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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 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.
I am aware, but being close to the player you wanted to do that with directly at spawn is definitely preferable.
Because knowing my luck i will be sandwiched between a devouring swarm and fanatical purifiers if i just tried that and hoped it works out. (and just restarting is not that easy in MP as it is in singleplayer)
 
What prevents you from always releasing a one system vassal as a scholarium? They won't have any power and don't even need power, just by existing you gain 10% research speed, can steal their leader with the special trait for another 10% and built multiple holdings for 9% research speed each.

They might hate you but they have just one system and can't threaten you. Their main benefit should come from them paying you research not them granting you crazy % modifiers by merely existing.
 
What prevents you from always releasing a one system vassal as a scholarium? They won't have any power and don't even need power, just by existing you gain 10% research speed, can steal their leader with the special trait for another 10% and built multiple holdings for 9% research speed each.

They might hate you but they have just one system and can't threaten you. Their main benefit should come from them paying you research not them granting you crazy % modifiers by merely existing.
Only limiting factor i can think of is the -loyalty on all other vassals if you don't run feudal society.
 
What prevents you from always releasing a one system vassal as a scholarium? They won't have any power and don't even need power, just by existing you gain 10% research speed, can steal their leader with the special trait for another 10% and built multiple holdings for 9% research speed each.

They might hate you but they have just one system and can't threaten you. Their main benefit should come from them paying you research not them granting you crazy % modifiers by merely existing.
I think Advisors don't stack?
 
What prevents you from always releasing a one system vassal as a scholarium? They won't have any power and don't even need power, just by existing you gain 10% research speed, can steal their leader with the special trait for another 10% and built multiple holdings for 9% research speed each.

They might hate you but they have just one system and can't threaten you. Their main benefit should come from them paying you research not them granting you crazy % modifiers by merely existing.
Leveling up is based on loyalty. I don’t know if you can drop down from level 1 (no longer be a scholarium), but they certainly wouldn’t be able to give the higher level bonuses.
 
A lot of the upcoming changes look really interesting, I'm especially excited to see defense platforms being reworked to hopefully provide a meaningful choice between setting up static defenses in strategic locations vs just building more fleets! However...

Disintegrator Fields. I REALLY hope this idea is reconsidered (preferably completely removed and replaced with something else rather than just lowering the damage.) Having a blanket Area of Effect that doesn't care how overwhelmingly strong your fleet is, how vastly superior your tech is, how many ships you have... that just ignores everything and can by itself without any particular weaponry or clever strategy meant to counter specific enemies simply reduce every ship in ANY fleet from full health to 1 HP in 200 days seems very unbalanced and anti-fun.

Having new options for percent based healing for your own fleet is fine... that's not going to save you against overwhelming firepower, it's just a small defensive boost that mostly lets you skip a potentially long trip back to a starbase for repairs. But the reverse is not true... damaging an enemy fleet should be done only by actual weapons, not just an omni-present field capable of completely disregarding an enemies tech or fleet size advantage with AoE percentage based damage.
 
A lot of the upcoming changes look really interesting, I'm especially excited to see defense platforms being reworked to hopefully provide a meaningful choice between setting up static defenses in strategic locations vs just building more fleets! However...

Disintegrator Fields. I REALLY hope this idea is reconsidered (preferably completely removed and replaced with something else rather than just lowering the damage.) Having a blanket Area of Effect that doesn't care how overwhelmingly strong your fleet is, how vastly superior your tech is, how many ships you have... that just ignores everything and can by itself without any particular weaponry or clever strategy meant to counter specific enemies simply reduce every ship in ANY fleet from full health to 1 HP in 200 days seems very unbalanced and anti-fun.

Having new options for percent based healing for your own fleet is fine... that's not going to save you against overwhelming firepower, it's just a small defensive boost that mostly lets you skip a potentially long trip back to a starbase for repairs. But the reverse is not true... damaging an enemy fleet should be done only by actual weapons, not just an omni-present field capable of completely disregarding an enemies tech or fleet size advantage with AoE percentage based damage.
I mean, the disintegration field is counterable though tech, technically. Regenerative Hull Tissue, Nanite Repair system, Nanobot Cloud titan aura, all of those give at least as much regeneration as the disintegration aura with unyielding takes away. There is also the Bulwark Battlewright, which doesn't require any designs changes for the rest of your fleet. I'd also argue that skipping over bulwark territory entirely also counts as countering, so you could use jump drives or the new quantum catapult to just go for the throat and take out the overlord directly.

Honestly, having AOE type damage is something that stellaris has been in need of, since it's a direct counter to doomstacking all of your ships together. My main concern is that the effect is tied to a specific vassal type, and is always active within their owned space, because I'm pretty sure that applies to their territory even after you've conquered it. IMO there should be a specific source, so it's a starbase/planetary ring building, or a module for titans/juggernnauts. Something you can kill/disable to shut off the effect. Or, have it be an environmental effect, created by ancient battlefields or something else like that.

Regardless, I doubt that they'll be changing things now. So we'll have to see how it actually plays out in game.
 
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Apologies if this has already been asked, I'm a little late, but will all the Enclaves spawn in every galaxy like usual or will their appearances be more randomised now that we've got more? It'd add some more excitement and interest to exploring and starting new games if they weren't always guaranteed, actually having to search and hope for the ones you'd like instead of being able to rest assured you'll find them all eventually and taking their benefits as a given.
 
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As far as I can tell people have asked since the introduction of relics if there could be a 'Take Relic CB', are there arguments against an implementation of such CB?

It causes empires that start snowballing to snowball harder.

Yes, so does conquest, but we don't want it to be "normal" to have every relic in the galaxy.
Going back to this, just to say: Stealing a relic should be an espionage operation. It would not allow one empire to just claim all the relics through the force of arms, while making espionage much more worthwhile.
 
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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.
In case you'd need another argument for implementing the origin in vanilla stellaris:
I like the idea of using this origin to tech the base game to newbies.
A more advanced player could monitor and give advice on the newbies empire from year 2200. That'd be pretty neat, wouldn't it?

Just something for your next pitch meeting :p
 
mhh... a question came to my mind while watching a clone meme , the mercenary ereditate your leader right? what buff they can keep from the founder and what is lost?

do they keep fanatic militarism ? admirals traits ? do they come with admirals?
 
Will Gestalt Empires also be able to create mercenary enclaves? Is it possible to at some point "reintegrate" or close them down if you no longer need/want them?

Create? No.
But you can probably take over a system with a merceneray enclave and become their patron that way.


I also would like to know if you can disband mercenary enclaves you created/ have become the patron of.
 
... Am I wrong though? Using large fleets has always been how you disband enclaves...
Yes, there is a distinct difference between "disband" and "destroy".
I would be surprised if we could not just simlpy attack them out of the blue, like everything else (ignoring ethical limitations and such for a moment).
However, I want to know if we can get rid of them without blowing them to smithereens.