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Stellaris Dev Diary #248 - Special Prospects

Hello again!

In last week’s dev diary, we discussed the basics of negotiating subjugation contracts and showed you some holdings. This week we’ll present Specialist Vassals and do a deep dive into the Prospectorium, reveal more holdings, and share the names of the five Origins that are coming in Overlord.

As with all previews, numbers, text, and so on are not quite final and are still subject to change.

Keeping Track of Your Agreements​


We felt that it would be useful to have a centralized screen for keeping track of all of your subjects, and added a summary screen tab next off the Contacts panel.

The Agreements tab shows all of your vassals (or all of your overlord’s vassals if you’re a subject) and lets you examine the terms of the agreements. It also lets you know whether or not you’re taking full advantage of the number of holdings you could have, and lets you get more details on subsidies or tithes through tooltips of those terms.

It also provides you with a convenient way to go to the negotiations screen we showed you last week.

Agreements Summary Screen
Work in progress - there’s still a bit of placeholder stuff.

Specialist Empires​


Specialist Icons

Specialist Empires are an advanced form of subject contract that excel at certain tasks but are deficient in others.

We are introducing three Specialist Empire types in Overlord.
  • The Bulwark: A bastion of defense that leaves basic resource acquisition to others.
  • The Prospectorium: Excels at resource acquisition but has weaker research.
  • The Scholarium: Specializes in research but relies on their allies for military support.
Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.

After negotiating a specialist agreement, it takes some time for the subject to convert into tier 1 of their specialty. This is based on their ethical compatibility with the specialist type and the empire size of the subject.

Several agreement terms are locked or have minimum values - a Bulwark contract, for example, must include basic resource subsidies from their overlord and a defensive pact from the subject, and the Prospectorium must provide a resource tithe to the overlord in exchange for research subsidies. These minimum terms ensure that at least some of their deficiencies are covered so they can thrive and fulfill their intended obligations to their overlord.

The Prospectorium​


Let’s take a deeper look at the Norillga Citizen Compact. Our snailian friends are a tier 3 Prospectorium.

Tier 3 Prospectorium

Prospectoria are all about resource acquisition, and this is reflected in their abilities and perks.

Tier 1 Prospectorium Bonuses and Penalties
Tier 2 Prospectorium Bonuses and Penalties
Tier 3 Prospectorium Bonuses and Penalties

Even when they were just beginning, they had a large penalty to scientific research and a handful of production based bonuses. As they became more specialized, the magnitude of each increased.

Prospectorium Deposits I
Prospectorium Deposits II
Prospectorium Deposits III

Prospectoria have a chance of discovering caches of resources or even new deposits each year, and the variety of things they can discover increases as they tier up. These discoveries produce a special project that must be exploited by a Construction Ship.

As might be expected, over time it’s helpful for them to have control of a reasonable area of space if you want them to keep finding things.

Prospectorium Advisory

The overlord also gains a bonus for having at least one “advisor” of each specialist type. Having a dozen Prospectoria will not increase the Prospectorium Advisory benefit.

The third tier 1 perk, Prospectorium Supply, is tied to the Hyper Relay Network, so we’ll get back to that one in a future dev diary when we talk about that.

Prospectorium Mining Tech I
Prospectorium Mining Tech II

At tiers 2 and 3, Prospectoria gain several permanent research options that are of potential interest to them.

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Their leaders, including those already employed by them, also gain some additional special traits. These are in addition to any other traits they may have…

Prospectorium Governors

…and they can trade them to their overlord through diplomatic trade deals. Higher skill leaders are, of course, worth considerably more than new ones that just came out of the leader pool.

Prospectorium Strip Mining

Their last Tier 3 perk lets them replace agricultural features with more mining districts, helping them feed the forges as they become industrial powerhouses.

Internally, we’ve found that Specialist Empires provide an interesting cooperative playstyle where multiple empires can work together to cover for each other's deficiencies.

Holdings, Part Two​


A question that came up many times last week related to deprioritizing Overlord jobs from holdings. Any of these that provide benefits for the overlord behave like Criminal jobs and cannot be deprioritized. Specific numbers on them are also still subject to balancing and change.

This week we’ll start with a mostly beneficial holding.

Overlord Garrison

With the Overlord Garrison, you can help your subjects if they’re having problems with crime. Having a strong military presence on your worlds forces loyalty, but the populace of the planet might not be quite as happy about the occupying presence.

Satellite Campus

The Satellite Campus holding produces research for both overlord and subject, paid for by the subject. If the planet owner is gestalt, these will consume energy or minerals as appropriate rather than consumer goods.

This week’s civic and origin based holding previews are all about spreading the defining traits of your civilization to your subjects.

Recruitment Office

Overlords with the Citizen Service civic can build Recruitment Offices to spread their message of patriotic service to their subjects.

Experimental Crater

Zero cost, zero upkeep, free science! No real downside!

The Experimental Crater is unlocked by the Calamitous Birth origin, and allows the lithoid overlord to “test” asteroid colony ship designs by hurling them at a convenient space on their subject’s planet. They usually don’t miss the test site.

Oops.

Except for when they do.

Sacrificial Shrine

And just as the lithoids can spread their love of explosions to their subjects, the subjects of Death Cults can enjoy the same right to become Mortal Initiates that their own citizens can. As is right, they get to partake in some of the benefits of the sacrifice.

Last week I promised one machine holding, but I’ll share two instead.

Distributed Processing

The first is a bit of a mean one, with four jobs that produce research for the overlord. Organic brains aren’t very efficient or orderly though, to be honest.

Mind Thrall

“Mind Thralls” sounds like a great job, right?

Organic Haven

More benevolent machines (specifically Rogue Servitors) can instead give their subjects a taste of what awaits them should they allow full integration. Hive-minded pops don’t quite understand what’s going on, but find the experience quite novel.


New Beginnings​


We revealed the icons for the Origins in the Overlord Announcement diary, but now it’s time to attach names to them.

Imperial Fiefdom
Imperial Fiefdom​


Imperial Fiefdom

Teachers of the Shroud
Teachers of the Shroud​


Teachers of the Shroud

Slingshot to the Stars
Slingshot to the Stars​


Slingshot to the Stars

Subterranean
Subterranean​


Subterranean

Progenitor Hive
Progenitor Hive​


Progenitor Hive

Each week one of these will be previewed in detail by one of our friends in the community, with summarized details included in that week’s dev diaries.

Next Week​


Next week we’ll be visiting the new Enclaves in Overlord, looking at the Bulwark, revealing even more holdings, and maybe even an Ascension Perk.

Don’t forget that we have video versions of these dev diaries on the Stellaris Official YouTube Channel. Subscribe so you don’t miss them, and wishlist Overlord if you haven’t already!
 
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Seriously loving the new Holdings features. Also really hoping the Prospectorium perk names are placeholders, right... right?
 
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The only thing that is Meh, is the number of holdings.

Having a maximum of just 4? for a vassal that could potentialy span 20-40 star systems/colonies?
I get it that it's different to branch offices, but 4 is nothing.

If anything, I can imagine splitting up large enemy empires, into 3-5 vassals just to get multiple sets of 4 holdings.
I believe that's the intent. After all, if you're splitting up someone over the course of 4 wars over 50 years, that's 50 years you're not territorially expanding into them.

As part of the 'working towards mitigating wide-meta' that the last several revisions of Stellaris has worked towards from pop-growth to the admin rework, encouraging you to seek multiple vassals instead of multiple conquests is probably the point.
 
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For the Prospectorium, does the science-subsidy level up with the specialist level? IE, when they go from a 30% science penalty to a 50%, does the Overlord subsidy rise from 30% to 50%?
One thing that bothers me about this is that the science penalty will force Prospectoriums to create more Researcher jobs just to keep up with tech (including industrial/resource extraction tech), which is the opposite of what they're meant to focus on.
 
It seems that this is the case, but do Prospectorium bonuses and maluses apply multiplicatively to their total outputs a la Omnifarious Acquisition instead of simply adding on to each individual pop? 0.4 extra minerals per pop over the course of the entire game would be somewhat overwhelming, but if that scales up with improving technology that'd be really nice.

What influences the likelyhood that a prospective subject will accept a subjugation offer? Is it possible to peacefully subjugate even relatively large empires that are vastly technologically and militarily weaker than our own, as long as we offer initially beneficial terms?

What are the restrictions on altering the deal? Do we just need to keep monthly loyalty from the new agreement above zero or are more in-depth functions at play?
 
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What will happen to the tributary vassal type, does it still exist in the new system? You know, the thing the Khan has going on if you submit.

Sometimes I just want someone to pay me, and I don't want to give anything in return. (I know, I'm a monster)

Submission to the Khan still makes you a Satrapy, but the modifiers it applies have been slightly tweaked to be integrated with the new subject agreement system.
 
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One thing that bothers me about this is that the science penalty will force Prospectoriums to create more Researcher jobs just to keep up with tech (including industrial/resource extraction tech), which is the opposite of what they're meant to focus on.
Not necessarily, if you're providing a hefty research subsidy then the subject can stay technologically up to date and print a bunch more resources. Comparative advantage is finally being implemented in game! :D

I'm still not clear on whether tech subsidies come at a direct cost to the overlord, or whether they're a bonus appearing out of thin air like a research agreement. In either case, it might be advantageous for a tech-focused empire to submit as a Scholarium to avoid early-midgame economic woes, then rebel once it has an overwhelming technological edge...
 
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One thing that bothers me about this is that the science penalty will force Prospectoriums to create more Researcher jobs just to keep up with tech (including industrial/resource extraction tech), which is the opposite of what they're meant to focus on.
It only reduces their ability to produce research, if you give them a research subsidy your able to do their reseach for them while they produce your basic resources.
 
One thing that bothers me about this is that the science penalty will force Prospectoriums to create more Researcher jobs just to keep up with tech (including industrial/resource extraction tech), which is the opposite of what they're meant to focus on.

This is where the Overlord's management is key, rather than an auto-win.

Since it's resource-tribute-for-science-subsidy- the more science you build, the more the overlord has to subsidize out of their science budget. If you could afford the basic resources to cover more science, you could conceivably bankrupt your overlord's science budget.

This is where the 20% resource-deposit-per-year for non-tithed resources becomes very significant as Prospectorium leverage. If you trade the exotic resources for CG, and use that to cover your science labs, you can employ a disproportionate number of scientists and start exploiting the overlord from the other direction... and if they release you, then you've gotten huge bonuses and are now free, while they have to rework their resource economy.
 
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We are introducing three Specialist Empire types in Overlord.

  • The Bulwark: A bastion of defense that leaves basic resource acquisition to others.
  • The Prospectorium: Excels at resource acquisition but has weaker research.
  • The Scholarium: Specializes in research but relies on their allies for military support.

I'm afraid I don't have time to really flesh this out right now, but my mind immediately went to the idea of a fourth one: a specialist empire acting as the diplomacy/spy arm of the empire. Specializes in envoys, intrigue, and intelligence networks. May not be militarily or economically powerful or known for their researchers, but their information networks serve as a valuable addition to the empire. Would be amazing if that could be implemented.
 
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More benevolent machines (specifically Rogue Servitors) can instead give their subjects a taste of what awaits them should they allow full integration. Hive-minded pops don’t quite understand what’s going on, but find the experience quite novel.
Why is there a +0% modifier in there, and what's that +1000% icon?

Overlords with the Citizen Service civic can build Recruitment Offices to spread their message of patriotic service to their subjects.
Is there anything that can increase this +10 Naval Capacity? Some Bulwark perk or something?
 
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All these changes are great but seriously, please tell us that you have done a review of the federations for this dlc! Otherwise not even a Hegemony can compare in terms of benefits to being an overlord or maybe even a vassal in some cases.
I'm serious, do something with the federations or they will no longer be an attractive option.
At least the hegemonies should "savor" some of these interesting changes for the overlords.
This is what you are afraid of?

I think the exact opposite may happen. Demanding tribute from members of your Hegemony is already a powerful combo if you just don't want to expand. Now you can customize what you take on top of them getting Hegemony extraction bonuses?
 
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I guess my biggest question is why are we making very similar mechanics, but not unifying them? The Agreements tab overlaps a lot with the Federations interface and from what I've seen so far seems similar enough mechanically that they could potentially be rolled into one feature (my personal preference would be the Agreements tab), governing the different agreements you have even with equals. Heck, even standard trade agreements could very easily be rolled into the Agreements screen. Ideally, even Espionage would gain a similar tab here and be rolled into a similar interface.

There's a bit of a tendency in some Paradox games, Stellaris definitely not excepted, where a bunch of systems that feel very similar are separated out for reasons I don't really understand. My personal opinion is that they add quite a lot to mental overhead while playing the game, which is frustrating. A big example is Archeology Sites, Anomalies and Special Projects, which have no clear deliminator as to which category each should fall into. Personally I think Special Projects could be removed completely and Anomalies could trigger Archeology Site a lot more often (and you would need to investigate an anomaly to unearth a site). The upcoming Situations systems seems likely to add a fourth system of this kind, a decision which baffles me. I'm sure Situations is more fleshed out and easier to make various types of content for than, for example, Special Projects, which is a great change! But why do we then need Special Projects?

Similarly, it feels like Relics are just Edicts with art. I think there are some other examples, though I don't have them off the top of my head.

I think the direction to make diplomacy deeper and more multi-faceted is fantastic and I'm really enjoying the content that's going into them. However, the tools the players are given to engage with that content are not as good as they should be. It gets to the point that there are too many nested menus between players and the actual content. This comes to a peak at the same time the game is lowest in emergent narrative content; the mid-game. The diplomacy changes are going a long way to fix that dearth, but adding more separated systems means, indirectly, the content is being hidden from players.

:innocent look:

Too late; it was said verbally in the YouTube video too.
 
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