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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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I think it's more like Scion, one random advanced empire somewhere that everyone is attached to, rather than adjacent spawns.

i think he refer to the system of spawning ( more empire that have the same origin , will be vassilized under the same overlord ) that he is refering to, not how it will work.

he want that if other player chose "federation start" they will spawn in the same federation , instead of having 2 players with 2 federation .

i think he is not considering that the federation will have some problem start if theyr ethics are too different or worst , opposite.
 
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.
Please make it so that unless the system is conquered by the enemy, defense platforms can be repaired while under the owner's control, possibly also after reclaiming an occupied starbase.

Having to manually rebuild all the defense platforms, every time, is the biggest issue defense platforms have.
 
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Damn, those Mercenary resolutions look punishing, especially for militarist empires. I love it!

Also, are those… are those specific species arts for the Enclaves I spy? Any possibility of those coming for existing enclaves like Curators etc?

I once again ask: is stuff like ‘Specialization Tier 1’ a placeholder name?

The Bulwark Battlewright ship looks great, and damn that Disintegrator Field is punishing.

Orbital Assembly Complex looks neat, but also fairly… useless? Like, 9 alloys is nothing.

And lastly, for Imperial Fiefdom… please tell me ‘generated empire creator’ is coming. Right? Right?!
 
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i think he refer to the system of spawning ( more empire that have the same origin , will be vassilized under the same overlord ) that he is refering to, not how it will work.

he want that if other player chose "federation start" they will spawn in the same federation , instead of having 2 players with 2 federation .

i think he is not considering that the federation will have some problem start if theyr ethics are too different or worst , opposite.

Yes that's how I imagine it. If 3 players pick federation start, you would start in the same federation.

The players are responsible for the problems that could arise from opposing ethics. I dunno but in my MP games there is enough communication between players to avoid this if players want to pick this origin.
 
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Answering some questions now that our weekly MP is over.
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?

Because the corporate office interfering with the local franchise makes things less effective, additionally, it's the cost of aligning your subject's ethics with yours in this case.


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)

Been thinking about making it massively increase the chance of stealing relics when you invade empire's capitals.

Also, will mercenary prices scale with fleet power?

Yes.

-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.

As above, it's the intended cost to make the subject's ethics align with yours. The ethics weighting isn't weighted towards xenophile - it simply adds ethics attraction for whichever ethics the overlord is fanatic in, the megacorp in question we used to take the screenshot was a fanatic xenophile.

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?

An owned system is any system that you own the starbase of.

Do mercenary fleets use your own fleet capacity or do they not count towards it? Can merc enclaves research modded components?

Only when they're hired.

Depends on the restrictions of the technology.

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've seen a save from a tester that had a merc enclave with a fleet power over 100k in the mid/late-2300s.
 
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I have never been this excited for a Stellaris DLC, and considering I buy every single one of them day one, that's saying something. Love the work you guys have been doing.

Some questions about renting fleets:
Is the upfront flat rate the only cost? Any upkeep?
Do the ships consume your naval capacity?
Is there a limit to how many fleets you can rent simultaneously from different mercenary enclaves?
Is there any way to ensure the ships you're renting actually have decent designs?
 
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Will Eternal Vigilance AP get some love? Currently is probably the worst AP both in the form of modifiers (too weak, all of them) and special effects (no special effect, actully)
 
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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
What does direct control mean here? Is it just unity from clerks and ethic attraction? This unity production output seems rather weak.
 
actualy ... i was thinking... if 2-3 players ( or if possible at all, AI empires .. i guess the origin is galaxy limited like some other? ) take the vassal origin ( imperial fiefdom) will the advanced AI be able to sustain possible vassal upkeeps? if all the players decide to be bulkwark ( for some masochistic desire) the AI will have to pay them resources... to 2-3 or more vassals ..


at the same time, if they all decide to be resource producer, the empire will have to pay all theyr research to the vassals...
 
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Man, Bulwarks are damn scary at level three.
Can you trade systems with fellow vassals? I feel like letting Bulwarks manage your borders could be for the best, especially if your Overlord (and maybe other Vassals) can build gateways on Vassal systems.
 
Answering some questions now that our weekly MP is over.

*cough* Any chances of some info about possible UI changes/improvements to help manage and especially expand branch offices (and holdings added in the DLC)? And the risk of sounding hyperbolic lack of a proper expansion planner for the branch offices is keeping me from playing Megacorps because how time consuming it is to figure out the most profitable offices if constrained by influence. This probably will also expand to include the overlord holdings, least to some degree.
 
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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.

Yeah, Defensive Platforms need to change to auto repair like the Starbase.

I will personally not build Defense Plataform if I need to do hundred clicks every time they are attacked. Not worth it.
 
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By the Shroud, this update will be gigantic. I love it!

Also from what I see from some of the pictures the game will get more flag options as well. I see a white background and also a new pattern.
 
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I really love this DLC so far. The new enclaves look fantastic and I love that vassalization gets some attention.

The new mercenary system made me wonder, do they use the ship design of the civilization that formed them or do they have their own designs? Is there any way to influence them in this regard? For example if the unbidden spawns, can I make my mercenaries produce ships with kinetic weapons so I can effectively fight the crisis or do I just hope that they will figure out what the market needs?
 
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Sorry that I'm just getting to replies now - I was in the dev MP for a while.

Are these enclave-exclusive or will we be able to use them for our own empires?

These are enclave exclusive portraits.

Wow the Stellaris Team is really looking at CK3's homework. First the Subject Contracts similar to Vassal Contracts and now the Mercenary Enclaves are looking awfully like Holy Orders. Any statement on this?

I will steal anything that is a good idea from anyone.

Any chance defense platforms could be made to be disabled rather than destroyed?

We actually played around with this for a little bit and it was surprisingly painful at times, since retaking a bastion ended up being very difficult. Though I'd like to revisit them at some point in the future and make them less painful to rebuild somehow.

Seems like we have a white primary color on the second pic,

Oh hey, look at that.

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.

Right. Galley, not Galleon.

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?

They're an alternate option, unrelated to wacky naked ship exploits.

We'll probably be looking for a permanent resolution to strange refitting tricks in a future custodian patch.

Since you are adding Galactic Community resolutions, would it be possible to reduce the time for voting and in-between sessions?

If you have Nemesis, the Galactic Custodian can end voting once a vote has reached the halfway point, and has a few tricks for manipulating the voting queue.

can the bulwarks vassal contract allow them to engage in the overlords offensive wars as well as defensive?

Yes. They must join the overlord's defensive wars, but may choose the "both offensive and defensive" term.
 
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