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Stellaris Dev Diary #249 - New Friends

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!
 
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I will steal anything that is a good idea from anyone.
Please, please, please steal more from Crusader Kings, in that case.

I will admit that I am likely in the minority, but there are many aspects of Stellaris that I feel are holding it back, but the biggest one is the lack of interaction with your own empire. So please revisit leaders and consider giving them as much depth as characters in Crusader Kings.

Stellaris is a game about leading a spare-faring empire. In most every science fiction setting, when leaders of entire civilizations are involved they always interact with a small number of leaders who they have to work with. Unfortunately, Stellaris just doesn't capture that right now. The existence of pops outright conflicts with this fantasy. In no situation would any sort of leader ever micromanage their population to this degree. They'd delegate it to someone they trust.

I want to play as Emperor Palpatine, Chrisjen Avasarala, or the Council of Terra. I want to have Planetary Governors and Sector Governors who have distinct personalities that I have to work with. These characters should be the keys to my power.

I realize that the game I wished Stellaris to be will never exist, but I know that at least some of it is possible, because we see it in CK2 and CK3. And Stellaris has that potential. I want a little less control over leaders, because right now they're just stat-sticks with a portrait.
 
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Very excited about mercenaries. I love playing as a megacorp, but it always felt like milatarist was counter productive for a megacorp. With the improvement to vassals and the addition of Mercenaries if feels like militant megacorps will have a unique space to shine.
 
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The Bulwark​


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

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.

Fighting in a Bulwark’s systems is extremely advantageous...
Currently we can only transfer systems to subjects if they already border them - will we be able to transfer disconnected border systems to Bulwarks so they can fortify them? Or allow a Bulwark to develop the starbase in a system we otherwise own?

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

Will the Ministry of Production holding share its name with the existing Ministry of Production building, or will that building be renamed?

The 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.
Could the mechanics involved here be used to allow multiple players who all select Common Ground to start in the same federation (with a randomized starting president?)
 
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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.
While it makes perfect sense for BD and WC, I find strange that Naval Contractors gets the +2 Mercenary Enclave Capacity. PMC always has been the less relevant of the two militaristic civics, and this change would probably solidify it at a third civic pick at best. Unless you also have a ground army rework in the oven.

Furthermore, maybe because english isn't my native language, I was under the impression that Naval Contractors was more about private shipyards helping the megacorp fielding a bigger navy... Does that even make sense ?

In my opinion, PMC already is the perfect Mercenary Enclave civic. It's in the name. All it needs is an updated description.
And Naval Contractors could keep the Naval Capacity bonus, but focus more on ship cost reductions and ship refitting/upgrade reduction ? According to my previous interpretation of the civic, of course.

That would allow you to choose between two playstyles : one relying more on mercs, the other on cheaper ships and bigger naval cap. Or even mix the two, to mitigate the penalties of the new GC resolutions.
 
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hey I see you buffed despoilers with mercenaries...but where is my "steal all pops" collossus?!

Anyway this looks great, can't wait to go full mercenary play, tho too bad all perks are probably militarist only (despoilers, corpo civic and warrior culture are all locked behind militarist ethics). I would say it should be pacifist to have more enclaves slots than miltiarists since it's pacifists that dislike fighting and prefer to hire mercenaries while militarists prefer to use their own soldiers as to gain glory in battle. I have question tho - will admirals provided by enclaves use founder species's traits? I mean If I go ascendant clones origin, found enclave, then hire them with free admiral will it be OP admiral with 35% increased fire rate? (same goes for synthetic/psionic/eurdite admirals)
 
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With the Lord of War ascension perk, does the increase in diplomatic weight from fleet power include mercenary enclaves you are patron of?
 
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Have you considered having mercs have multiple fleets? Say one small (auxillary) and one big (main)? That way it's significantly less likely that empires find themselves in a situation where all mercs are either too big to hire for the situation or there are no mercs available because all of them have been hired. It also means players don't have to intentionally keep a small merc enclave to have a smaller fleet for hiring.

A lot of these overlord holdings look like they'd be decent early on, but fall off in value in a huge way towards the late game. Spending one of a very limited pool of holdings on +9 alloys per month is great in 2220, but probably not in 2300. Given just how few you can build, shouldn't they be focused on scaled effects? So job producing buildings produced jobs based on the population size of the planet (1 job, +1 per 20 pops). Or more provided percentage based modifiers, especially for their overlords.
 
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Hi! Nice dev diary, it's great to see the team putting so much effort in this new system! One thing : I think that animating zombies on non-necroid planets should come with a debuff to loyalty or pop happiness. People usually dislike to be forced to give to their overlord the body of their relatives, even if it's for the good of the economy.
 
I am concerned about how the federations will see their capacity for the federal fleet affected after the progression of the new "Privatization of Defense" resolutions. The federal fleet is one of the main benefits of the federation and a -80% reduction in naval capacity will definitely affect the federal fleet.

Additionally, I see that the latest resolutions increase the political weight for mercenary fleets and yet the federal fleets currently do not contribute in any way to the political weight.

Again I reiterate as I do week after week. I'm loving what I see in this new dlc. But I see that the federations are being hit hard and no review has been announced regarding these.

PD:
Whether through vassals or new mercenary enclaves, each month I personally feel less drawn to focus on a federation that will sooner or later disappear with the arrival of the Galactic Empire.
 
Only when they're hired.
This was to refering if mercenaries contribute to fleet capacity. Considering how much the resolution for mercenary reduces fleet cap wouldn't that hurt both empires building ships and one that would hire mercenaries? I mean I get that it would hurt an empire with a standing fleet slightly more, but it still looks like it would limit combat generally a lot.

On another note:
The Orbital Assembly Complex hold and Bullwark Battlewright both interact with construction ships which looks cool on paper but I can imagine will be annoying in practice. It doesn't mechanically do much interesting, since construction ships aren't limited in any way nor expensive. In a fight they can't be easily focused I assume since most likely they will be set to follow fleets and military ships are the focus in combat. What it will do is add unnecessary micro and clutter the ui more.

Would it be possible to just give orbital assembly the max bonus and make Bullwark Battlewright interact with Bullwark fleets or one of their combat ship types instead?
 
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Just make DP only repairable by owner of starbase not controller (occupier cant build or downgrade starbase already, just extend same rule to DP) and destroy them when captured in total war. Problem solved.
Make defense platforms repair simultaneously for the owner of a system, but repair sequentially for occupiers. you can get those 15 platforms back online, but it's going to take a looooong time if they aren't really yours
 
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I wonder. Are the Industrious Salvagers related to the Scavenger Bot leviathan? Will the Salvagers have any interactions with you if you destroy it - like how the Curator Enclave does with the Infinity Machine?
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