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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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Maybe it's just me, but this expansion seems to have a ridiculous amount of content already! The new enclaves are sick, especially the mercenary enclave. I love that you can just make the galaxy rely on mercenaries for war, it's a mechanic that changes the way the game is played entirely and fits so many RPs. Also, I can already tell my group is going to do a multiplayer fiefdom start.

Seems to me it's shaping up to be the best expansion yet, so much stuff to do and so many different ways to experience the game!

Edit: also the bulwark construction ship is very nice, it makes so much sense
 
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I have another question about mercenaries. Let's say that I want to play a very economy focused game where I fund my mercenary enclaves and let them rent their ships to whoever they want to in galaxy. Will there be any way to "advertise" my own mercenaries to make other civilizations prefer to rent from my enclaves and thus boost my economy?
 
I have another question about mercenaries. Let's say that I want to play a very economy focused game where I fund my mercenary enclaves and let them rent their ships to whoever they want to in galaxy. Will there be any way to "advertise" my own mercenaries to make other civilizations prefer to rent from my enclaves and thus boost my economy?

Just a thought, but I think that's what investing in them directly does. It seems reasonable to think the AI would be weighted to hire the best mercenaries it can. If you're consistently investing alloys and tech then your mercenaries will be in greater demand. Given there's a reputation system too I wonder if this would lead to repeat customers with AI empires weighted to prefer mercenaries they have positive relationship with.
 
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Just a thought, but I think that's what investing in them directly does. It seems reasonable to think the AI would be weighted to hire the best mercenaries it can. If you're consistently investing alloys and tech then your mercenaries will be in greater demand. Given there's a reputation system too I wonder if this would lead to repeat customers with AI empires weighted to prefer mercenaries they have positive relationship with.
Yeah, that makes sense. Thanks!
 
If multiple players select this origin, they will all start as minions of the same Advanced AI Empire.

Does that affect spawned AI empires as well, and what's the cap?
I'd like to know if it's possible to force-spawn an entire galaxy full of subjects for the same empire.
 
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.

Yes, but you have to be a custodian and it has a cost. I believe what @MilkInBags wanted (and I do too) is for Galactic Community to process resolutions faster in general. Bring it down from passing a resolution every 6 years to maybe passing a resolution every 4 years.
 
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Yes, but you have to be a custodian and it has a cost. I believe what @MilkInBags wanted (and I do too) is for Galactic Community to process resolutions faster in general. Bring it down from passing a resolution every 6 years to maybe passing a resolution every 4 years.

At a cursory glance of the wiki there are roughly 100 resolutions you can pass at the moment. The GC tends to form in the early/mid game, which means you have about 150-250 years to pass resolutions. At one per six years you get through barely a quarter of them. This wouldn't be so bad if these were maxed out trees, because then each game might feel pretty different, but in my experience it's usually a mix of resolutions all spread out because no one can agree (which is at least realistic). Add in the constant repeals and it can take even longer.
 
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At a cursory glance of the wiki there are roughly 100 resolutions you can pass at the moment. The GC tends to form in the early/mid game, which means you have about 150-250 years to pass resolutions. At one per six years you get through barely a quarter of them. This wouldn't be so bad if these were maxed out trees, because then each game might feel pretty different, but in my experience it's usually a mix of resolutions all spread out because no one can agree (which is at least realistic). Add in the constant repeals and it can take even longer.
The Galactic Council usually forms relatively quickly(around 2260 or so), after which a lot of the recess time will be skipped due to Emergency Measures. It really isn't that bad right now. I play with 2400 as the victory year and still usually run out of resolutions I want to pass! If it was common for multiple resolution categories to max out I think the game would end up being a bit obnoxious, since a lot of the 4th and 5th level resolutions are very extreme. Shortening the voting period by one year would be alright I think, but two years would probably be too much in my opinion.
 
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Inward Perfection (plus genocidal empires, of course) are prevented from choosing Imperial Fiefdom. That entails for me two questions :
  1. Does that mean that Inward Perfection empires cannot accept to be a Vassal? Can they only be subjugated through a war?
  2. Are Pompous Purists allowed to take Imperial Fiefdom? If yes, same question (but in reverse) than for Inward Perfection: are they allowed to become willingly a Vassal under someone else?
I'd perfectly see Inward Perfection accept to be a Vassal (with the correct contract, they have protection without a lot of meddling in their affairs), while Pompous Puriss would be the last to even accept being under the dominion of someone else.
 
@Alfray Stryke has a few ideas that are still being debated internally.

Yeah, I really need to work on that when I can spare the time.

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?

I think merc capacity is the number you can found, not the amount you can be the patron of.
 
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Some questions and possible issues I have for mercenary enclaves:
- does this mean we end up with over 100 mercenary enclave empires in the empire log?
- and do you have to click on each of them manually in order to buy their fleets? (would be a micro hell, especially with galactic risk management active, as that reduces a naval capacity of 2000 to mere 400 and how would you be able to then beat the end game crisis without buying every mercenary fleet possible.
- can someone buy a mercenary enclave empty, leaving no fleet to buy for the patron?

More general questions:
- if you rent a fleet from another empire for 1 year and then lend said fleet for 30 years to another empire. Is that possible?
- will all 3 new enclaves be only avaiable with the overlord dlc, or will the leviathan dlc also be able to unlock some of them?
- bulwark seems a bit unproductive. The overlord basically pays basic ressources and this ends up in the bulwark getting stronger defenses. But this will only be useful in defense situations and only in edge cases. As the bulwark territory has to be between the player and the enemy empire in order to protect it from an attack. A prospectorium on the other hand feeds the overlord with a lot of ressources and due to its higher alloy gain can master a bigger fleet.
 
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Will the new Psionic enclave be another way for Materialists to gain access to Psionic Theory? Similarly, will the new Shroud origin be locked out for Materalists? Psionic Materalists are always kind of fun.

In addition, will each of the special ascensions have their own version of Holdings (i.e. Psi Corps to put on your vassal's planets to help them monitor subversives. Cloning Vats to boost your subjects pops. Synthetic production centers to build robots for them. etc.)?
 
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Only when they're hired.
Isnt that bit counterproductive, if mercenary fleets use ur naval capacity and at the same time the galactic resolutions, which should encourage hiring more mercenary fleets decreases ur naval capacity? Wouldnt that just discourage having fleets and mercenary fleets alltogether?
 
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If it was common for multiple resolution categories to max out I think the game would end up being a bit obnoxious, since a lot of the 4th and 5th level resolutions are very extreme.

That would be precisely the point. Either you play the diplomatic game and you make the passed resolutions suit you or you weigh whether remaining a member is worth it. If the only resolutions that get passed are the non-objectionable ones that makes the whole galactic diplomacy game boring because there are no stakes.
 
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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

It doesn't have an ethics attraction effect.


Would it be possible to add much, much smaller ethic attraction for non-fanatic? Like +25% or +10% rather than +100%.


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

Maybe increasing the time in which defense platforms are offline will help? Or at least make them offline till the end of the war?

f 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

IMO it's still too long and a little limited. Currently Custodian comes into middlegame, while till that time you might only held 5 votes in GC. Maybe decreasing time for voting and/or time between voting by 25% (or making TIER 1-TIER 2 votes last shorter)?
 
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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.

One idea that I saw, which seemed worthwhile, was to have platforms: Disabled; only repairable by the original owner; and an espionage mission can give you access to repairing captured platforms for any individual starbase.

That way there's still a cost associated with losing platforms, but you don't get that problem of having your defenses become as much of a liability as an asset. But the espionage mission adds some potential for a spy-based empire to get an advantage no one else has.

I thought it was a potentially good solution to the problem.
 
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