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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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Not a fan of defensive-only perks of bulwarks, considering how underpowered defense is in the game, but loving pretty much everything else. Shroudwalkers are amazing, and so is the number of systems that this expansion will touch (new galactic council resolutions!).
 
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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 by this expansion!

I'd personally prefer that the voting time was extended and the cooldown could be reduced heavily by the person who submitted the top current resolution spending influence, but the number of resolutions was reduced (down to three per category or so) and the resolutions made more impactful. Maybe only one per category before things start to be made illegal?

I don't know if it's intentional (it might be!) but bureaucratic churn is the biggest obstacle to empires imposing their will on the GC, rather than their influence or favors.


EDIT: I think a lot of the 'defence is underpowered' statements could be mitigated a bit by spinning off sectors as vassal Bulwarks, but that's a very hefty chunk of real estate to give up, which is concerning.
 
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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!
there are solutions that make the process faster , the councill can make resolution be voted during a pause , and the custodian can half the time required for a resolution .

the main problems are that the AI doesn't realy aim to be custodian , and by the time there is a council , the only resolution that are proposed are minor saction that may or may not pass.

the GC usualy pass basic rules , then ( if most galaxy share an ideology) some more 3°\4° tier resolution , but over that there will be no change if not by a player desire\diplomatic snowballing .

while i don't think the situation right now is particolary right or wrong , i feel the fact the AI doesn't aim to become custodian(or emperor with the right ethics) make it a bit less immersive.
 
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Are those GC resolutions really such a great idea with the way AI voting works? Often resolutions just seem to be picked at random only because they are available.
 
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What is classified as an owned system, is it
a Owns the star base and planets
b. Owns some planents not star base
c. Owns Starbase doesnt own the planets?


Ill assume that it's a. Since b would be unbeatably dificult to deal with.

I'm not sure how long a fleet takes to kill a star base but losing 0.5% hp from every ship in the system per day would likely make a bulwark starbase unbeatable, even more so if a fleet is present.
 
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there are solutions that make the process faster , the councill can make resolution be voted during a pause , and the custodian can half the time required for a resolution .

the main problems are that the AI doesn't realy aim to be custodian , and by the time there is a council , the only resolution that are proposed are minor saction that may or may not pass.

the GC usualy pass basic rules , then ( if most galaxy share an ideology) some more 3°\4° tier resolution , but over that there will be no change if not by a player desire\diplomatic snowballing .

while i don't think the situation right now is particolary right or wrong , i feel the fact the AI doesn't aim to become custodian(or emperor with the right ethics) make it a bit less immersive.
They could reduce the voting time for lower tier resolutions. There's no reason for T1 and T5 resolutions to face the same level of scrutiny when their effects are far more limited early on.

T1 resolutions could be 50% shorter, with T5s being as they are, and a proportional reduction for 2-4.

That would get most categories up to late tiers, faster.

Edit: another idea for recesses.
  • Maybe every country that posts at least 1 envoy at the GC reduces recess time by x% (1/number of members/2) meaning if all GC members had an envoy at the GC, recess times would be 50% shorter overall.
  • Alternatively a resolution, fittingly for a bureaucracy, could also be added to reduce recess times.
 
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These buildings that reduce base resource output seem to be very punishing for subject right now.
Increasing base job output has been proven to be the strongest buffs you can get for your jobs. Reducing it by 3 will completely dismantle someone's economy as halving base output will also make any % pop job output bonus completely worthless.
I would seriously consider toning them down to maximum of -1 Resource per Job (which is still a lot) and +2 Resource for Overlord.
 
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i can see a player be an effective bulwark , but you have to give the overlord the possibility to build starbases-bastion (and defensive platforms) on the AI vassal bulwark , so we can "direct" the places that we want reinforced, and maybe giving them our chokepoints so we can abuse and min-max them as we like :D


oh... and the possibility to tell the AI to camp a system , so that bastion will stand a chance with some supporting fleets.
 
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Oooh, these look interesting! Are there any plans to revisit the old enclaves and give them a visual update to give them a more unique look and match the new ones?
Yeah, its great production value, but it does make old enclaves stand out more as being kinda generic appearance wise :D

(I honestly like having more unique npc portraits since it feels kinda weird when enclave and empire share portraits)
 
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The recent DevDiaries are among the best PDX ever made. I can imagine it took a lot of work and effort, in addition to the normal workload you already have, but I hugely appreciate it. Absolutely great DD's.

I have a simple (whatever that means) yes/no question: Now that you explore more ways to interact with the Shroud, are changes to Psionic Ascension/Shroud mechanics on the table?
 
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there are solutions that make the process faster , the councill can make resolution be voted during a pause , and the custodian can half the time required for a resolution .

the main problems are that the AI doesn't realy aim to be custodian , and by the time there is a council , the only resolution that are proposed are minor saction that may or may not pass.

the GC usualy pass basic rules , then ( if most galaxy share an ideology) some more 3°\4° tier resolution , but over that there will be no change if not by a player desire\diplomatic snowballing .

while i don't think the situation right now is particolary right or wrong , i feel the fact the AI doesn't aim to become custodian(or emperor with the right ethics) make it a bit less immersive.
I read somewhere that the ai get's a massive negative weighting to vote in favour of sanctions if another one has been passed in the last 10 years. The problem being this isnt applied to their suport for sending the proposal to be voted on which leads to alot of sanctions hitting the floor due to "support" then imediatly getting voted down cause recent sanctions.

I think cutting the voting time down by a year would speed up resolutions getting passed, but fixing the ai not dropping suport for sanctions they wont vote for would likely also solve alot of the problems.
 
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If I’m understanding this correctly maxing out the GC resolution for privatised defence would mean every empire has a mercenary capacity of +7. Those with the right civics and perks could be up to +10. Assuming then AI will build at least some mercenary enclaves, that means on a regular galaxy there could be dozens of mercenary groups.

EDIT: I was not understanding it correctly. As folks point out each resolution doesn't add more capacity, it simply raises the capacity. The max for a merc build would be +5. Still, on a galaxy of a dozen empires this GC path and a few perks would mean there are up to thirty or so mercenary enclaves in the galaxy.

I hope there will be a good UI implementation, similar to vassal agreements, for this. I could see it being a pain having to scroll through the contact list, ringing mercenary after mercenary to find a fleet of sufficient size and price. A tab that shows all mercenaries in a list, along with their fleet availability, power, and price (sortable) would be great.
 
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Maybe it's the least of issues but: Did you notice how great the backrooms of the new enclaves are?
Obviously these are very reminiscent of the more aggressive style of the Diversity Rooms mod.
The current flat and generic vanilla rooms now feel even more boring.
Galactic Emperor, Custodian and Crisis level 5 get more attractive rooms but it totally depends on the circumstance.
Don't you think that Paradox should start to consider replacing the current backrooms with some more interesting ones?
The portraits of the junk dealers and monks of the holy savanna also look on another level.
 
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They could reduce the voting time for lower tier resolutions. There's no reason for T1 and T5 resolutions to face the same level of scrutiny when their effects are far more limited early on.

T1 resolutions could be 50% shorter, with T5s being as they are, and a proportional reduction for 2-4.

That would get most categories up to late tiers, faster.

the problem come when you realy want to fight a resolution. while you are probably right that a T1 resolution is not going to influence you that much , you may realy want to stop T3-T5 resolutions , and you need all the time you can get to have the influence , favors and diplomatic weight to oppose it.


my best get on this would be to have a resolution to decrease the voting time by 25% and a resolution that decrease the recession by 25% .

edit: actualy, you could make a whole new resolution type that goes to work exatly on that and the T5 make evry empire count as 1 vote , deleting the diplomatic weight system. or something less radical, like evryone vote once , and once evryone has voted the resolution is decided ... :D
 
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This expansion looks more promising by the week.
I always found the current enclaves quite dull, so I welcome additional types.

The Mercenary enclaves looks particularly interesting, especially because it's less lenient to random encounters and it's something you can heavily invest on if necessary.
 
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