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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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do crime syndacate have crime on theyr planets ? asking because i never played that actualy..

when a crime organizzation become the state , should they stop being called criminals? who are the criminals of a criminal empire? those that oppose the crime syndicate or those that don't follow theyr rule and steal from the stealer?

are they call it tax or protection payment ? do they keep a fake govern that keep calling them criminals so they can call themself crime syndicate?

crime syndicate vassals should totaly have a particolar status like tributaries , something like " crime syndicate ghetto" ... that have the effect of increasing all crime on planets or something on the line .
Syndicates don't benefit from any crime on their own planets, but they do still get it. There's a few ways of imagining a Syndicate, but if you're thinking the Mob, their members must follow certain rules within their own hierarchy, breaches of which could be considered crime.
 
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I might have missed it in the last few dev diaries but are the economic penalties for the various special vassals i.e. the basic resource reduction for bulwark additive or multiplictive?
 
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.
And what about an espionage operation?

That would be absolutely cool! Maybe the first step is to identify existing relics with high intel on an empire and the second is a provocation operation to get it.
It would be neccessary of course to remove the relics points from the victory overview. But that would be a increadible welcome change too especially because relic victory points are a huge amount of rng and not everyone will get a relic, especially a precursor.
 
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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.
Wow i never knew that, would be neat to have the ability to trade relic's or specifically have them as wargoals in a war. Obviously we would need a way to find out what relics a player has that might be tied to intel.
 
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.
Playing with the mod "Guilli's Planet Modifiers and Features" and waging wars to collect relics is really, really fun and gives you an actual reason to fight when you don't want to deal with enemy territory (especially because the mod also adds a lot more relics).

I find relic wars in general more fun than snowballing via Claims, Total War or Vassalization. Capturing vast swathes of territory or having every empire roll-over and accept vassalization without firing a shot just feels like busywork if you're snowballing hard. I understand your fear about snowballing, I just think it is misplaced in this instance. It's a valid fear though, I turn-off Wondrous Planets in that mod because of some modifiers that cause any empire to own them to snowball like crazy (one planet modifier gives lots of free rare resources and makes any owner OP). But the normal relics aren't close to being as powerful as even a single planet considering the shared cooldown on active effects and rather unimpressive passive effects (like +20 society research, or even better, +30 society research).

But to limit snowballing specifically, In that mod at least there is one limitation, the wargoal to steal relics only applies to neighbouring empires, so you still have to claim and capture some territory on their border to have the option to steal relics. This can mean that you defeat them in several wars instead of one war if they're far away or surrounded by your allies, or if they have multiple relics to steal. Taken together this acts to slow snowballing significantly instead of accelerating it. Although the mod did add a way for relics to automatically be given to the victor in normal wars and I think that is certainly a problematic mechanic, exactly the same problem the vanilla game has of it adding an extra bonus to already powerful wargoals.

If you want to make it even harder than that to steal relics just add a stacking diplomatic penalty "Relic Thief" to all empires with relics so that they fear you and band together against you once you start trying to complete your collection. Or add a more general diplomatic penalty for every relic owned, something like "Relic Envy" that applies to other empires making them more eager to fight you the closer you get to completing your collection.

Or if you want to include more steps, have the Steal Relic Wargoal be unlocked by an espionage action. e.g. you see that they have a Relic but not which one, performing the action reveals the relic they have and unlocks the Wargoal related to it. Or relic ownership requires high government intel etc.

There's a lot of ways of adding relics changing hands that will help limit snowballing rather than making it worse.

My Relic Wargoal Suggestiongs:
1. Claim Relic Wargoal could only apply to neighbours (so you may have to claim a system in war first to count as neighbours)
2. Multiple relics means multiple wars that aren't adding lots of territory (unlike total wars or vassalization, slowing snowballing by decades)
3. Relics share a cooldown on active effects so you aren't getting all the big benefits all the time (you get more choices, but not more power)
4. Relic Passive effects aren't all gamechanging (+20 Society research or more amazingly... +30 society research... that's less than 1 basic lab)
5. Winning Relics could add a diplomatic penalty to slow snowballing (Relic Thief + Relic Envy)
6. It allows an alternate playstyle with a nice clear personal victory point (owning all the relics)

The Results of adding Relic Wargoals:
1. More Wars, but with less territory changing hands to the victor (less snowballing)
2. More valid playstyles and roleplay - Kleptomaniac Empires that only care about relics, Holy Wars over the Blade of the Huntress etc.

TL;DR:
It's perfectly valid to worry about snowballing. But (implemented correctly) Claim Relic Wargoals could help slow down snowballing by reducing the territory that changes hands in wars and instead give snowballing players a purely symbolic victory which doesn't actually add very much to their power (+30 Society research for example).
 
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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.

Which is funny, as Rogue Servitor is the bestest machine intelligence, and the resolution adds rather than replaces the civic. IIRC, you can be a 5-civic rogue servitor as a result if you also become Emperor, and convert at a time natural pop-assembly is already effectively slow.

So it's actuall a pretty grand strategy to just... force it through yourself as a Custodian/Galactic Emperor, eat an admittedly very rough several years as a transition, and emerge as an even greater dominnat position.
 
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When we started this, one of our founders had a dream: to do for galactic security what megacorps have done for inequalities.
If this is a reference to the infamous quote by Erik Prince about Blackwater's vision to "do for the national security apparatus what FedEx did for the Postal Service", this is really witty and droll (and actually pretty cutting satire). Props to whoever wrote it if so.
 
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I'm curious, with the new resolutions giving an up to 80% penalty to naval cap and other penalties from some other resolutions, sanctions and federation fleet contribution, what happens when the penalty exceeds 100%?
 
I'm curious, with the new resolutions giving an up to 80% penalty to naval cap and other penalties from some other resolutions, sanctions and federation fleet contribution, what happens when the penalty exceeds 100%?
I assume you are stuck at 0 naval capacity and your ship upkeep will skyrocket
 
I assume you are stuck at 0 naval capacity and your ship upkeep will skyrocket
mercenary ships better have an implicit -100% naval cap contribution then, (or a mercenary admiral trait, with the admiral locked to the leased fleet) otherwise they're going to be pretty pointless if hiring one takes you over the cap too.
 
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...adding Relic Wargoals:
1. More Wars, but with less territory changing hands to the victor (less snowballing)
2. More valid playstyles and roleplay - Kleptomaniac Empires that only care about relics, Holy Wars over the Blade of the Huntress etc.

TL;DR:
It's perfectly valid to worry about snowballing. But (implemented correctly) Claim Relic Wargoals could help slow down snowballing by reducing the territory that changes hands in wars and instead give snowballing players a purely symbolic victory which doesn't actually add very much to their power (+30 Society research for example).

What about a Relic Heist operation or situation?
We need more oceans eleven in spaacee.
I too want more ways to extort/acquire relics from other empires.
The shared cooldown should keep steamrolling somewhat contained. Perhaps a beleaguered relic owner should have great influence over which relic gets stolen first, allowing them at least some control over what strategic assets they keep and lose, if only to deny the attacker. There could even be a balancing factor around trying to steal an empires last relic, so that they can still use the relic-timer resource.

Can we get an option as overlord to demand/trade for a system a vassal/subject own?
I too want to reassign my choke-point fiefs to my Bulwark vassel, only to give them to my Prospectorium once the Harkonnen have overstayed their welcome and the Atreides have grown too bold for their britches.
 
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Excuse me if I am going to sound like a broken record but a wargoal to specifically steal a relic would be much preferable than having a 10%/15% chance of maybe, perhaps, eventually you will get a relic - if you get a lucky roll. If you do not, you just let the enemy retake their capital and try again.

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?
The devs also wanted the reward for digsites to be new, cool, and unique. Not something that you had already gotten twelve times already by conquering people. Of course, by this point most players have already seen the relics several times, so it's less of a concern now.
 
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That reminds of an old pet peeve of mine: not being able to change flags after game start. This is galling when vassals I create choose hideous flags. I savescum over this. Plus it only makes sense to allow since an empire can change its ethics. Becoming the Imperium even changes your flag, so it's absolutely possible! There are lots of other great imperial flags to choose from.
Or the frequent case where you pick a color that you think will be different, only to find out your major game rival blobbing on the other end of the galaxy also has your flag's colors and the galactic map becomes really hard to distinguish borders lategame.
 
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I think the main issue with giving a 'Steal Relic' CB is that it leads to the perverse incentive of not wanting to find a relic in the first place if you don't think you can defend it. There's also the issue of... what constitutes victory? What happens in a White Peace? I'm guessing any mod that has implemented this makes White Peace favor the defender (i.e., you don't get it), and the idea is similar to a vassalization or other subjugation: just obliterate their fleet.

About the only way I think I could get behind this would be if a White Peace in such a war destroys the Relic (it gets broken/lost in the fighting)... but that would flip the advantage to the attacker, if their main purpose is to deny the Relic to their enemy.

Another possible interaction with Relics is Subterfuge, but then you have DLC wars going on. It's not terrible, but it can lead to weird results. After that, what about a 'It Belongs in a Museum' resolution that takes a Relic from an Empire and puts it in a holding area, which the Custodian (or Emperor) can then offer to lend to an Empire for a specified duration?
 
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