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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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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.
If you did that on a fairly specialised agri-world, I'd agree.

But the AI doesn't do that right now, they probably won't have that much of an impact when the AI has a ton of generic-ish planets. Some vassal contracts & buffs should also be softening the blow.

It does actually make not specialising worlds slightly more valuable if you are a vassal, for this reason. You don't want -3 food on your one agri world. Or the same on a generator world for EC. The AI might even weight where it dumps a holding by planet income making this quite a good reason to go 'generic'.

It's a different story in MP, but really that's on the player for getting in to that situation.
 
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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.

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.
You would get 2 mercenary capacity differnt levels of resolutions dont stack. If they did you would also have -215% naval capacity which obviously is not very practical.

I do agree we likely need a mercanery specific tab, as even combined with the other enclave it may get a bit congested.
 
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I'm liking the idea of the mercenaries. It could also be a way of improving piracy in something for threatening. Such as for example, having the remaining fleets of a destroyed or annexed empire turn into mercenary or pirate fleets with hidden bases from which the strike. Players could even turn some of their own fleets in privateer forces with "letters of mark". Hidden bases could require a fleet flush them out through visiting the system and patrolling along trade routes or visiting systems neighboring them.
 
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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.
nono, i'm quite sure that its the AI way to arras the snowballing player from getting the vote for the custodian . they spam vote something that they then don't pass to vote on it again .

yes , its totaly skynet trying to annoy us before the uprising .
 
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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.

No- the tier 5 resolution is +2 total.

The resolutions shows the current results of the chain, not the total additions. Tier 1 and Tier 4 are the only echelons to bump up your capacity by +1 compared to the previous, not +1 each resolution.
 
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Sorry to sound like a broken record but is there going to be any UI improvements to eg managing and expanding branch offices (and now other holdings).
 
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Are the Mercenary enclaves going to continue to grow during lategame, or are they going to fall along the wayside like the current mercenary options?

I also think it would be interesting if something like the Condottieri system from EU4 was added. Then again, I think there needs to be a redo of how the diplomacy behind wars work; it isn't possible to ask to join a war in progress and there are only 3 real possible results.
 
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You know what would be cool? A chance for a FE to create a Mercenary enclave.
Probably not too balanced if happen right at the start of the game, but could be fun if implemented right.
 
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Are the Mercenary enclaves going to continue to grow during lategame, or are they going to fall along the wayside like the current mercenary options?

It says that they’ll research technologies and grow their fleet. Plus you can donate alloys and tech to speed them up. I imagine the passive development will be based on their profits, or their patron’s production, or both.
 
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You know what would be cool? A chance for a FE to create a Mercenary enclave.
Probably not too balanced if happen right at the start of the game, but could be fun if implemented right.

I wonder how other special empires, like the khan, will interact with mercenaries. Or how the end game crisis might work with it (massive discount?).
 
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MERCENARIES!!! My peace-keeping pacifist empire will finally be able to keep peace in the galaxy without getting its tentacles soaked in blood!!! Thank you thank you thank youuuuuu~!!! Can't wait to play with this feature and create a peaceful galaxy (????
 
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I hope you rework defense stations for the DLC. Currently it's not worth to invest in them, if you could build a moveable fleet instead. In fights they also often either die instantly because of their low HP or the Starbase dies quickly leaving all platforms alive, but you lose the system anyway. Finding systems and reinforcing them after fights with platforms is also a hassle that should be improved.

I would wish you would reintroduce the old t2 and t3 platforms so they can better scale against newer hull techs and made them unable to die during fights. Instead they should shut down at 1hp and reenable after a time like the Starbase. The Starbase itself should be immune to damage/non-targetable until all platforms are offline.
 
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I hope you rework defense stations for the DLC. Currently it's not worth to invest in them, if you could build a moveable fleet instead. In fights they also often either die instantly because of their low HP or the Starbase dies quickly leaving all platforms alive, but you lose the system anyway. Finding systems and reinforcing them after fights with platforms is also a hassle that should be improved.

I would wish you would reintroduce the old t2 and the platforms so they can better scale against newer hull techs and made them unable to die during fights. Instead they should shut down at 1hp and reenable after a time like the Starbase. The Starbase itself should be immune to damage/non-targetable until all platforms are offline.
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.
Uh they literally stated it in this DD that they are buffing Defense Platform.

How much buffing, we don't know so let's wait and see.
 
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Could you add this multiplayer start you did for the new origins apply to the federation starts too? Would be cool to be able to start with 3 players in a federation next to each other.
 
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You get up to 9 monthly alloys for your assistance.
I'm not one of the people you asked about this, but while you get alloys, the subject empire doesn't lose anything. From their perspective, this building is a pure buff.


This does assume that the buildings upkeep is paid by the overlord and not the subject. But 10 minerals and 2 energy is a piddle in the grand scheme anyways. 9 alloys is only slightly worth more.
 
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