• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.582
www.paradoxplaza.com
Hi again!

Last week’s dev diary introduced the Specialist Empires with a detailed examination of the Prospectorium and showed off a few new holdings.

This week we’ll meet the three Enclaves coming in Overlord (examining one of them closely), take a deep dive into the Bulwark, and finish off with a few more Holdings and a summary of the origin Nivarias revealed earlier this week.

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

The Industrious Salvagers​


The Salvagers are a friendly and pacifistic bunch of scrappers and mechanics. Focused on engineering, these tinkerers love nothing more than scrapping old ships, refurbishing them, and sending them on to find new homes.

Salvager Enclave

Though eager to help, they’ve been burned in the past and are thus cautious at first, offering only a few services - scrapping old fleets you no longer require, or offering you bargains on slightly used ships.

Early Salvagers Dialog

As you gain their trust, they’ll provide a wider array of options.

Late Salvagers Dialog

From providing their insights regarding Engineering Research to offering salvage services for debris fields following battles, the Salvagers do their best to please their valued clients.

The Mysterious Shroudwalkers


The Shroudwalkers are a monastic enclave that delve into the deepest mysteries of the Shroud, seeking to understand the unknowable. Their true natures and desires are difficult to divine.

Shroudwalker Enclave


Shroudwalker Dialog

I won’t spoil too much about this very story focused enclave, but their prophecies and visions make use of the Situations system described in Dev Diary #245.

They’re willing to instruct others in the ways of the Shroud…


Shoudwalker Teacher effects

…and just as they are willing to look into possibilities of your future, they’re quite willing to gaze into the Shroud, to provide insights about other empires.

Shroud Insights

The bravest can also seek knowledge about travel through the Shroud itself, asking them to create a wormhole-like bypass from one of your systems to their own.

Shroud Beacon

Everything will be fine.

One of the Origins, the Teachers of the Shroud, has a close link to this Enclave, but that too, is someone else’s tale to tell.

Shroudwalker Loading Screen Art

The Mercenary Mercenaries​


Unlike other enclaves, Mercenary Enclaves are not found randomly in the depths of space. Instead, they can be founded by regular empires that are not Fanatic Purifiers.

Convert to Mercenary Fleet

There’s a long list of requirements to release a fleet in this way - it must be at least size 50, have an admiral, be in a system under your control with no other enclave in the system, and have an appropriate place for them to build their station.

Founding a Mercenary Enclave


Mercenary Enclave

By default, Mercenary Enclave Capacity starts at zero. In addition to their normal effects, the Warrior Culture, Barbaric Despoilers, and Private Military Companies civics each add one potential Mercenary Enclave, while the Naval Contractors civic adds two.

Lord of War AP

The Lord of War Ascension Perk also allows one additional Mercenary Enclave, increases Diplomatic Weight from Fleet Power, and increases the rate at which you receive dividends from your Mercenary Enclaves.

The newly formed Mercenary Enclave has a few options for those interested in procuring security services. The empire that controls the primary starbase of the Mercenary Enclave’s system is considered their Patron, and has additional interactions with them. If business is going especially well, the Patron will even receive dividends from the Enclave.

Mercenary Dialog

Anyone that has communications with the Mercenary Enclave can rent their fleet for ten years if they can afford the cost. Prices may vary depending on what the Mercenaries think of you, and whether you are their Patron or not.

Hiring a Mercenary Fleet

As time goes on, the Mercenaries will research technologies, reinforce, and build up their fleet, but their Patron can reach out and provide a helping appendage.

Patron Options

If they have an excellent relationship with the Mercenaries, a Patron can even ask them to break an active contract - but they’ll have to provide some recompense to their current client and won’t be very happy about it. Reputations are everything in this business.

Breaking a Contract

Naturally, the Mercenary Enclaves have lobbied the Galactic Community to regulate their trade.

One of the new resolution categories in Overlord is Defense Privatization.

Defense Privatization Resolution Category

This line of resolutions focuses on encouraging the empires of the Galactic Community to leave the fighting to professionals. It allows empires to create more Mercenary Enclaves, increases the rate Mercenary Dividends are paid out, and places significant limits on non-Mercenary navies.

Security Contractors
High Consequence Protection
Neutral Defenders

Like most other major resolution categories, Federations adds two extra tiers…

Galactic Risk Management
Corporate Peacekeeping

…and as usual, the final tier is perhaps a bit extreme.

That’s not all the GalCom is up to, but we’ll go into more detail on their other resolutions another time.

The Bulwark​


Standing firm against the overlord’s enemies is the Bulwark, the second of the Specialists coming in Overlord.

The Tebbran Citizen Regime serves our glorious republic as a Bulwark.

The Bulwark

With strong benefits when it comes to defense, the Bulwark is a natural shield against the overlord’s enemies, but relies on overlord subsidies for basic resource acquisition.

Bulwark Tier 1
Bulwark Tier 2
Bulwark Tier 3

We’ve made some adjustments to Defense Platforms - while everyone will benefit from their faster build speed and increased range, fire rate, tracking, and hull points, Bulwarks receive additional bonuses when using them.

Having a Bulwark advisor improves starbase costs and upgrade times.

Bulwark Advisory

The Bulwark Watch perk is another Hyper Relay Network effect so we’ll hold off on revealing all of that just yet.

Bulwark Watch

Fighting in a Bulwark’s systems is extremely advantageous...

Bulwark Shield Magnifier

…and like the Prospectorium, they too gain access to some technologies - this time those most useful for defense.

Bulwark Insight I
Bulwark Insight II
Bulwark Insight III

Like the Prospectorium, at tier 2 the Bulwark also adds special traits to some of their leaders. Admirals, in their case.

Bulwark Traits

And they can trade them with their overlord as well.

Bulwark Admirals

At tier 3, the Bulwark can create an improved variant of the Construction Ship, which repairs other friendly ships in the system and are a bit sturdier than regular Construction vessels.

Bulwark Battlewright

And they also have managed to turn the Shield Magnifiers from Tier 1 against invaders. If they have completed the Unyielding tradition tree, this effect is increased.

Bulwark Disintegrator Field

Don’t worry - if you don’t have Apocalypse, the Unyielding traditions will also unlock with Overlord.

Holdings, Part Three​


This week’s holdings include the Emporium, which forces the subject to buy Consumer Goods from the overlord, providing Amenities in exchange for Energy Credits.

Emporium

More holdings also exist that tax subject production, such as the aptly named Ministry of Production and the Ministry of Energy.

Ministry of Production


Ministry of Energy

The Materials Ministry revealed two weeks ago has been renamed the Ministry of Extraction, and now has Volatile Motes upkeep.

Constructive overlords can help build up a world using the Orbital Assembly Complex and a small fleet of Construction Ships.

Orbital Assembly Complex (without a tooltip blocking half the name)

And Reanimators can bring out the dead to defend a subject’s world…

Dread Outpost

…while Megacorps with Permanent Employment can ensure that nobody is just lying around when they could be working.

Reemployment Center

Lastly for today, Megacorps with the Franchising civic can choose to exert direct control and micromanage subject planets where they also have a Branch Office, much to the dismay of the workers there.

Franchise Headquarters

The Ethics Attraction on this holding will change to match any fanatic ethic the overlord may have. (Non-fanatical overlords aren’t quite as thorough with the indoctrination during the team-building exercises.)

As a reminder, these previews are still subject to change and balancing. (Prices and upkeep on several of the holdings have changed since I took the screenshots.)

The Imperial Fiefdom​


Imperial Fiefdom

In the Imperial Fiefdom origin, your first steps into space were brutally short. Immediately subjugated alongside several others, you can begin the game as a Specialist Empire of your choice, with a few additional gifts from your overlord.

Will you ever break free?

If multiple players select this origin, they will all start as minions of the same Advanced AI Empire.

Next Week​

Next week we’ll examine some of the new constructions you’ll be able to build, research the Scholarium, look at Specialist holdings, revisit the Galactic Community, and reveal another Origin.

We’re doing 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!
 
  • 144Love
  • 100Like
  • 3
  • 3
Reactions:
Answering some questions now that our weekly MP is over.
1. Franchising headquarter would reduce the trade produced on the planet. This seems bad if you have a Branch Office on the planet because the overlord would earn less energy credits. Why not reduce the amenities clerks produce?

Because the corporate office interfering with the local franchise makes things less effective, additionally, it's the cost of aligning your subject's ethics with yours in this case.


3. will the barbaric despoilers war goal finally be updated for the new economic system? Now it only gives a little bit of energy and minerals. (250 for each planet)

Been thinking about making it massively increase the chance of stealing relics when you invade empire's capitals.

Also, will mercenary prices scale with fleet power?

Yes.

-The Franchise HQ building seems a bit bad for a MegaCorp, unless I'm missing some intended synergy. The MegaCorp wants to maximize trade value on the planet, both for branch office energy and for Commercial Pacts which should- via trade build- already be turning clerk TV into unity and CG and energy. The Overlord Manager job in the tool tip looks to be producing less trade than the clerk, and the clerks themselves are also producing less.

Further, if the ethics weighting function is towards Xenophile unless you have a Fanatic ethics, that's a bit... limited. The dominant megacorp ethic is authoritarian for branch office influence, followed by xenophile (for trade boost + relations) or Spiritualist (for MegaChurch). MegaChurches would happily take fanatic spiritualist pressure, and xenophiles happy to accept fanatic xenophile, but there's not many other major ethic builds for MegaCorps at this time to justify anything else.

As above, it's the intended cost to make the subject's ethics align with yours. The ethics weighting isn't weighted towards xenophile - it simply adds ethics attraction for whichever ethics the overlord is fanatic in, the megacorp in question we used to take the screenshot was a fanatic xenophile.

What is classified as an owned system, is it
a Owns the star base and planets
b. Owns some planents not star base
c. Owns Starbase doesnt own the planets?

An owned system is any system that you own the starbase of.

Do mercenary fleets use your own fleet capacity or do they not count towards it? Can merc enclaves research modded components?

Only when they're hired.

Depends on the restrictions of the technology.

Are the Mercenary enclaves going to continue to grow during lategame, or are they going to fall along the wayside like the current mercenary options?

I've seen a save from a tester that had a merc enclave with a fleet power over 100k in the mid/late-2300s.
 
  • 30
  • 16Like
Reactions:
Sorry that I'm just getting to replies now - I was in the dev MP for a while.

Are these enclave-exclusive or will we be able to use them for our own empires?

These are enclave exclusive portraits.

Wow the Stellaris Team is really looking at CK3's homework. First the Subject Contracts similar to Vassal Contracts and now the Mercenary Enclaves are looking awfully like Holy Orders. Any statement on this?

I will steal anything that is a good idea from anyone.

Any chance defense platforms could be made to be disabled rather than destroyed?

We actually played around with this for a little bit and it was surprisingly painful at times, since retaking a bastion ended up being very difficult. Though I'd like to revisit them at some point in the future and make them less painful to rebuild somehow.

Seems like we have a white primary color on the second pic,

Oh hey, look at that.

I think it's likely that 'galley' in this case is being used in the sense of 'ship's kitchen', not the class of ship.

Right. Galley, not Galleon.

Will scrapping a fleet be an improvement on or replacement for the trick players already use of "upgrading" ships to naked ship models, thus generating resources?

They're an alternate option, unrelated to wacky naked ship exploits.

We'll probably be looking for a permanent resolution to strange refitting tricks in a future custodian patch.

Since you are adding Galactic Community resolutions, would it be possible to reduce the time for voting and in-between sessions?

If you have Nemesis, the Galactic Custodian can end voting once a vote has reached the halfway point, and has a few tricks for manipulating the voting queue.

can the bulwarks vassal contract allow them to engage in the overlords offensive wars as well as defensive?

Yes. They must join the overlord's defensive wars, but may choose the "both offensive and defensive" term.
 
  • 28
  • 19Like
  • 1Love
Reactions:
I have a simple (whatever that means) yes/no question: Now that you explore more ways to interact with the Shroud, are changes to Psionic Ascension/Shroud mechanics on the table?

@Alfray Stryke has a few ideas that are still being debated internally.

If you did that on a fairly specialised agri-world, I'd agree.

But the AI doesn't do that right now, they probably won't have that much of an impact when the AI has a ton of generic-ish planets.

As of 3.3, the AI has a greater tendency to specialize worlds, but unless they're catalytic processing they'll usually not have a dedicated agri-world since they can get most of their food from starbase Hydroponic Farms.

I've seen a save from a tester that had a merc enclave with a fleet power over 100k in the mid/late-2300s.

...and the fleet that was literally too expensive to buy. We ended up changing the costs after encountering that one.
 
  • 33Haha
  • 12Like
  • 8
  • 2Love
  • 1
Reactions:
For clarification- what does it do if you are NOT a fanatic-ethic?

It doesn't have an ethics attraction effect.

To quote the DD
The Ethics Attraction on this holding will change to match any fanatic ethic the overlord may have. (Non-fanatical overlords aren’t quite as thorough with the indoctrination during the team-building exercises.)
 
  • 16
  • 8Like
  • 1Haha
  • 1
  • 1
Reactions:
@Alfray Stryke has a few ideas that are still being debated internally.

Yeah, I really need to work on that when I can spare the time.

If you gain control of a system, but are at your mercenary enclave capacity already, what happens? Does the enclave despand or get penalties? Likewise if a galactic resolution changes or you reform your civics and now you have a number of enclaves higher than your capacity, what happens?

I think merc capacity is the number you can found, not the amount you can be the patron of.
 
  • 21
  • 6Like
Reactions:
Also, do bulwark battlewright repairs stack?

Not with other Battlewrights, but they do stack with other healing auras such as Nanobot Clouds.

I see a couple of comments on the disintegration field. From what I understand, this does not reduce the HP of ships in system per day.

The Disintegrator Field does reduce hull points of hostile ships daily (until it hits 1).
 
Last edited:
  • 29
  • 2Like
Reactions:
It has probably been stated, but the scavenger Enclave seems to suggest that after a battle we can no longer send in the Science ship to gain technology

Only if you transfer those debris piles to the Salvagers.

The fact that Level 5 resolutions are really bad for a lot of factions is a point. If you're passing them, you're doing them to hurt other people.

Agreed. Tier 5 GalCom Resolutions are the political equivalent of war, like how A Defined Purpose from The Divinity of Life chain outlaws being a Machine Intelligence that isn't a Rogue Servitor.
 
  • 22
  • 2
  • 1Like
Reactions:
Does this indicate we might finally have a method for acquiring relices from other empires.

There's always (since relics were added, I think) been a method of stealing relics - if you successfully invade the capital of an empire that has a relic there's around a 10% (15% for Barbaric Despoilers) chance to steal it.
 
  • 14
  • 1
Reactions:
As far as I can tell people have asked since the introduction of relics if there could be a 'Take Relic CB', are there arguments against an implementation of such CB?

It causes empires that start snowballing to snowball harder.

Yes, so does conquest, but we don't want it to be "normal" to have every relic in the galaxy.
 
  • 20
  • 9
  • 3Like
Reactions:
if I were an empire that makes my money off of mercenaries. I would never support the first level of the resolution because it's strictly a bad idea for the very empires it's meant to appeal to.

In one of our internal MP test games both myself and another dev were trying to pass the resolutions as quickly as possible as we were sustaining our economies off the merc dividends.
 
  • 12
Reactions:
Just a thought i had:

If the Imperial Fiefdom Origins are "linked" by making all who take it vassal of the same empire, would it be moddable to create an origin that replaces said empire?
So you could have an "Imperial Overlord" Origin for MP that already starts with all the other participating players who picked Imperial Fiefdome as vassals?

I have way too little experience modding to make a definitive statement, but it should be possible, right?

Yeah, that should be doable... I think... Actually not a horrible idea, now that you mention it...
 
  • 11
  • 5Like
Reactions:
Are you implying that there could be a chance that this might be added to vanilla? (probably by the custodians at a later point, but still)
That'd be super cool.
It is a neat idea, but I'd be worried about how buggy it might be. So no promises, but I might look into it if I can find some spare-time.
 
  • 13Like
  • 7Love
Reactions: