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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 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.


oh... you want a fuctioning GC ... thats not how they were intended.. the GC is made to be "realistic" following human great achivements .


that said, it need time . and a justification to be willing to call for a council and\or a custodian ( those speed up things) .
 
Regarding the Imperial Fiefdom origin - I don't like to play with randomized empires, I pretty much only play against custom empires that I set to Force Spawn.

If I decide to play as an Imperial Fiefdom, will the Advanced overlord empire be picked from the list of empires that I have set to Force Spawn, or will it be completely randomized (which IIRC is the case for your federated empires if you play as a Federation-based origin) ?
 
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I think that's the minieral taxing holding building, not the MOP in the base game.
Ah, sorry, i misunderstood you then. You might be right about that.
 
Regarding the Imperial Fiefdom origin - I don't like to play with randomized empires, I pretty much only play against custom empires that I set to Force Spawn.

If I decide to play as an Imperial Fiefdom, will the Advanced overlord empire be picked from the list of empires that I have set to Force Spawn, or will it be completely randomized (which IIRC is the case for your federated empires if you play as a Federation-based origin) ?

Going by dev comments in the reddit post you can't choose the overlord, but if you force spawn other empires with the same origin they will be vassals of the same overlord as you. So you can customise the other vassals, but not the overlord.
 
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I think even if they are rebuild for free, people will still invest all their Alloy into ships.
I would take the opportunity, because it's fleet power that doesn't take naval capacity. (Unless i was playing hyper-aggressive though. Then conquering would be more important than protecting borders.)
 
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.
Some possibilities to make it less painful:
  • Occupied systems don't repair their defense platforms.
  • Defense platforms remain disabled until repaired by a construction ship.
  • Defense platforms remain disabled until the war is over.
  • Defense platforms remain disabled for a duration equal to their construction time, and only one platform can be repaired at a time.
  • Defense platforms still have a 25%(?) chance to be fully destroyed.
  • Defense platforms are still fully destroyed, but create special projects for construction ships to repair them.
 
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  • Defense platforms remain disabled until repaired by a construction ship.
  • Defense platforms still have a 25%(?) chance to be fully destroyed.
  • Defense platforms are still fully destroyed, but create special projects for construction ships to repair them.
Those would not improve the micromanagement aspect to any meaningful extent.
You'd still have to manually organise stuff to be done that should be automated. every. single. time.
 
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All great stuff but as a player who loves to turtle and go on defense, I applaud tying defensive improvements to the unyielding tradition. I did just that with my own mod. I also tied starbase/platform improvements to Eternal Vigilance. If you choose both eternal vigilance and unyielding, you should present a real defensive challenge to other empires.

This really is going to be a big update that provided lots of new and exciting ways to play the game. I hope this also means an extended beta so some of us can help test the game. Can't wait. Excited!

Forgot to mention I like the video posts as well. Well done!
 
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Going by dev comments in the reddit post you can't choose the overlord, but if you force spawn other empires with the same origin they will be vassals of the same overlord as you. So you can customise the other vassals, but not the overlord.
To be clear I understand that it's impossible to choose precisely who the overlord is going to be, but I'd be content with the overlord being randomly picked from the pool of force-spawned empires I selected (if the number of force-spawned empires is equal or superior to the number of available AI empire slots, of course). I just want the overlord to be a custom empire, in other words.

I've checked the comments on the post and it seems like the overlord is always randomized, but it's not 100% confirmed.
 
This is probably not the relevant DD to ask but...

Are there any plans to address how AI vassal/subject claiming systems would interfere with their overlord's war resulting in bordergore? Can we get an option as overlord to demand/trade for a system a vassal/subject own?
 
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Also, do bulwark battlewright repairs stack?

Not with other Battlewrights, but they do stack with other healing auras such as Nanobot Clouds.

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.

The Disintegrator Field does reduce hull points of hostile ships daily (until it hits 1).
 
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Yeah, I really need to work on that when I can spare the time.



I think merc capacity is the number you can found, not the amount you can be the patron of.
so founders and patrons have a different type of relation with mercs compared to eachother? founders get dividents and patron special interactions?
you can ofcourse be both?
 
Amazing as usual. This set of features have been particularly interesting.

Question, could an empire use Privateers to wage war without direct association (kind of like their real life historical counterpart? Think small raids or trade route disruption.)

Are their any other enclaves players will be able to create in the future?

Is the growth and dividend payout of a Mercenary enclave tied to how much their services are used?

Changing topic: will an Overlord be able to tell a Bulwark which systems should have bastions within? Otherwise, Bulwarks may be a bit on the weak end.

Will empires with the Mechanist origin get a special robot themed holding option (say yes.)




Anyways, amazing diary. This new Mercenary feature has to be among my favorite for this new patch. Keep up the good work.
 
I think even if they are rebuild for free, people will still invest all their Alloy into ships.

mhh... lets think.

a starbases could be used to build more naval capacity , and corvets can be used to do things around.

a bastion is usualy stronger of the naval capacity it offer ( till battleships \ proper L weapons arty ) without DP . so thats actualy a big naval power that cost "relatively" less than a fleet of the same size.

a bastion is usualy more cost-effective than a fleet that you could buy with the resources used in it and its upkeep , but since its a single entity with the hullpoints inflating its fleet power usualy lose against a fleet with the same fleet power . with DP bastions would win against any fleet in earlygame-earlymidgame BUT. DP actualy cost quite a bit of energy upkeep . and DP actualy cost around 3 times corvets .

if you take the ascension and the tradition that buff bastions and DP , they become absolute moster in comparison to a fleet ( that may end up costing more in alloys and upkeep )

even if DP are armed with L weapons , they stand no chance against battleships , so midgame-earlylategame bastion are completly out.

the usefullness of ION cannon is ... questionable , not because much, but because i never realy got to test out if its better to have only ION cannons or DP on a starbases with evrything maxed out. the DP spam will have more naval power, but the ION cannon oneshot\bishot battleships .

here the fact.

a bastion is not there to be instead of a fleet, is there to be stop a chokepoint from letting "small fleet" from passing past, or to have the support of 1 of your fleet and stop anything from going past it.

in fact, the part with make them come back online for free , is actualy a help to the enemy more than you. because if you win the fight , mean you deal massive dmg to the enemy and lost "only " DP that you already invested in . while the enemy would get FREE DP that are actualy strong and will cost him only energy .

so ... they absolutly can't be rebuilded for the enemy , and should be lost forever if the enemy capture the station .

i think the " rebuild for free" would add nothing to the DP desire to be builded. apart from reducing theyr price \ time to build . you don't realy build them with the idea of replacing them, because most of the time , when you lose "some of them" is because you probably will lose the bastion .


at the moment i think the only way to "incentivate" the use of PD is by making them being build overtime for "free" from bastion , having a limit based on the modules and building used on the bastion and giving those modules a alloy upkeep.

problem is that is a micromanaging nightmare if you let the player design them or wanting to have more than 1 design . but you could just make evry bastion have a " build this design" and let it spam them .

for ion cannon , add a build type that alow it control ion cannon and build some of them .

because , as DP are right now, you build them to make a bastion stronger and forget . its not like all bastion will fight at the same time , so after a battle you simply re-spam them for that bastion and forget again .

the idea that making them respawn will incentivate the building of DP is not real, as its not realy a matter of you spending alloy to replace them that stop you from building it, but the fact that you have better use for alloy earlygame-midgame .
 
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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.

Just make DP only repairable by owner of starbase not controller (occupier cant build or downgrade starbase already, just extend same rule to DP) and destroy them when captured in total war. Problem solved.

Also, can we make Mercenary Enclaves to leave our space peacefully? Lets say i dont want wildcard military base and fleets with dubious loyalties in my space, can i ask them to bugger off or i have to resort to *BONK*?
 
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