• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
  • 144Love
  • 100Like
  • 3
  • 3
Reactions:
Looks great.
3 questions

1. Franchising headquarter would reduce the trade produced on the planet. This seems bad if you have a Branch Office on the planet because the overlord would earn less energy credits. Why not reduce the amenities clerks produce?
2. will there be techs to increase the number of merchanier fleets
3. will the barbaric despoilers war goal finally be updated for the new economic system? Now it only gives a little bit of energy and minerals. (250 for each planet)
 
  • 7Like
  • 2
  • 1
Reactions:
Also, will enclaves get a separate tab in the Contacts menu? If all empires can fund at least one mercenary enclave, the contacts tab could get pretty messy.
Also, will mercenary prices scale with fleet power?
 
  • 17Like
  • 2
Reactions:
So, we get better vassal mechanics, vassal contracts and now massive mercenary bands? Step aside Galactic Imperium, the hour of the Holy Galactic Empire has come!
 
  • 8Like
  • 5Haha
Reactions:
Several of the description texts on the holdings imply additional random events like the energy ministry 'frequently coming in to conflict' with locals, or minerals occasionally going missing in the other one.
  • Will more holdings have random events like the lithoid meteor crash and citizen service pops moving to overlord?
Are we getting new ship classes? The scrapper (a new alien portrait coming btw?) Mentioned getting a solid gold galley.

Will non purifier gestalts get access to enclaves? Either to set them up or just to hire from them. It might be entertaining to have a Devouring swarm/purifier/exterminators release it's fleets as a "ravenous hivefleet/purification crusade/autonomous cleansing force" that go on a rampage, hostile to all relevant enemies. Probably not too balanced without heavy restrictions


For modding, will there be any way to expose the 'convert fleet in to enclave button' for non military fleets?
  • Might be nice to release military transports as caravaneer style traders/merchant marine (as a transport is a transport, maybe the soldiers become crew)
  • or colony ships as independent colonisers that venture off in to uncharted space.
  • or science ships as some sort of autonomous spy agency/sacrifice them to augment to existing intel networks. (As we have science enclaves already).
Lastly there was mention of defense platform changes.
  • Please tell us this includes a means to auto repair the things
    • e.g. d-platforms drop to 1 hp when defeated, disable, and re-enable +regen when the system stops being occupied [via recapture or war ends and system changes hands].
    • They still blow up in total wars.
  • All the buffs in the world won't make up for the clicks spent repairing / replacing / refitting them between battles.
 
Last edited:
  • 12Like
  • 1
  • 1
Reactions:
Will scrapping a fleet be an improvement on or replacement for the trick players already use of "upgrading" ships to naked ship models, thus generating resources?

Merc enclaves pay dividends in energy credits, presumably; you wouldn't want to do this to too much of your fleet early on, but later they could be an interesting way to invest some excess fleet power back into your economy. Megacorps with the naval contractors civic sound fun, albeit maybe a bit unbalanced economically (lots of energy but no particular strength in other resources). Conversely, the ability to merc up EU4-style when someone attacks you could let you get away with more of an economy focus than you would otherwise. I wonder how the AI will take this into account when assessing relative military strength.

Bulwarks could be situationally useful for the overlord, but could be even more frustrating to play as than normal vassals, especially in the context of the Imperial Fiefdom origin. Since their bonuses are mostly defensive, is your plan for freedom contingent on your overlord suiciding his fleet on your bastions? By contrast, Imperial Fiefdom Scholarium looks quite interesting as you try to outmanoeuvre your overlord on the tech tree (while enjoying their military protection early on, which is very useful for being able to tech rush in the first place).
 
  • 1Like
Reactions:

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

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


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.

Shroudwalker Dialog

Oooh, these look interesting! Are there any plans to revisit the old enclaves and give them a visual update as well, to give them a more unique look and match the new ones?
 
Last edited:
  • 17Like
  • 2
Reactions:
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.

Any chance defense platforms could be made to be disabled rather than destroyed? Like the starbase? Or maybe have them count as a pseudo-fleet so the station remembers how many it should have, and can be auto-reinforced. It can get a bit tedious having to queue up dozens of platforms every time a starbase is attacked.

On another note: if we set up multiple mercenary enclaves in our empire does it count as one combined organisation, or several? I love the mercenary idea and it's so unexpected, just wondering how much micro it would be to have to contact multiple small organisations versus a few upgraded ones.
 
  • 19Like
  • 6
Reactions:
Bulwarks could be situationally useful for the overlord, but could be even more frustrating to play as than normal vassals, especially in the context of the Imperial Fiefdom origin.


my question would be if you lose your bonuses when you revolt indipendently , assuming that by swearing secret fealty you would still remain a vassal with the bonuses and malus, declaring indipendency would make your bastions alot weaker , but increase your productivity esponentialy.

in a way, your dependency on your overlord resources sharing may make you dependenet on your overlord, and if it doesn't share enought your revolt may be a necessity out of economical distress .
 
Seems like we have a white primary color on the second pic, are we gonna get new colors too?

1649332312490.png
 
  • 8Love
  • 4Like
  • 4
Reactions:
Interesting updates. Some initial questions-


-Can you show what sort of dividends the mercenaries offer? If it purely energy, or are there other bonuses that come from being a patron? What sort of energy scale?

-What sort of bonuses are the scavengers giving per mission? What does a post-battlefield scavenging look like, for example?

-Is there any intention in the future to expand the ascension perk slot cap? It's unclear how valuable mercenaries are, but unless they've very good Lord of War looks to be in hard competition. You can't afford the mercenaries as a first pick, and by the time ascension perks are over you're looking at things like megastructures and ideal worlds, which makes for a hard niche, especially if you need to give up 5000+ minerals to fund an enclave in the first place.


-For the Bulwark penalties, how would they work in the context with a monthly trade with another empire (not the Overlord). If you trade alloys for energy credits, for example, does the tax take from your monthly trade, or is that considered 'after the fact'?

-For the Bulwark (and other specialist vassals)- do you lose the special techs/options if you go independent? IE, having devised how to create Battlewright construction ships, am I only ever able to keep what I build before going independent?
(Would recommend if possible that unlocked traits be kept when going independent, as a reward system for having having undergone vassal play, endures, and emerged independent. If you can harvet multiple vassal type boons, you probably deserve them.)

-For the permanent employment building, can zombies become criminals? (Thinking in terms of criminal megacorp)


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

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


///

Separate thoughts on the new buildings-


-Emporium honestly seems like a better megacorp branch office building than an overlord office. The Overlord result is basically CG trading at 3-to-1 odds.

-That Ministry of Production building would be super-effective against Angler civs. Definitely seeing a role here of certain buildings intended to harm the subject to prevent them from rising up, loyalty be damned.

-Re-employment center will be ludicrously OP for a mega-corp using the tributary-type relationships. The natural state of zombies as clerks for branch office value, or just more pops in worker jobs for the resources, or- if you are aiming for a revolt- tons of future pops for harvesting in a revolt strategem.
 
  • 1Like
Reactions:
A few Shroud Beacon-related questions:

- Will the AI buy and use Shroud Beacons, assuming it has the option and sufficient resources? If so, will its willingness to do so depend on e.g. being Psionic, or will every empire that can go for it do it?

- Can we "encourage" our vassals to buy Shroud Beacons and/or buy them on their behalf without it counting as "our" Shroud Beacon/Tunnel?

- If someone else establishes a Shroud Tunnel, can we conquer it, and if so, would a conquered Shroud Tunnel count as "our" Shroud Beacon/Tunnel?

- If we lose our Shroud Tunnel, e.g. due to conquest, can we purchase a new Shroud Beacon to establish a second Shroud Tunnel?

- Are Shroud Tunnels accessible to anyone that have access to the systems on both ends, similar to L-Gates, or do they work according to other rules (e.g. regular Gateway rules, which can't be used in hostile territory unless you've captured the relevant system/starbase)?

- If the side-effects of Shroud Tunnel travel are deemed undesirable enough at a certain time, can we toggle "Use Shroud Tunnel" off on our fleets, or do we have to manually order them to take some other path to their destination?

- Will the AI always risk a Shroud Tunnel shortcut, or will it prefer other paths if bad things has happened recently enough?

Also, while numbers of course might not be final, the cost of gaining positive opinion with the Shroudwalkers is unknown, and the cost of the Shroud Tunnel upgrade could be much higher, 800 EC feels a bit cheap for what sounds roughly like an L-Gate (if potentially with some unknown side-effects...) that you can build in the system of your choice.
 
  • 2Like
Reactions:
Are we getting new ship classes? The scrapper (a new alien portrait coming btw?) Mentioned getting a solid gold galley.

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

Beyond that, the Mercenaries part is by far the part of this I'm the most excited about. I would like it if the player could do more with ancient salvaged ships (mainly rip them into bits or make them into cool-ass flagships), but feeding them to a group that eats ships and can give stuff back is also cool.
 
  • 5
  • 2
Reactions:
I think it's likely that 'galley' in this case is being used in the sense of 'ship's kitchen', not the class of ship.
Possibly. We do have things like FE battlecruisers that are just renamed cruisers. Could be some event ship like that too.

I'm curious to see what reclaimed vessel trading is like, too, blueprints are a weird scope in modding but I wonder if they let you buy limited runs of ships other empires have designed & scrapped, or if it's just randomly generated designs.
 
Since you are adding Galactic Community resolutions, would it be possible to reduce the time for voting and in-between sessions? In my usual game I never have the time to reach any significant resolution as it takes too much time to establish the basic ones.

My other solution would be to let any unanimous resolution to be passed immediately instead of waiting for the full countdown.

Other than that I'm very excited for this expansion!
 
  • 27Like
  • 6
Reactions: