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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 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.

I might be wrong but I’m pretty sure this penalty only applies to empires. Federation fleets have a set size based on the federation type, laws, and levels. If anything these resolutions would make federal, GDF, and imperial fleets even more valuable as they aren’t affected. Their capacity is set by treaty rather than any individual empire’s naval cap.
 
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I might be wrong but I’m pretty sure this penalty only applies to empires. Federation fleets have a set size based on the federation type, laws, and levels. If anything these resolutions would make federal, GDF, and imperial fleets even more valuable as they aren’t affected. Their capacity is set by treaty rather than any individual empire’s naval cap.
They have a set max size based on laws. But in order to reach that size they steal a portion of the members fleet cap (again, depending on the fleet law).
 
Will we get to rename these merc enclaves (or at least the ones we create)? And if I'm in a war, will enemies be able to hire fleets from merc enclaves that I am the patron of?
 
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I might be wrong but I’m pretty sure this penalty only applies to empires. Federation fleets have a set size based on the federation type, laws, and levels. If anything these resolutions would make federal, GDF, and imperial fleets even more valuable as they aren’t affected. Their capacity is set by treaty rather than any individual empire’s naval cap.
The problem is precisely there, the size of the federal fleet depends on the contribution to the fleet established by federal law. If I have a naval capacity of 100, but the resolution reduced my capacity by 80%, that would leave me with 20 naval capacity from which the federation must now extract its percentage according to federal law to establish the size of the federal fleet. Even keeping a 50% contribution, I would only be contributing 10 to the Federal fleet capacity, even 20 if I use the perk that increases contribution by 100%. It is still very little.
 
If not, I would really like to know how the calculation of the federal fleet will be once the reduction in naval capacity is in effect.
First calculate the size of the federal fleet and then the reduction in naval capacity?
The other way? Please developers answer this.
 
What if the Eternal Vigilance perk was changed so Starbases automatically build defence platforms up to their cap for free. That would give a unique benefit to a severely under picked perk.
 
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so the salvage enclave was burned before - can we burn them again somehow? BWAHAHAHAHA! also, with leviathens and overlord, how will all 5-6 enclaves show up in the same game, or will only some of them show up?
 
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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
 
so the salvage enclave was burned before - can we burn them again somehow? BWAHAHAHAHA! also, with leviathens and overlord, how will all 5-6 enclaves show up in the same game, or will only some of them show up?
What do you think is the cause of this mysterious mega-structure destroyed above the black hole in the system where they are located?... there is a hidden story here.
 
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The problem is precisely there, the size of the federal fleet depends on the contribution to the fleet established by federal law. If I have a naval capacity of 100, but the resolution reduced my capacity by 80%, that would leave me with 20 naval capacity from which the federation must now extract its percentage according to federal law to establish the size of the federal fleet. Even keeping a 50% contribution, I would only be contributing 10 to the Federal fleet capacity, even 20 if I use the perk that increases contribution by 100%. It is still very little.

That's a feature, not a bug.

By and large, the galactic community chains start with a 'this is a modest boon with minor tradeoffs' playstyle synergy before going into a 'this actively harms other playstyles.' You would not pass the Mercenary Chain resolution if you were dependent on Federation Fleets, you would pass it if you were not dependent on Federation Fleets, so that you could get an advantage over everyone who is. Got your colossus but are facing half the galaxy united by a Federation that's extremely troublesome to overpower? Crater everyone else's fleet capacity and drive them to disarm, and then overwhelm them with mercenaries only you are prepared to afford.


Galactic Community power struggles are bad because they're so slow (unless you take mods to free them up), but certain resolution trains absolutely wreck rival empires if you can force them through as Custodian, especially when sanctions get involved. The Greater Good chain modifiers devastate the political stability of Authoritarian slaver/stratified economy systems even before you consider that at level 5 everyone with normal organic pops who's not an Egalitarian (or Rogue Servitor) is automatically in violation of galactic law for lack of a legal living standard. Ecological Protection takes a hammer to the knees of Lithoid and Machine empires. Divinity of Life outright Bans Synthetic Ascension and non-servitor empires to permanent sanction hell unless repealed, which is effectively negates the threat of any Synthetic Ascension countering an early psion strategy.

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.
 
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The problem is precisely there, the size of the federal fleet depends on the contribution to the fleet established by federal law. If I have a naval capacity of 100, but the resolution reduced my capacity by 80%, that would leave me with 20 naval capacity from which the federation must now extract its percentage according to federal law to establish the size of the federal fleet. Even keeping a 50% contribution, I would only be contributing 10 to the Federal fleet capacity, even 20 if I use the perk that increases contribution by 100%. It is still very little.
While technically true, I think by the point you can get the tier 3 resolution through, you'll have far more than 100 naval capacity unless you're doing a one-system challenge. The end-of-chain resolutions take a long time and are hard to push through the GC anyway. Add in the long delays for recess and voting time, and the delay between proposing resolutions in the same resolution chain, and you're looking at mid-2300s if not later. 80% of 500 naval capacity (which is still low for mid-2300s) leaves you with 100 for the Federation to pull its allocation from, plus that of the other members, and you're likely to meet the 200 cap for the first fleet law.

So in practice, empire naval capacity scales up enough in the mid-to-late game that by the time the resolution takes effect, you'll still likely be at or near your federation fleet cap even with the penalties. Under 3.3, small empires like vassal subjects would be impacted, but you're able to let vassals expand in 3.4 so they can build anchorages on the systems you don't want.
 
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It would be really fun if we could decide the names on the mercenary enclaves that we set up. I know that might get memed to oblivion but we can already change our empires' names to whatever we want and it would be great for RP.
 
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The problem is precisely there, the size of the federal fleet depends on the contribution to the fleet established by federal law. If I have a naval capacity of 100, but the resolution reduced my capacity by 80%, that would leave me with 20 naval capacity from which the federation must now extract its percentage according to federal law to establish the size of the federal fleet. Even keeping a 50% contribution, I would only be contributing 10 to the Federal fleet capacity, even 20 if I use the perk that increases contribution by 100%. It is still very little.
Depends on how exactly the modifiers are calculated here. Without checking the current in-game interactions of federation fleet contribution and galactic commerce resolutions, I would expect the fleet cap reductions to be additive not multiplicative multipliers, so -80% from the resolution and -20% from fleet contribution would have you end up with -100% capacity (leaving you with 0 naval cap if you have no positive multipliers) and 20 contribution to the federation.
 
Not with other Battlewrights, but they do stack with other healing auras such as Nanobot Clouds.



The Disintegrator Field does reduce hull points of hostile ships daily (until it hits 1).

Very good, for a moment after thinking of the new meta, realized it's just going to be pure Hull builds with like a billion Battlewrights, ship gets hit -> full heals like it's Sword Art Online.

I was going to mention that if it hadn't already been caught that they needed to be non-stacking (on-self), would have been funny for sure though, I don't expect it to have lasted more than a day or two before being patched.
 
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Yeah, I really need to work on that when I can spare the time.



I think merc capacity is the number you can found, not the amount you can be the patron of.

If you have multiple competing ideas for a Psionics rework / Expansion, would it make sense to float the possible options to the community to see interest and response?

Personally, I could get behind a full rework with a scope like Synthetic Dawn. Perhaps finally add in the 'God Emperor' Origin, start off with an immortal Ruler that has special bonuses and features, population that gets huge bonuses to output but grow incredibly slowly, and then reinforce the pledges of each of the Shroud Entities to grant more special bonuses and perhaps a UI accompanying them.

End of the Cycle would instead function like the Crisis from Nemesis to some extent, transcend their mortal forms into Shroud Ones, and be ultimate Evil, whereas the others might incite Chaos with special missions that grant huge rewards but require certain tasks. I.e. one might require and reward war, another might grant huge bonuses based on amenities on the planet, etc.

No matter what you guys do I'm sure it'll be great, looking forwards to this one!
 
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There... IS one thing I don't really like or understand about this, and that's the special techs that Bulwarks and such get, like their Disintegration Field.

This, in fact, kinda adds on to something from the Galactic Community. Agrarian Idyll empires, if all 5 Industrial acts are passed, can turn their planets into low-habitability hellholes, but a Determined Exterminator can't ever figure out how to stripmine?

Similarly, how does a 2-planet subject figure out a defensive measure even AWAKENED EMPIRES don't have?
 
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Really Excited for the merc enclaves. I've been wanting to play a sell-sword empire for soooo long
also nice to see the military megacorp civics getting a nice roleplay/mechanical niche to exploit, they've always been kinda meh compared to the regular empire counterparts in my opinion. will the gestalt versions get some love too at some point? Subspace Ephapse is nice with its sublight speed but the others are really lackluster
 
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