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

Erm, how does that work if a Bulwark forms a, well, a bulwark around their overlord? If their overlord is on the offensive and declares war, and the bulwark is not in the war, but has their borders closed to the enemy, can the enemy not get to the overlord's systems?

Also, do bulwark battlewright repairs stack? I assume that a fleet of 50 battlewrights can't make your normal fleet nearly invincible by repairing 100% a day, but is there a cap?
 
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Erm, how does that work if a Bulwark forms a, well, a bulwark around their overlord? If their overlord is on the offensive and declares war, and the bulwark is not in the war, but has their borders closed to the enemy, can the enemy not get to the overlord's systems?

Also, do bulwark battlewright repairs stack? I assume that a fleet of 50 battlewrights can't make your normal fleet nearly invincible by repairing 100% a day, but is there a cap?
Pretty sure that subject based their border policy from overlord so in this case the border would be open because overlord border is forcibly open to the enemy in war.
 
You said the founders of a mercenary corp get some shares, which is what enables the payment of dividends. Is there any chance other empires, perhaps only megacorps, could have a special option to buy more shares of other mercenary corps so that they start profiting from wars all over the place
 
These are enclave exclusive portraits.
I hope this gets reconsidered before release, it's a very baffling design choice. No other enclaves have specific portraits, and unique species like Ratlings or Baol which received new unique portraits are still playable (Ancient Relics even unlocks the Plantoid class for people who don't have Plantoids). The only portraits that aren't playable are the Crisis portraits, for gameplay reasons since several players all looking like the Crisis might get confusing (and even that might be worth reexamining in the future). I can't imagine any reason to arbitrarily decide to lock these two portraits out from players since all prior precedent point to having them playable.

The scavenger could be moved to either Aquatics or Mammalian class (if the issue is space with the Mammalians, the pink vampire-bat could be moved to Humanoids since its visually akin to the humanoids DLC portraits), and the shroud teachers could be Necroids.
 
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Bruh, some of this is looking very powerful if they AI is both smart enough and competent enough to use it effectively. Looking at all this, I'm looking forward to being able to play a Determined Exterminator and not hold back. This is looking like I can throw everything I have at a system and *there's a chance* I might not win if the galaxy is united enough. My Reaper roleplay is getting more and more interesting by the dev diary
 
I would like them to add some mechanics so that the hired mercenary fleets could maintain anonymity and not be affected by your political relations or laws in exchange for not contributing to political weight and having higher hiring costs. It would be a very useful tool for nations that do not sit on militarism. I expand on this suggestion in this thread: https://forum.paradoxplaza.com/forum/threads/contract-anonymous-mercenary-fleets.1519245/
 
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I see a couple of comments on the disintegration field. From what I understand, this does not reduce the HP of ships in system per day. For balance reasons, it instead reduces the HP gain of ships in system. So 1 Nanite system provides 1.5% hull and 2% armor regen. The field reduces that by 0.5%. So 1 Nanite System in a bulwark system would provide 1% hull regen and 1.5% armor regen. I know we are still balancing things, but the bulwark construction ship should provide both, not just hull regen. So it should be something like 2% hull regen 2% armor regen to allied ships in system, with +50% armor +50% hull to ship only.
 
Bruh, some of this is looking very powerful if they AI is both smart enough and competent enough to use it effectively. Looking at all this, I'm looking forward to being able to play a Determined Exterminator and not hold back. This is looking like I can throw everything I have at a system and *there's a chance* I might not win if the galaxy is united enough. My Reaper roleplay is getting more and more interesting by the dev diary
Currently on console, even on Grand Admiral, there's a point where I can have 20 fleets, but I choose to have 10 because I can't be bothered scrolling through 20, but I only use one whenever I want to do anything because the moment it enters the system, the combined might of the entire galaxy flatlines. I'm looking forward to thinking I'm powerful enough to take an important, heavily defended system with relative destructive ease, only to have everyone mobilise on that system (preferably through a gateway) and display a level of power and pushback I never would have expected from them.
 
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.

For clarification- what does it do if you are NOT a fanatic-ethic?
 
This looks really interesting!

On the Defence Platforms piece, will you make it possible to parallelise construction? Perhaps through either each shipyard giving +1 parallel build, or maybe a module specifically for parallelising DP builds, or perhaps even a building that adds X simultaneous build queues? It could also be something added via a civic or tradition?

My biggest issue with DPs isn't just the build time (although I note you've made changes there), but the linearity of it. If a starbase can pump out 6 battleships at a time, it seems to make sense that they could do the same with DPs.

Lastly, and while I'm working through my wishlist, can we please modify starbase loadouts. I really don't want shields when I build a bastion in pulsar chokepoint...
 
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For clarification- what does it do if you are NOT a fanatic-ethic?

It doesn't have an ethics attraction effect.

To quote the DD
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.)
 
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Apologies if i’m launching a volley of questions this DD, but i do find this patch really damn interesting.
I noticed that you can hire ground armies, will they be a generic army or will they be the same species and traits as the admiral?
 
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As a follow-up, on the disable vs destroy DPs question, how about having DPs enter a disabled state and require either time or alloys to come back from.

For example, a Bastion with 20 DPs is conquered. If left to it's own devices, one DP per $interval (1yr?) is repaired and restored to service. However the conquerer can choose to spend $DPCost x 0.5 to repair them more quickly...but they have to keep the DPs as they are. If they then want to retrofit them afterwards that's a normal action.
 
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An owned system is any system that you own the starbase of.

If you gain control of a system, but are at your mercenary enclave capacity already, what happens? Does the enclave despand or get penalties? Likewise if a galactic resolution changes or you reform your civics and now you have a number of enclaves higher than your capacity, what happens?
 
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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.
Massively reduced auto-repair speed on defeat (for 2 years, for example) would be an option.
This way even a retaking wouldn't fully bring the starbase up and running again, but it would cut down on micromanagement a lot. And it would encourage quick responses - which is something i often don't do in wars, because i can just wait for the enemy to power themselves out and split across my empire, so i can pick them off easily with a full doomstack.
 
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