggering the terraformation of the planet to a Gaia World. Available to regular empires as well as Hive Minds.

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That’s all for this week folks! We’ll be back again next week, so until then, stay safe and be well.
 
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Looks neat so far! As a Hive Mind player, loving the fact that the civics can also be used with them. More Hive Mind love plz <3


I hope they don't do anything to the Plantoid ships, they're my second favourite set after Avian. I love how they look.

Matter of taste. I think some bark, root or vine around the hull could make it more appealing. Although it may be too close to the bioship idea so I can see the issue to do so.
 
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Do the planets stay as Gaia worlds if Idyllic Bloom is removed? Similarly, if a planet isn't fully Gaiafied and the civic is removed, do the seeders hang around? Can the project be finished?

The civic cannot be removed, but the building is not required to sustain the terraforming process when it completes.
 
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Photographic seems not great? Food districts give more food than energy districts give energy (e: whoops I mean the same) so it seems like a downgrade or at best a side grade. 0.25 would make more sense surely.

Loving the rest though, especially radiotrophic (though should probably also be .25) Going to make so many post apocalyptic fungi.
 
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Photographic seems not great? Food districts give more food than energy districts give energy so it seems like a downgrade or at best a side grade. 0.25 would make more sense surely.

Loving radiotrophic though, going to make so many post apocalyptic fungi.

On the other hand, you can gain energy from mining stations, trade (if non-gestalt), solar panels on starbases (if gestalt) and a dyson sphere?
 
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Not a fan to lock traits to certain portraits. It limits a player's imagination and creativity. Why can't I build a species of rocks that sustains itself of radiation? Or a post apocalyptic one that evolved that trait? Why limit things artificially to a certain portrait? Just because the most common stereotype for a trait like that is a plant?
There are things like the necroids in which it does not make much sense because it is intended to give the image not only of zombies, but also of vampires or the Wraith of Star Gate, but plantoids, fungids, robots and lithoids need their own distinctive features because they are not simply organic intelligent species, or rather, they are not animals or insects, their needs are different and these civics and traits emerge to be able to express those differences that make them unique.
 
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I mean it’s not a meaty update but at least they didn’t just leaf it as just a cosmetic dlc.

I totally agree. That is still something GOOD to have indeed !

I just think there is so much more concept that could have been explored : Scent (plants sometimes smell really strong), color, torns, poison, root, bark...

Not quite sure what to do with those though so it's already great that we got something.
 
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I just hope that this isn't just a one-time thing. It's nice to see existing thing getting expanded a little bit... but it's still very minor. Much better than nothing of course, but if we knew that like every 6 months, a few new traits, civics, jobs, traditions etc gets added to the game, it would be great.
 
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Looks nice so far! I haven’t played hives a lot so far so I’m definitely looking forward to RP as a rebellious plantoid freedom hive on its galactic crusade against vegan oppressors.

And I’m going to call the leader of the hive Sneed.
 
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I just hope that this isn't just a one-time thing. It's nice to see existing thing getting expanded a little bit... but it's still very minor. Much better than nothing of course, but if we knew that like every 6 months, a few new traits, civics, jobs, traditions etc gets added to the game, it would be great.

Pretty sure they will then move to another topic. Just my guess. Seems logical to me.
 
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I really like older DLC getting additional content. :)

Regarding the new traits:
-> Phototrophic is flavorful, but it doesn't strike me as particularly useful. Even for 1-point traits, there are considerably better options.
-> Radiotrophic might actually be pretty good if you have an easy way to terraform planets into tomb worlds. Still not among the best 2-point traits though.
-> Budding sounds like the strongest of the new traits. Actually worth picking maybe, but I don't think it's strongest on hives, because they already have a pretty high base growth.

Regarding the new civics:
-> Catalytic processing *might* actually be pretty good, especially for hives.
-> From what I can see here, idyllic bloom is just a more expensive version of the world shaper AP, which doesn't sound all that strong to me.

Isn't the Budding Bonus too low though ? For non Hive at least I don't think it works. It's better to just take reproductive.
 
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On the other hand, you can gain energy from mining stations, trade (if non-gestalt), solar panels on starbases (if gestalt) and a dyson sphere?
Yes, but unless 100% of your energy income is coming from non-district sources when you balance your budget you're still going to be needing more pops on more districts to get the same net income. Outside of (e: maybe) some niche scenarios like an all habitat Void Dwellers run you're paying a point to be worse off, especially early game where you don't have much trade or dyson spheres.

0.25 would mean you're paying a point to be better off. 0.35 would be paying a point to be about as good (better if you build toward it), until you get the +resource buildings at which point it's just a flat improvement.


e: just realised I may not be being clear: I'm assuming it's going to be 0.5 food 0.5 energy per pop and I'm arguing for 0.5 food 0.35 energy
 
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Will other species also have benefits not just the dlc ones? Would be a bit unfair for planatoids, necroids, humanoids to be better than others
 
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Phototrophic: Is mutually exclusive with Radiotrophic, and changes some of your food upkeep into energy upkeep. Requires your species to be Plantoid or Fungoid.

My personal issue: why it can't be free in energy upkeep with planet systems which are polycentric (2-3 stars around which planets rotate)? As in, there are few stars in system and planets basically have sunlight during the whole day with minimal nights, no?

I am kinda partial to having bonuses for quirky star systems and it would be fun if plantoids would be focused on finding those to develop best :)

An interesting pack it is! Looks quite pretty, a very nice DD.
 
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Restricting these new mechanics to fungoids/plantoids is a terrible idea. It blocks off a whole range of potential species ideas for no gain whatsoever. Why can't I make a species of photosynthetic avians? Why can't I settle a tomb world and genetically engineer the inhabitants to be radiotrophic? Why can't a mammalian species care for the environment of their planets and turn them into gaia worlds?
 
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