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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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Will the psionic path ever get an update? It's in desperate need of one...

I hope this bodes well getting a new enclave revolving around the shroud.

Personally I think we should have ritual sites that direct the shroud's energy to outcomes we desire as a bandaid solution till it's more viable.
 
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So we are getting a vassal type that buffs starbases, but still no word on changes to starbase components. Citadels dont have large weapon slots, and can be easily destroyed by battleships out of range.
 
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Yeah, I really need to work on that when I can spare the time.

Can you fix the End of the Cycle event?

There is many things broken, like the Exodus planet that instead of generating a new system, it tries to find an empity planet that create tons of bugs or if it find none it just defeat the summoner empire.

Also, the Cycle strenght mechanic is unbalanced for current patch and the AI of the shrouds are broken and does not destroy the galaxy.
 
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my question from last week still stands.

Except for restrain, RP and own fun, what reason is there to try to push a vassal peacefully to my ethics if I just can status quo peace an enemy in a war for a vassal with my ethics to begin with?

Bottom line, the status quo vassals have the right official ethics, but the pop ethics. Over a few decades, it's easy for the vassal to to faction-shift away from your ethics and towards it's pop ethics- still closer, but still increasing the costs. Applying ethic pressure is key to minimizing that and keeping ethic-alignment loyalty high, which is what will let you get away with running more vassals with higher tributes.

For MegaCorps in particular, Fanatic Spiritualists have an extra incentive due to how the MegaChurch civic works. MegaChurches boost branch office value by virtue of the subject's pop ethics, not official ethics or jobs. In other words, it boosts pop passive trade value from CG if spiritualist. Stacking Temple of Prosperity branch office (50% Ethics pressure) with the Franchise HQ (100%), combined with potential overlord relationships in ethic pressures (2x for being the subject of a spiritualist overlord, 1.5x for defensive pact/commercial agreement), and you can maximize that spiritualist pop boon.
 
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Seperately, the Shroud Enclave definitely has vibes of Temple Ships from the modern XCOM, and of course a bit of Warhammer 40k. Do like, and it'd be interesting to have access to ships along those lines.
 
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.
Why not compromise and add a system similar to ship disengagement. A defense platform will usually be destroyed, but there is a chance for it to remain intact enough to be reactivated.
 
I really like the mercenary enclaves and associated resolutions. Sounds like it would make a pretty interesting playthrough to go for those and try to build up the galaxy's mercs as much as possible.

Reading about the Bulwarks and being reminded that defence platforms get hull point boosts though reminds me than we still really need hull point repeatable techs for ships. Make it happen in the next patch please!
 
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...
This! It's really annoying having 60K+ Armour when fighting the Unbidden, especially when the power output of its reactor is literally enough to maintain all shield slots
 
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Can you fix the End of the Cycle event?

There is many things broken, like the Exodus planet that instead of generating a new system, it tries to find an empity planet that create tons of bugs or if it find none it just defeat the summoner empire.

Also, the Circle strenght mechanic is unbalanced for current patch and the AI of the shrouds are broken and dos not destroy the galaxy.
Psionic entities don't even move in the current patch unless a fleet approaches them. They spawn and stand still harmlessly, serving as defense of their "target"'s system more than a danger to them

This also has the effect of causing the Become the Crisis event that is supposed to cause trouble for the Crisis Aspirant to instead just serve as extra defense for them...
 
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More holdings also exist that tax subject production, such as the aptly named Ministry of Production and the Ministry of Energy.


Ministry of Production


don't we alredey have a ministery of production that buffs alloy and minieral production? I'd recomend renaming either the normal building or the overlord building. looks cool though.
 
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Isn't that a bad design? Reminds me of science ships orbiting to boost planetary science production.
It's just frustrating and not fun to deal with this during wars.
This is all the more true when you have big empires, if in addition, you have to manage among the vassals...

I agree it's bad design. Manually building construction ships and ordering them to the planet that you will need to do all over again every time an hostile fleet come into the planet.
 
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.

if they get rebuilded for free , they are simply too strong .

edit: i think the solution is to have a "fleet manager" for bastions ... a "bastion manager" that remember what bastion defenses were and you can rebuild with a click.
they just need to be builded a bit faster than now... i mean, they are simply too slow... ION cannon in particolar ( since you build alot of them ) feels like ages . but seems they are increasing the build speed so...



- 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.

thats why you when you vassalize someone you can decide theyr type with the contract., or when you release one.

for example, if there is a realy big empire north of yours and there is just a useless planet with the right chokepoint and you release it as a bulkwalk , or if there is a smaller empire in the middle.

the problem is if the AI can disallow the player to pick the bulkwalk if they don't need one ( since players can talk with theyr overlord about what they want to be)

problem is... if you can build starbase-slots- DefensivePlatform , because if you can't , you have to build evrything before , then releasing the vassal then hoping the AI will keep it up \repair it .
 
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The Hype is strong with this DLC!

So for Mercenary Enclaves, several questions;
  1. Who is in control of the mercenaries when under contract?
  2. If it is by the contract empire, what efforts are being made that mercenaries are not thrown under the grinder, so the contract empire can avoid the fee?
  3. If the mercenaries have been wiped out, how will they rebuild their fleet?
  4. Would it be possible for modders to make so players can play as a mercenary fleet with or without a patron?
  5. Would it be possible to rival mercenaries and / or have them target each other?
  6. Would it be possible to rename your mercenary and CEO?
Mercenary Enclaves sounds great, but I think there has to be failsafe against contract empires that abuse this mechanic. Abuse could be like throwing the fleets under the grinder. If fleets are thrown under the grinder, that would weaken the patron, because fleets will be temporary unavailable for own use when they are being rebuilt.
Also I would suggest to prohibit your mercenaries to be used against you, like they being contract with an enemy empire and being used to attack you.


Lastly to make things more interesting; mercenaries are cheap during peacetime, but more costly depending on the amount of empires at war or more expensive for the empire during war, and depending of how the war is progressing.
 
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More holdings also exist that tax subject production, such as the aptly named Ministry of Production and the Ministry of Energy.


Ministry of Production


don't we alredey have a ministery of production that buffs alloy and minieral production? I'd recomend renaming either the normal building or the overlord building. looks cool though.
DD states they renamed it to Ministry of Extraction
 
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Since you are adding Galactic Community resolutions, would it be possible to reduce the time for voting and in-between sessions? In my usual game I never have the time to reach any significant resolution as it takes too much time to establish the basic ones.

My other solution would be to let any unanimous resolution to be passed immediately instead of waiting for the full countdown.
I would personally like the fixed recess time to be removed altogether, and replaced with a requirement that only resolutions supported by a majority (or declared an emergency) move on voting - and do so immediately, regardless of whether it has passed 5 days or 50 years since the last resolution.

Basically, the GC would mostly vote on resolutions with a real chance of passing, and the GC would quickly get through all the "obvious" resolutions that are supported by more or less everyone. More game time would be saved for the more ideologically contentious issues and targeted resolutions (such as denouncements). No wasted time, no pointless votes, no senseless delays, and most likely less passive waiting and more active interactions (uses of favours) in getting resolutions to the voting stage. I believe the GC subgame could become much more fun with these changes.

This could also be taken one step further if assigning more envoys to the GC would allow us to propose more resolutions.
 
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Abuse could be like throwing the fleets under the grinder. If fleets are thrown under the grinder, that would weaken the patron, because fleets will be temporary unavailable for own use when they are being rebuilt.
Also I would suggest to prohibit your mercenaries to be used against you, like they being contract with an enemy empire and being used to attack you.

they already have a description on how you can stop them from working with someone ( for a price and a malus in relationship, if you are the patron)

and ... sending them to the grinder ... i mean, if you have the resourcess to waste on that , you can probably defeat the patron empire anyway. apart from the fact there are no numbers on the "time to rebuild" and the price... i can already see it being in the thousands.








and on a different note: something tell me the hordes are going to be reworked. or at least i hope so right?