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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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Random question. Will Tributaries, vassals, protectorates, satrapy's or scions get any tiered benefits?

It mentions only the DLC vassals will impart the overlord special "advisor" benefits, so I assume non-dlc ones don't give advisor benefits.

But I dont see any mention of if "non-overlord" vassal types get to level up and have 3 tiers of benefits too. (e.g. protectorates getting a science bonus etc). Would feel weird if only some vassals are gaining XP over time I think.

As, with federations even the free/base galactic alliance fed-type got 5 tiers of perks, I think (it's sometimes a little hard to tell what DLC adds what these days).

Also, if you switch from one vassal type to another is the tier maintained or lost?
And if the latter, if i switch (from say) prospect > bulwark > prospect, is the old prospectoria tier restored?
 
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Kind of scratching my head as to why anyone would suggest that no mercenary focus build would pass the first GalComm resolution regarding them.

It means you earn more money from them because not only do the divide-ends get paid out more often, but you can have one more mercenary enclave and they get a boost naval capacity, which makes them more appealing to hire. Then there is the whole thing, where this reduces the naval cap on others. So it's harder to have as large fleets and this opens the door for those mercenary fleets being a tempting option for someone that wants to quickly boost their fleet size and not have to waste allows scrapping fleets they can't support.

I'm curious if the devs might consider making the upkeep on mercenary fleets cheaper though. I'm pretty sure they likely work the way marauder mercenaries work, where they can't towards your naval capacity. So cheaper upkeep for them, might be a reasonable bone. Still, this isn't like readied shield, that isn't worth using because the naval capacity boost in no way, offsets the sheep upkeep.

Finally, the trade value isn't nothing. It's still extra energy and possibly consumer goods and unity for non-trade focus empires. I mean, even a world without merchants or clerks will still generate a decent amount of trade value. It's noticeable for trade builds.

Of course, gestalts aren't going to bother with this because they can't have mercenary enclaves and this is a demerit all around for them.

As for who would want to go for this. As has been mentioned, the custodian/galactic emperor would, since it would greatly reduce the amount of fleet power others could have and be gamed to let them get a sizable amount of diplomatic wait from the GDF.

A federation would be another entity that might actually really like this, assuming they have laws that let them field the largest federation fleet they can. Sure federation fleets get chipped away at by stuff that reduces naval capacity since they use a certain percent of member fleet capacity, but a federation still gets access to a certain amount of free naval capacity because each point of naval capacity for them isn't a point of naval capacity at the expense of a member IIRC. So, it's a good way for a federation to hobble a larger empire that isn't a federation that might threaten them.

Finally, this seems like a no brainer for tall empires. They just aren't going to have the means to keep up with a wide empire on naval capacity. They will have a lower starbase cap, which means less chance to build starbases with anchorages. They will have less colonies, so they are less likely to have planets full of pops that generate naval capacity. They may often have economies that can't support going as far above the naval cap as wide empires and also not have the resource income to build large fleets. Hell, this could be an option for smaller empires as well.

So a custodian or galactic emperor that happens to be a tall megacorp. Might really want those mercenary resolutions maxed because that's a simple way to kneecap the size of fleets others can have, while they rock the max sized GDF and if they stay custodian, they can always setup a federation that they preside over, that has the max fleet size as well.

The real question, is how quickly can mercenary enclaves offset their losses and is their a CD on hiring fleets from them. That's say, if they can quickly rebuild lost ships and hire new admirals that become available to recruit in a reasonable time frame. Also how much research can they do on their own? What happens to them if their patron is destroyed? Crisis might not be much of an issue, since instead of having the fleets needed to defeat them at crisis start, you just get a stead stream of hire reinforcements that more or less make things the same.

Though bit curious if crisis empires can hire them or if they refuse to not only work for them, but at level 5, they'll break contracts.

Edit: Yes, I'm aware that an empire can avoid being trapped by those resolutions, if they aren't part of the GalComm. This is also why I'm suggesting that mercenary fleets get an upkeep discount, so that the presence of a strong genocidal empires doesn't make the resolutions a no go.
 
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I understand what you guys are saying from a balence perspective, but in game logic even taking the t4 and t5 resolutions out of the equation, if I were an empire that makes my money off of mercenaries. I would never support the first level of the resolution because it's strictly a bad idea for the very empires it's meant to appeal to.

A mercenary empire supporting a resolution that gives everyone mercenary capacity is like a car company lobbying for better public transportation.
From an outside perspective its much better if everyone is able to travel, but from the perspective of the car company it's signing away all but the laziest or richest customers.

Now back to balence If the worry is there not being enough mercenary fleets for the galaxy to be able to deal with the "crisis"(really it's just some space bugs stop overreacting) then the solution would be to give mercenary enclaves the ability to support more than 1 fleet. Tying the resolution to improving the strength of existing enclaves and the capacity of mercenary empires would allow there to still be decent balance pre t4 without making the entire resolution tree feel like a bad idea from the start.
Agreed.
 
Idea for holdings:

Could clone army origins get their own specialised holding buildings also? Like maybe it could be a holding which increases the amount of clone pops that each of your Ancient Clone Vats can sustain by +1 in exchange for lower vassal loyalty (it could be called "Cloning Genebank", and would harvest genetic data from vassal pops to increase the capabilities of your own Ancient Clone Vats).

Another option would be a smaller version of the Ancient Clone Vats built on your vassals and which, somewhat similarly to the reemployment center, generates pops for them, but instead of generating zombies it could maybe generate and maintain like 5 clone soldier pops for them (this one probably having a slight positive loyalty effect, because of a combination of the clone army pops being useful and intimidating to the vassal).
 
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Idea for holdings:

Could clone army origins get their own specialised holding buildings also? Like maybe it could be a holding which increases the amount of clone pops that each of your Ancient Clone Vats can sustain by +1 in exchange for lower vassal loyalty (it could be called "Cloning Genebank", and would harvest genetic data from vassal pops to increase the capabilities of your own Ancient Clone Vats).
I don't think this is a good idea - the point of clone army - from a mechanical perspective - is to trade number of pops for more powerful pops, which should not be undermined outside of the event chain. however, a clone army could have a holding to bring fertile species to their worlds - that wouldn't undermine the concept.
 
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right, having watch the Imperial holding video, it seems that there is no option to start as a normal vassal. why is this? is the video out of date?

i'm not sure if they showed it , or i simply missed it . but specilization are probably locked behind some kind of pre-requisite.

while i guess an overlord may appreciate a "normal vassal" that doesn't give him much obligation , it doesn't give much as a vassal ( the "normal vassal" probably has a starting contract with limitation on diplomatic action and expansion , and defensive war partecipation .)

so , more than " there is no "normal vassal start" i guess for the overlord is better if you have a specilization. what i'm worried about is if (lets say ) 3 player pick the origin and all 3 player chose to be the same specilization as they could have big repercursion ( for example, 3 bulwark would sifon alot of resources from the overlord as he would be obliged to give them % )
 
I don't think this is a good idea - the point of clone army - from a mechanical perspective - is to trade number of pops for more powerful pops, which should not be undermined outside of the event chain. however, a clone army could have a holding to bring fertile species to their worlds - that wouldn't undermine the concept.
Bringing fertile species to your worlds as a clone army is already exceedingly easy, whether be through conquest or through migratory agreements.

The idea behind a holding being able to either create a far smaller clone contingent on your vassals to increase their power or a holding able to increase the efficiency of Ancient Clone Vats by 5% per holding is precisely based around showing how incredibly rare clone stock is. By default you're already locked into no more than 100 clone pops, being able to slightly increase those numbers through painstacking efforts I believe doesn't debilitate that mechanic, but rather streghtens it.
 
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Just a thought i had:

If the Imperial Fiefdom Origins are "linked" by making all who take it vassal of the same empire, would it be moddable to create an origin that replaces said empire?
So you could have an "Imperial Overlord" Origin for MP that already starts with all the other participating players who picked Imperial Fiefdome as vassals?

I have way too little experience modding to make a definitive statement, but it should be possible, right?
 
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Just a thought i had:

If the Imperial Fiefdom Origins are "linked" by making all who take it vassal of the same empire, would it be moddable to create an origin that replaces said empire?
So you could have an "Imperial Overlord" Origin for MP that already starts with all the other participating players who picked Imperial Fiefdome as vassals?

I have way too little experience modding to make a definitive statement, but it should be possible, right?

Yeah, that should be doable... I think... Actually not a horrible idea, now that you mention it...
 
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Actually not a horrible idea, now that you mention it...
Are you implying that there could be a chance that this might be added to vanilla? (probably by the custodians at a later point, but still)
That'd be super cool.
 
Are you implying that there could be a chance that this might be added to vanilla? (probably by the custodians at a later point, but still)
That'd be super cool.
It is a neat idea, but I'd be worried about how buggy it might be. So no promises, but I might look into it if I can find some spare-time.
 
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Question about sharing technologies with mercs: Aside from making fleets more expensive to hire and allowing just about anyone to punch above their tech weight class if they can pay the fees, are there any hidden costs/downsides to supplying your mercenaries with advanced techs?
 
It is a neat idea, but I'd be worried about how buggy it might be. So no promises, but I might look into it if I can find some spare-time.
I like the idea of being someone's automated mining AI prospectorium that just mines away at the universe with not a care in the world other than how much stuff i would produce.
You'd make me very happy.

(I think i can imagine the type of buggy you are worried about. Also conflict resolution if multiple people picked that origin might be tricky. Just assigning randomly would work, but who'd want that? Adding in UI to pick pre game load would be a lot of work for just a simple added origin, after all.)
 
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Yeah, that should be doable... I think... Actually not a horrible idea, now that you mention it...
It sounds a bit, um, broken, if you ask me. wouldn't there need to be some pretty harsh cost to playing as an advanced empire with subjects?

edit - I've said this elseware, but just to boost the profile, with how imperial feifdom works it would be cool if geshalts could take common ground and Hedgemon and if they could be used to start in the same federation with other players.
 
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I like the idea of being someone's automated mining AI prospectorium that just mines away at the universe with not a care in the world other than how much stuff i would produce.
You'd make me very happy.

(I think i can imagine the type of buggy you are worried about. Also conflict resolution if multiple people picked that origin might be tricky. Just assigning randomly would work, but who'd want that? Adding in UI to pick pre game load would be a lot of work for just a simple added origin, after all.)
I don't think you'd need a "be the overlord" origin to do that. You can always just willingly sign up to be a vassal for the first empire/player you meet.
 
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