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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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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.

I can see why it would be a pain if they just deactivated. It's a huge buff for them. Anything like a repair/reinforce button that would keep the material cost of rebuilding but minimise the clicks would be fantastic.
 
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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.

Defense Platform does not need only buffs, it needs mechanic rework. The fact that they are destroyed makes them not worth to invest and the tedious to click multiple times every time to reinforce them every time they are attacked make people simple not use it.
 
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Sorry that I'm just getting to replies now - I was in the dev MP for a while.

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.
I know this exists but it's in the very late game, so it doesn't speed up anything at this point in the game when the crisis is usually happening. I'm just a bit worried that the more resolutions are added to the game, the less chances we have to reach the final tier of any of them since we'll take too much time voting for the tier 1-3 of each branch.
 
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This looks great and with the new enclave i wanna know more of the Teachers of the Shroud Origin :)
 
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Im such a fan of the new Mercenary Enclaves. I always wanted to be able to kinda give away my fleets for the highest bidder and the implementation of the system seems very cleverly designed at first glance.

The Industrious Salvagers and the Mysterious Shroud Walkers look fun too.

I'm not a big fan of to much focus on more and more new civics/origins (there are allready so much options and still a lot of basic and outdated game mechanics that would do well beeing instead focused on) but Imperial Fiefdom will probably be my new favorite origin xD. Also glad that some of the older civics get a little care and love ^^
 
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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?

@Alfray Stryke has a few ideas that are still being debated internally.

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.

As of 3.3, the AI has a greater tendency to specialize worlds, but unless they're catalytic processing they'll usually not have a dedicated agri-world since they can get most of their food from starbase Hydroponic Farms.

I've seen a save from a tester that had a merc enclave with a fleet power over 100k in the mid/late-2300s.

...and the fleet that was literally too expensive to buy. We ended up changing the costs after encountering that one.
 
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Can you clandestinely use merc's? And is their AI play style similar to raiding marauders where they go in, mess a few systems up, then leave? Or is their a war goal/ping like system for them?
 
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I've seen a save from a tester that had a merc enclave with a fleet power over 100k in the mid/late-2300s.
So mercenaries can actually change the tides of war!!! Even wars with Awakened Empires it seems! Impressive! I love it! I want it! Give it to meeeeeeee~!!!!
 
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A bunch of questions about the mercenary enclave:
  • Do the dividends of mercenary enclaves scale based on their fleet power?
  • Do dividends get increased if the mercs are being hired, as opposed to sitting idle?
  • As the patron of a merceanary exclave, can you pay to send the fleets to some other empire and support them?
  • Can we name the mercenary exclave when we release it?
  • How does the merencary enclave limit work with gaining or losing systems with one? Is there a penalty for being over your limit?
  • Any chance that the Naval Contractors civic could get an increased command limit modifier, so that they can create mercenary enclaves earlier?
  • How do mercenary enclaves rebuild lost ships? Whenever they are hired, slowly over time, or never at all?
  • Can you swap out existing fleets of a mercenary? (Say, moving from corvettes to battleships).
  • If mercenaries upgrade their ships with new technologies, what’s to stop a player from giving them ships with only level 1 components then gifting technologies so they upgrade?
 
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As of 3.3, the AI has a greater tendency to specialize worlds, but unless they're catalytic processing they'll usually not have a dedicated agri-world since they can get most of their food from starbase Hydroponic Farms.
Last game I played, the AI tried to specialize planets with 1 Mining District into Mining Worlds...
 
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A bunch of questions about the mercenary enclave:
  • How do mercenary enclaves rebuild list ships? Whenever they are hired, slowly over time, or never at all?

I'd like to know this one to. I expect when we rent a fleet that's it, it doesn't get reinforcements if it takes losses. Not until ten years are up and you can renew. But I hope that I'm wrong and a rented fleet will replenish over time as the enclave reinforces it.
 
The enclaves seem really interesting hoping the shroud ones and the shroud origins really expand the shroud as its very bare bones right now. Also curious how being psionic might affect this.

The mercernary enclaves sounds good but energy credits tend to be among the last things i truly in large amounts. Wonder if it will actually be worth it to invest in these enclaves. Also wonder if the ai will actually make proper use of it, could be nice if a losing ai hires a mercernary fleet to change the tide.

A bit sad the bulwark is purely defense stations oriented was hoping some offensive perks (sword and shield kind of stuff).

Lords of war defintiely seems interesting for military empires. Was hoping for something a bit bigger though.

Definitely looking forward to more galactic community stuff its a bit lacking right now, same for the empire (especially the empire).
 
Many of these additions look really good.
 
Will Bulwark or Mercenaries have options to provide pirate fleet suppression? Piracy is an annoying and nonsensical at times, seriously why do intervening starbases generate piracy if they overlap the range of my major trade hub but empty systems don't?


So please consider adding piracy suppression as a Mercenary enclave service or to Bulwark. It would make them entirely more useful
 
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I know this exists but it's in the very late game, so it doesn't speed up anything at this point in the game when the crisis is usually happening. I'm just a bit worried that the more resolutions are added to the game, the less chances we have to reach the final tier of any of them since we'll take too much time voting for the tier 1-3 of each branch.
I usually end up with pretty much all the interesting resolutions in effect by 2375 or so and the Galactic Community Empire stuck voting on sanctions for the rest of the game. I always play multiplayer though, which means I tend to have human allies in the Council, and we can alternate our Emergency Measures to speed things up.

Some way to encourage friendly AIs to propose or emergency measure the thing you want would be cool, but probably a bit too complicated.
 
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Please, please, please

Buff existing Enclaves and even more importantly allow them to establish a base in your territory!
For a high cost, but that should be something that's really good.

Give bigger base numbers to the starbase modules as well, not a measly equivalent of 1-2 scientists/Cultural workers.

Please take a look at the event ships and re-allow normal ships to be upgradeable or dismantled for tech
 
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is the merc cap the amount of mercenary enclaves you can be patron of or the amount you can be the founder of?
if patron, what happens when you conquer a system with a merc enclave when you're already at the cap? will the enclave be destroyed or try to find a new home system in an empire with available capacity?
 
Oh wow. Time to relearn the game. Again.
i love it. Thanks.
The new enclaves are amazing. Can’t wait to become the biggest provider of military forces in the galaxy.
 
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