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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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The Gaia seeding has no use when combining it with Life-Seeded, but can be used with Post-Apocalyptic. This feels like it should be the other way around.
I don't know if you had noticed, but you still can use Idyllic Bloom to terraform worlds not compatible with your Life Seeded pops into Gaia worlds for them to colonize...
By the way, one thing I would love to see the Custodians adding to Stellaris are more species and homeworld names for the Plantoids. I'm tired of seeing all my homeworlds using foolish names like "Belacosa Prima" and such.
 
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I don't know if you had noticed, but you still can use Idyllic Bloom to terraform worlds not compatible with your Life Seeded pops into Gaia worlds for them to colonize...
By the way, one thing I would love to see the Custodians adding to Stellaris are more species and homeworld names for the Plantoids. I'm tired of seeing all my homeworlds using foolish names like "Belacosa Prima" and such.
I'm not sure how that will work, since to initiate the process you have to have a world that is the ideal class for your starting species.
 
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I'm not sure how that will work, since to initiate the process you have to have a world that is the ideal class for your starting species.
Yeah.

I feel like Idyllic Bloom should basically replace Life Seeded.

They seem incompatible, and one of them does the job a lot better than the other.
 
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These feel incredibly underwhelming
I agree to some extent because there seems to be a lot more they could do with plantoids, however, it is important to note that the devs have been saying they want to go asymmetrical with gameplay. We have to keep in mind that Stellaris is not currently build or developed in a wild way around things like resources or anything outside of pops. So asymmetrical is something they are working on. I will take a small amount of diversity to start and seeing them start small to make things make different species play uniquely to some degree so the game feels way more diverse.
 
I'm not sure how that will work, since to initiate the process you have to have a world that is the ideal class for your starting species.

Yeah.

I feel like Idyllic Bloom should basically replace Life Seeded.

They seem incompatible, and one of them does the job a lot better than the other.
You both, correct me if I'm wrong but... Life Seeded is a Origin, while Idyllic Bloom is a Civic! You can have both! And yes, your Life-Seeded pops will have a problem in other worlds, but they still can alter those worlds into Gaia worlds with Idyllic Bloom.
 
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You both, correct me if I'm wrong but... Life Seeded is a Origin, while Idyllic Bloom is a Civic! You can have both! And yes, your Life-Seeded pops will have a problem in other worlds, but they still can alter those worlds into Gaia worlds with Idyllic Bloom.

Except they can't, because you can only turn your primary species' favored planet type into Gaia Worlds. If you take the Life Seeded origin, that's Gaia Worlds. So you can turn Gaia Worlds into Gaia Worlds.
 
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You both, correct me if I'm wrong but... Life Seeded is a Origin, while Idyllic Bloom is a Civic! You can have both! And yes, your Life-Seeded pops will have a problem in other worlds, but they still can alter those worlds into Gaia worlds with Idyllic Bloom.

The first builing in the line requires the world to be the ideal biome (tropical in this case) to be built.
Life-Seeded would have Gaia worlds as ther ideal biome. With the information we are given, for a live-seeded civilization to idyllic bloom a world into angaia world it would need to be a gaia worldd before starting the process.
 
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You both, correct me if I'm wrong but... Life Seeded is a Origin, while Idyllic Bloom is a Civic! You can have both! And yes, your Life-Seeded pops will have a problem in other worlds, but they still can alter those worlds into Gaia worlds with Idyllic Bloom.
They can't because Idyllic Bloom only works on the preferred biome you start with, which in the case of Life Seeded, is a gaia world.
 
You both, correct me if I'm wrong but... Life Seeded is a Origin, while Idyllic Bloom is a Civic! You can have both! And yes, your Life-Seeded pops will have a problem in other worlds, but they still can alter those worlds into Gaia worlds with Idyllic Bloom.
Idyllic Bloom should be an Origin.

It's quite competitive with other Origins -- and it restricts your Origin -- but it's not nearly as competitive with other Civics.

Life-Seeded is a great example of an incompatible origin, since you need to have a "perfect habitability" match in order to begin the Idyllic Bloom process, and Life Seeded removes non-Gaia worlds from being "perfect habitability" matches!

Your example helps show why Idyllic Bloom ought to be an Origin.

Idyllic Bloom is incompatible with, and competes against, the Life Seeded Origin.
 
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Except they can't, because you can only turn your primary species' favored planet type into Gaia Worlds. If you take the Life Seeded origin, that's Gaia Worlds. So you can turn Gaia Worlds into Gaia Worlds.

The first builing in the line requires the world to be the ideal biome (tropical in this case) to be built.
Life-Seeded would have Gaia worlds as ther ideal biome. With the information we are given, for a live-seeded civilization to idyllic bloom a world into angaia world it would need to be a gaia worldd before starting the process.

They can't because Idyllic Bloom only works on the preferred biome you start with, which in the case of Life Seeded, is a gaia world.

Idyllic Bloom should be an Origin.

It's quite competitive with other Origins -- and it restricts your Origin -- but it's not nearly as competitive with other Civics.

Life-Seeded is a great example of an incompatible origin, since you need to have a "perfect habitability" match in order to begin the Idyllic Bloom process, and Life Seeded removes non-Gaia worlds from being "perfect habitability" matches!

Your example helps show why Idyllic Bloom ought to be an Origin.

Idyllic Bloom is incompatible with, and competes against, the Life Seeded Origin.

Ok, I was wrong -- there is no way of using both Life Seeded and Idyllic Bloom. But who cares? Life Seeded exists to make more challenging to conquer the galaxy to those empires that choose it. And Idyllic Bloom lets you roleplay the Baol Organism or any other similar empire you want. There is no need to match them or of turning Idyllic Bloom into a Origin, once they both exist only to give to your empire a different flavor. Personally, I won't die or lose my sleep if Idyllic Bloom continue to be like it was presented here in the forum -- and I never choose Life Seeded (it's too boring for my taste).
 
Full disclosure I had somehow got it into my head that technicians give +4 rather than +6 energy. So phototrophic isn't actively detrimental like I thought. It still seems bad for 1 point compared to something like Conservationist but it would make a good cost 0.
 
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I know this is about the phototrophs new gameplay stuff, but seeing as this is also about about the Custodians working on maintaining the game. Can we please fix the marauders? This 'getting stuck in their home system because of pathfinding error' thing is annoying as hell...and has been a problem since I bought the game pre-Federations. That's two major game rehauls, and this bug is still here.... This is what I meant when I mentioned in 'what would you like the custodians to do?' thread that I'd rather they fix what we have so it's functional before adding new crap that's going to undoubtedly cause it's own bug issues that will need to be fixed, giving the maintenance crew plenty of excuse not to 'fix' anything and just become 'secondary adjunct of market release unit 0221'.

Half the time the marauders may as well not even exist. They just take up space like a particularly inert Fallen Empire. Usually when I try to 'contract' one they either 'are already busy' (when I can see their raiding fleet sitting quite inertly right in their own system not doing anything....never doing anything) or take my money and then promptly don't DO ANYTHING. Furthermore I've failed to get any to actually Khan up and wreck shop, and which I suspect is similar to the L-Gate issue which also needs to be fixed and more (for instance can we please have the L-Gate event chain locked to the players....I'm tired of the AI opening the L-Gates 35-50 years into the game when no one except the Fallen Empires have more than 20K fleets). I've been lucky in that I seem to be locked into the Dessanau Conscience, but still can you imagine playing a game repeatedly only to get soft locked just as you're reaching the midgame because the AI continuously opens a gateway to the all-consuming cloud? And the only option open to you to turn of L-Gates as far as I know is shutting off all gate networks.

Fix what you have, first, stop giving us half-hearted appeasement trophies to compel us into buying the more or less aesthetic DLC.
 
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We've made some slight tweaks to the Radiotrophic trait since the dev diary was posted, since the 100% habitability when combined with the post-apocalyptic origin was a bit much in testing.

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We've made some slight tweaks to the Radiotrophic trait since the dev diary was posted, since the 100% habitability when combined with the post-apocalyptic origin was a bit much in testing.

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Please also change Phototropic to 0-point (0-slot) and change Idyllic Bloom to be an Origin.
 
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We've made some slight tweaks to the Radiotrophic trait since the dev diary was posted, since the 100% habitability when combined with the post-apocalyptic origin was a bit much in testing.

View attachment 747178
Maybe give them a small bonus of some kind on habitats from space radiation? It would make it a more widely applicable trait.
 
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