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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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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).
Including a high intel requirement for relic claims would be reasonable, since
1) intel is available in the base game;
2) envoys and espionage are not the greatest strengths of dedicated snowballers;
3) empires could defend against the CB by upping their Encryption;
4) it makes sense that you can only claim a relic that you actually know about.

Perhaps relic claims could be possible only when the target has more relics than you (a bit artificial, but would prevent relic snowballing).

A provocation-level operation would also make sense (successfully stealing a relic, but being found out, should also give the former owner a casus belli).

It would additionally be nice if we could gift or trade relics to other empires.

Furthermore, the Galactic Community could impose penalties on relic-hoarders, and vote on targeted resolutions that require empire X to surrender a specific relic to the proposer of the resolution or be in breach of galactic law.
 
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I was already pretty excited for Overlord, but Mercenary Enclaves are foundable? And Megacorps are really good at planting them? I'm megahype now.
Can you name/rename them?
Will they stay on track with your main species? Specifically seeing that you can hire armies, I'm curious if they'll keep up when you add Strong traits, or Synth Ascend.
Also, defense platforms are being improved, but we haven't seen anything on how! I hope we can see some specifics soon.
 
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Is it just me, or is still unclear why you'd make AI vassals over running territory yourself?
 
would be nice to give bulwark subjects control of your own bordering/bottleneck systems so they can defend you better, instead of having your bulwarks only building their defences in their already established territory
Def, like, the player may be smart enough to transfer systems, but the AI should also be smart enough to either give systems to an existing bulwark if it's close, or create a new one, between them and sufficiently powerful/hostile neighbors (and not between them and a comparable or weaker neighbor)
 
Is it just me, or is still unclear why you'd make AI vassals over running territory yourself?
Micro-management, bonuses you wouldn't get and drastically reduced empire size.
While i see that you might not always want to go for vassalisation, i think it is very obvious, why you would under at least some circumstances.
 
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Micro-management, bonuses you wouldn't get and drastically reduced empire size.
While i see that you might not always want to go for vassalisation, i think it is very obvious, why you would under at least some circumstances.
Pop growth is a big one. Empire size too.

Fill up a handful of tech habitats (bearing in mind the janky sector limits) then carve them out as a sci vassal, getting most-all(with AI buffs + vassal buffs) of that science with none of the empire size limits, letting your pops grow faster.

Basically vassals circumvent the nonlinear pop growth and tech-unity-empire size limits.

Up till now vassals lost AI bonuses & got nothing extra.

But if I can have a ton of vassals on admiral difficulty buffs with prospectoria or science buffs, with migration pacts & resource exchanges to keep them from doing much else, I can use my core worlds as a pop-growth engine, that's pretty damn good.*

Edit * it might actually be viable to use "expel excess population" if you can somehow prioritise or direct them in to vassal lands.
 
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(Talking about Plunder war goal)
Been thinking about making it massively increase the chance of stealing relics when you invade empire's capitals.
I'd much rather see the resources you acquire from winning the war increase. Or barring that, making an AI's willingness to surrender the resources much higher.

It doesn't really make sense and feels very weird when you occupy almost an entire empire for years only to get such a meagre amount of energy and minerals for it.

Plunder should be more about the threat of violence to acquire resources. So if the rewards are as low as they are now it shouldn't take the AI much convincing to give them up to spare an occupation of their planets. Especially if their fleets is a lot weaker and there are no claims involved in the peace deal.

I really want to fully role-play Marauders and I am very happy to see mercenaries added for that goal. I wish to play a small, void-born empire that gets almost all the resources they need from lending out mercenaries and raiding their neighbours. But right now Plunder is so weak that you do yourself a great disservice by using it.
 
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so.. for many that talk about the reduction of naval capacity by 80% ... we should probably study it a bit more, but i'm quite sure the various reduction are not stacked on each other and calculated , but removed one at the time . meaning that if there are 3 resolution with (-80%) + (-20%) + (-10%) will be calculated one at the time so from 100 naval capacity you go to 20 naval capacity then to 16 naval capacity then 14 naval capacity .



now that i think about it... now going hegemony federation with vassals is even better isn't it? ...
 
(Talking about Plunder war goal)

I'd much rather see the resources you acquire from winning the war increase. Or barring that, making an AI's willingness to surrender the resources much higher.

It doesn't really make sense and feels very weird when you occupy almost an entire empire for years only to get such a meagre amount of energy and minerals for it.

Plunder should be more about the threat of violence to acquire resources. So if the rewards are as low as they are now it shouldn't take the AI much convincing to give them up to spare an occupation of their planets. Especially if their fleets is a lot weaker and there are no claims involved in the peace deal.

I really want to fully role-play Marauders and I am very happy to see mercenaries added for that goal. I wish to play a small, void-born empire that gets almost all the resources they need from lending out mercenaries and raiding their neighbours. But right now Plunder is so weak that you do yourself a great disservice by using it.
i feel they need to add the posibility of have a system similar to CK2 and just let you "raid" without a proper war declaration . the "target" could get a CB for retaking resources from you and be paid for like 10 year reparations.

and i would be lovely at the same time to have a new empire type for horde gameplay. but thats just wishfull thinking.
 
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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?
I don't think that perverse incentives is a valid issue in this case. If you expect that you're going to lose to an aggressor in a future war it's better to lose only a relic that can be reclaimed in a future war than it would be to lose in almost any other type of war.

Losing in War

1. Total War - you're dead, or at the very least the enemy snowballs with captured planets and pops (for Driven Assimilators)
2. Claim War - you've lost the homeworld, you're now much weaker and the enemy is now snowballing with your captured pops
3. Vassalization War - you're giving stuff to the enemy and they can negotiate in a few years to start integrating you out of the game.
4. Impose Ideology War - you've lost territory that's now an independent empire friendly to the attacker (white peace). In this particular case it's actually better to surrender than white peace if you're losing or risk being reduced to a 1-planet minor race with no hope of recovery.
5. Relic War - you've lost one relic, the enemy can now do something cool at a cost (like terraforming a single world). You haven't lost the ability to wage war and can take the relic back later (along with the terraformed world). You've now got a grudge and a fun backstory for why you eliminate them with a colossus 50 years later.

As for destroying relics suggestion... while technically that happens anyway whenever a race is knocked out of the game, I hope it never happens to the player for any reason. It's a horribly un-fun idea for a mechanic.

I do like the idea of the Custodian getting a special way of stealing relics without getting some of the penalties such a war would normally incur. Especially stealing relics under the guise of putting them into a galactic museum for the benefit of all empires. If such a thing were to exist it would be nice to let you temporarily pause the normal active or passive effects of a relic to display it in a museum instead, giving other empires that visit some benefit... while also letting any empire try to claim that relic in war as the location is now public knowledge. It's a fun idea.

Including a high intel requirement for relic claims would be reasonable, since
1) intel is available in the base game;
2) envoys and espionage are not the greatest strengths of dedicated snowballers;
3) empires could defend against the CB by upping their Encryption;
4) it makes sense that you can only claim a relic that you actually know about.

Perhaps relic claims could be possible only when the target has more relics than you (a bit artificial, but would prevent relic snowballing).

A provocation-level operation would also make sense (successfully stealing a relic, but being found out, should also give the former owner a casus belli).

It would additionally be nice if we could gift or trade relics to other empires.

Furthermore, the Galactic Community could impose penalties on relic-hoarders, and vote on targeted resolutions that require empire X to surrender a specific relic to the proposer of the resolution or be in breach of galactic law.
I do think a Steal Relic Wargoal requiring intel is logical. The best snowballing empires don't often take the time, or have the envoys to reach high intel levels, and it does fit that you can't steal something you don't even know about through poor intel.

I'm hesitant on stealing relics as an espionage action alone, I fear it would be too similar to the griefing of criminal megacorps currently where the only recourse is to erradicate the offending empires.

Now if there was a new espionage operation to find lost relics (after an empire is destroyed) or as part of a fancy situation/story arc where you're spying on several races to find clues to some ancient lost treasures... that sounds awesome. But it's would be awesome only after reframing the espionage operations to being a pure positive rather than a zero-sum game. As, like criminal megacorps... it's not fun to have someone steal your stuff when you feel like you can't properly defend yourself.
 
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so.. for many that talk about the reduction of naval capacity by 80% ... we should probably study it a bit more, but i'm quite sure the various reduction are not stacked on each other and calculated , but removed one at the time . meaning that if there are 3 resolution with (-80%) + (-20%) + (-10%) will be calculated one at the time so from 100 naval capacity you go to 20 naval capacity then to 16 naval capacity then 14 naval capacity .



now that i think about it... now going hegemony federation with vassals is even better isn't it? ...

The system you suggested about anonymous mercenary fleets could work well for this
On the reduction of naval capacity, I really don't know what to think. We will have to see the final result to know how the calculation will be determined since it can affect or benefit the federations depending on how it is calculated.
 
Is it just me, or is still unclear why you'd make AI vassals over running territory yourself?
Four main reasons, outside of the specialist Vassal buffs:

1. Subjugation has no influence cost and can bring a lot of space under your control with no claims required.
2. Vassals aren't subject to any of your caps. They have their own megastructure cap, envoys and mercenary enclave caps, and their own Influence generation.
3. Vassals won't impact your Empire Size. Very helpful for Megacorps and Machine Intelligence who may prefer not to have that handicap and instead rely on vassal contracts to get what they want out of the land.
4. You can still build Branch Offices on a vassal's worlds, and a vassal Megacorp can still build Branch Offices on yours.

You can also do things like start a federation with your own vassal or use espionage gimmicks on your own vassal. Outside of gimmicks it might be difficult for a regular empire to justify at the moment, but the point of Overlord is to add new and better reasons to play with Vassals instead of just diplo-annex them asap.
 
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First.: amazing, becoming XE GALACTIC SECURITIES is a fittingly 'for the evulz!' step to make possible for aspiring corporate overlords such as myself...
Second: This update has me excited.

I can't help but wonder though. While discussing the mercenaries, a (general? ) change to defence platforms is mentioned. I wonder if this refers to more than the discussed bonusses the Bastion vassal state can confer.
Are defence platforms (and their weakness relative to fleets) being adressed, or is this a Custodian issue?
 
(Talking about Plunder war goal)

I'd much rather see the resources you acquire from winning the war increase. Or barring that, making an AI's willingness to surrender the resources much higher.

It doesn't really make sense and feels very weird when you occupy almost an entire empire for years only to get such a meagre amount of energy and minerals for it.

Plunder should be more about the threat of violence to acquire resources. So if the rewards are as low as they are now it shouldn't take the AI much convincing to give them up to spare an occupation of their planets. Especially if their fleets is a lot weaker and there are no claims involved in the peace deal.

I really want to fully role-play Marauders and I am very happy to see mercenaries added for that goal. I wish to play a small, void-born empire that gets almost all the resources they need from lending out mercenaries and raiding their neighbours. But right now Plunder is so weak that you do yourself a great disservice by using it.
I agree that it doesn't feel good at the moment and needs some work. My preferences:

Despoliation / Plundering Wargoal:
1. Attacker fleets behave like Marauder fleets (destroy stations)
2. Bounty per station destroyed and per point of devastation (fleets locked to raiding stance)
3. The defender can end the war freely at any point by paying, price scales with the number of mining stations they own (equal to a fraction of the maximum bounty possible).

Although I'd also like an extra wargoal added related specifically to abducting pops, as it's a bit annoying if you want to fight just to take pops that you have to claim a system you have no intention of actually trying to capture so that you can lower the enemy surrender acceptance to prevent them from surrendering too early. Not sure the solution, but either the extreme population harvesting is an unintended exploit, or the effect of killing pops on the warscore should be greater. e.g. a Wargoal that gives the victor % of the defender's pops, with victory for the defender relocating stolen (main-species) pops back to their capital. And adjusting warscore so that the defender gives-up once a % of pops have been taken rather than fighting till the last man (on each world).

Harvest Wargoal:
1. Victory grants a % of empire pops
2. Victory for the defender restores any abducted pops to their home planet
3. Each abducted pop moves the defender closer to surrender (rather than not caring about losing 30/40 pops on a planet because technically it was never invaded)
 
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?
It would work the exact same way stealing the galtron works.
Also it would allow the ai empires to be able to get the precusor quest chains again since the player would be able to liberate the stolen relic from the theives.
Having the relic is actually benficial as if someone want to take it they
a. cant use total war
b. cant have any claims on you since they only get the relic in they win so extra claims pushes the warscore requirement higher than feasible.

Additionally having the ability to trade relics would also be neat.

Another potentially important factor is if a empire is completly wiped out then the victor should probably be getting their relics since their not really anywhere for the relic to have been hidden. Or a random anonaly/ situation trigger somewhere in the galaxy where the remenents of the nation have fled with the relic and the nation that trigger the anomaly can reclaim the relic and potentially the fleeing pops if they so choose.
 
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so.. for many that talk about the reduction of naval capacity by 80% ... we should probably study it a bit more, but i'm quite sure the various reduction are not stacked on each other and calculated , but removed one at the time . meaning that if there are 3 resolution with (-80%) + (-20%) + (-10%) will be calculated one at the time so from 100 naval capacity you go to 20 naval capacity then to 16 naval capacity then 14 naval capacity .
Currently naval cap modifiers are added not multiplied.
 
First.: amazing, becoming XE GALACTIC SECURITIES is a fittingly 'for the evulz!' step to make possible for aspiring corporate overlords such as myself...
Second: This update has me excited.

I can't help but wonder though. While discussing the mercenaries, a (general? ) change to defence platforms is mentioned. I wonder if this refers to more than the discussed bonusses the Bastion vassal state can confer.
Are defence platforms (and their weakness relative to fleets) being adressed, or is this a Custodian issue?
I think they said somewhere the price of the platforms was going down and potentially their stats were going up. Maybe also their build time was being changed.
They definently mentioned that they tested having defense platfroms just get disabled instead of destroyed and it made recapturing lost bastions quite dificult since the attacker gained all the defensive platforms when capturing the starbase. But they were looking into other method to make it easirer to replace lost defensive platfroms after battles.
 
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