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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.582
www.paradoxplaza.com
Greetings!

Last week’s dev diary went through the new Enclaves in Overlord, the Bulwark, some more Holdings, and the Imperial Fiefdom Origin. This week we’re going to look at two constructions, the Scholarium, Specialist Holdings and a summary of the origin revealed by Nivarias earlier this week.

As with all previews, numbers, text, and so on are not quite final and are still subject to change.

Orbital Rings​


Orbital Rings are a Tier 3 Voidcraft Engineering technology requiring Starholds, Galactic Administration, and Ceramo-Metal Infrastructure. Like Habitats, they do not require Mega-Engineering.

They are treated as a variant of Starbases, and while system control is still primarily determined by the actual Starbase of the system, the planets they surround cannot be invaded until the Orbital Ring has been disabled.

Orbital Ring

Orbital Ring

Initially your Orbital Ring will have two module slots and no building slots. As you gain additional Starbase technologies (Star Fortress and Citadel) and improve the planet’s capital building you can upgrade the Orbital Ring through two additional tiers, adding one module and building slot at each tier.

Starbase screen for Orbital Ring

Most of the Orbital Ring modules are similar to Starbase modules. Defensive modules trade piracy protection for extra hull and armor, and the Habitation Module is a Ring specific module that adds a district slot to the planet below.

Habitation Module
Orbital Shipyard
Orbital Anchorage
Planetary Defense Guns
Planetary Defense Batteries
Planetary Defense Hangars

Systems with multiple habitable planets can become an exceptionally thorny obstacle if you build multiple defensive orbital rings supporting a bastion starbase at the center.

Having a large conveniently placed ring around your planet provides an opportunity to enhance the planet with some interesting buildings. These stack with similar planetside buildings.

Low Gravity Mega-Refiners
Stratospheric Ionization Elements
Climate Optimization Stations
The Giga-Mall

Synaptic Relays
Orbital Maintenance Drops

Orbital Filing System
Orbital Logistics Systems

Alloy Processing Facilities

Many standard starbase buildings can also be placed on an Orbital Ring - though some are now limited to one per system.

Orbital Rings fill the same “orbital slot” as habitats, so you’ll have to decide which of the two you want over your worlds, and they can only be built around colonized habitable planets.

Quantum Catapult​


There comes a time in every overlord’s reign when a faraway crisis suddenly requires your attention. Things are going on halfway across the galaxy, a rival in the way has closed borders to you, and the Galactic Community is debating something about Tiyanki. Again.

A true galactic overlord has to be able to project their power at will, and doesn’t let these little things stop them from enacting their plans.

Quantum Catapult Tech

Built around Neutron Stars or Pulsars, Quantum Catapults can hurl fleets across incredible distances of space, but these megastructures have accuracy issues over long distances.

Quantum Catapult


Quantum Catapult Fleet Order

The maximum range of a Quantum Catapult is significantly longer than jump drive range but there’s a risk the fleet may not land exactly where they intended. The further the launch, the wider the scatter radius.

Higher tiers of the Quantum Catapult are both more accurate and have longer maximum range, with a well-placed fully-constructed Catapult able to threaten virtually anywhere, even in a huge galaxy.

After selecting a desired target system, a short windup later your fleet will arrive somewhere in a nearby system, without any lingering jump debuffs... But there is a chance, especially on spiral maps, that this “nearby” system is quite a few jumps away from your intended destination when traveling the hyperlanes.

Using the Quantum Catapult
There’s no clear route to this system, but the Catapult doesn’t care.

Quantum Catapults also have a passive effect that reduces MIA time for your missing fleets, which comes in useful when moving reinforcements to the front line, using experimental subspace on your science ships, or if your launched fleet lands in a system with Closed Borders.

The Scholarium​


The Scholarium is the last of the Specialists coming in Overlord. Dedicated to the advancement of science, the Scholarium relies on their overlord to defend them from enemies.

The State of Saathuma are our Scholarium minions, bringing us the secrets of the universe in exchange for our benevolent protection.

Scholarium

As with the other specialist empires, the penalties and benefits both grow as they tier up.

Scholarium Specialization Tier 1
Scholarium Specialization Tier 2
Scholarium Specialization Tier 3

Where the Prospectorium could discover valuable deposits in their space, the Scholarium instead finds opportunities to learn.

Scholarium Sensors

Scholarium Discovery I
Scholarium Discovery II
Scholarium Discovery III

The advisor perk, as you likely expected, improves your overlord’s scientific research.
Scholarium Advisory

And like the others, they have a Hyper Relay Network effect at Tier 1.
Part of Scholarium Tutelage

Next week? Yeah, why not, let's show it next week.

At Tier 2, the Scholarium also gains a set of special traits for their leaders, and the ability to trade their Scientists to their overlord.

Scholarium Traits
Scholarium Scientists

Finally, at Tier 3 the Scholarium gains an advanced variant of the Science Ship, the Arctrellis. Like the Prospectorium’s Bulwark's Battlewright, it provides an aura in combat, but this time the scientists aboard the ship can cripple opposing ships piloted by AI - whether they be machine intelligences, sapient combat computers, or the Contingency.

Scholarium Arctrellis

It should be noted that as a Scholarium, the military penalties make it difficult to free yourself from under your overlord’s control. You may need some powerful friends to help you out.

Specialist Holdings​


Each of the Specialist empires has a unique holding that their overlord can build on their worlds.

Prospectoria can host the Offworld Foundry, which converts subject minerals into alloys for the overlord.

Offworld Foundry Holding

Bulwarks can have the Vigil Command, which grants additional Defense Platforms to their overlord. As the Bulwark increases in tier, these values increase.

Vigil Command Holding

Scholarium worlds can build the Ministry of Science. Surrounding their planet with additional Science Ships increases the effect of the building.

Ministry of Science Holding

One extra holding we’ll show this week is for the Tree of Life origin. It lets you share your blessings with your subjects, improving both the habitability and food production of your subject’s world, though a fair bit will be consumed by the sapling itself.

Tree of Life Sapling Holding
Overlord Arborist Job

Galactic Community​


It seemed natural that with such a large focus on subjugation, the Galactic Community would want to regulate things in different ways. Two more minor resolution lines are coming, in the new Suzerains and Sovereignty category.

Suzerains and Sovereignty Category

The Intergalactic Directives line of resolutions protects the rights of subjects and encourages the preservation and release of weaker societies.

Regulated Growth
Ensured Sovereignty
A Voice for All

You can’t take the sky from me.

Bureaucratic Surveillance, on the other hand, focuses more on the rights of the overlords, requiring a short leash on their subjects and encouraging the use of holdings. Resolutions in this line can only be proposed by empires that are overlords of another empire.

Administrative Insight
Borderless Authority
Personal Oversight

Borderless Authority and Personal Oversight force extra holdings into subject contracts, but since the total limit remains 4 the highest Holding Limit terms become redundant.

Teachers of the Shroud​


Teachers of the Shroud

With the Teachers of the Shroud origin, your civilization was identified as a civilization of interest long ago by the Shroudwalkers, and they carefully guided you as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.

Your civilization is treated as if it already has the Mind over Matter Ascension Perk, meaning Transcendence is not far away. (And you cannot pursue Synthetic or Biological Ascension.)

Next Week​


Next week we’ll take a ride on the Hyper Relay Network, finally see those three Specialist perks, look at some other balance changes and additions coming in Cepheus and Overlord, and reveal another Origin.

Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Subscribe so you don’t miss them, and wishlist Overlord if you haven’t already!
 
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At the very least, Mind over Matter should not count towards "two/three Ascension perks picked" requirements.

Teachers of the Shroud origin starts begin with Latent Psionics and no Ascension Perks taken. They begin with Psionic Theory as a permanent research option, and can roll the Telepathy technology as a research option after researching Psionic Theory. They can go straight to Transcendence as their third Ascension Perk, but need to take two other perks as normal. (Mind over Matter is not available to them, nor are the Biological or Synthetic ascension paths.)

Since when M slot are an "exceptionally thorny obstacle" ?
When they're backed up by dozens of defense platforms around each orbital ring and the central starbase.

Just looking for clarification: do Orbital Rings count toward your starbase limit?
No, they don't.
 
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Wouldn't it make more sense for the Vigil Command to give the overlord more naval capacity? +1 defense platform is kind of...underwhelming.

Overlord Vigil Command adds +1/+2/+4 max defense platforms depending on the tier of the Bulwark subject.

Do rings count as starbases for the purposes of bulwark bonuses?

Yes.

If you were to have 4 in one scholarium, that’s +48% research speed.

All holdings are subject empire unique. You can only have one of each, so choose wisely.

Is there any potential to get Battlewrights or Arctrellis without being an overlord/vassal?

They can only be constructed by specialists, but if you stop being one, you get to keep those you've already built.
 
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Is there a reason you can't have 5 Scholarium subjects

Does that mean you could still get 4 one planet scholarium empires and then get that +48% research speed?

1649953048977.png


This is your main challenge to overcome.

Each subject beyond the first appends -1 monthly loyalty to all subjects. Having a lot of subjects becomes messy fast.
If you're thinking "Ah, those pesky scientists couldn't possibly rebel against me." Well, that's what we made Allegiance Wars for.

That said, Feudal Society, Franchising, and Shared Destiny all ignore this penalty, so do with that what you will. ;)

I've been wondering: can you change your subject specialization at any time depending on your needs, or are you stuck with the one you initially choose for your subject?

Yes, as long as you can get them to agree to the specialization change in Agreement negotiations.
The subject will need to undergo the specialization process again for the new specialization.

So wait, if I’m a rogue servitor, I can only pamper pops on one of my vassals planets?

Apologies if I was unclear - I meant unique to the subject empire (I've updated my previous answer).
 
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If an empire with the Teachers of the Shroud origin can't take the Mind over Matter Ascension Perk, which provides Psi Corps building, did they get the Psi Corps building by another way ?
After researching Psionic Theory (which is a guaranteed research option for them), Telepathy can show up as a random society tech.

maybe the new game director dislike the spoilers .
I try not to spoil stories so you can experience them, but these DDs are also pretty long and Nivarias is doing videos on them already.

there is basically no reason to give territory to Scholariums unless you want to reduce your empire sprawl from systems, and it doesn't seem in character for the science nerd vassals that can't build a military to own huge tracts of space.
They'll quickly run out of places for their discoveries if stuck in one system.

does the catipolt only work from within it's own system?
Yes, you must be in orbit of the catapult to yeet the fleet.

<Defenses rings are too weak and die instantly>
Iggy sent me this while giggling madly.

image-6.png


Should be able to hold off attackers until help can arrive via the relay network.

<Scholarium holding OP / too easy to have a dozen microvassals because of the ease of getting rid of divided patronage>
Possibly. Feedback is appreciated.

All numbers and previews are still subject to change.
 
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The ring modules are worthless as defenses if you expect to engage at Ion Cannon range.
The modules add additional platform slots and increase the ring's armor and hull points.

The meta -- all Neutrons, all the time -- is unchanged by that picture.
I very much look forward to changing that in the future.
 
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RE 'too easy to remove Divided Loyalty modifier' you could probably just replace the 'removes divided loyalty' with 'reduces divided loyalty by 50%'.
That way someone who wants to completely remove Divided Loyalty must take the AP to get it.
Yeah, that's one of the things we were considering.

I'm getting scolded for working on a holiday weekend, so I'll go off thread for a bit. Carry on the excellent discussions, we'll be reading it all.
 
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Is omitting managers from these bonuses intentional, or is it just showing it for the jobs you have access to? I've noticed most in-game descriptions listing all the jobs that get the benefits, not just currently applicable.

On vacation so I’ll not answer many questions, but that one I believe is an error on the generated tooltip - it should apply to Managers (and other Administrative jobs) as well.
 
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Neither a hegemony nor a single nation with sectors gives the experience of negotiating rules, taxes and subsidies with a group of semi autonomous states united under a single governing body.

I'm not really trying to recreate the US here, but a group of nations where the states have more autonomy but are still economically and militarily intertwined.

Neither hegemony or sectors will have the new feature of potentially tempting other nations into this group by offering them good subsidies (teased in a dev comment).

In a single nation with sectors they pretty much fully subservient to you and pay 100% taxes and don't really have any autonomy besides choosing planet builds.

In a hegemony you're necessarily conquering and ruling them, instead of the new subject system which offers the potential of them being glad to stick around because you treat them well (heg also forces you authoritarian).

This is a type of society one could easily imagine as egalitarian and also one that is comparatively poorly represented mechanically by a hegemony or sectors.

How does an egalitarian empire with the Shared Destiny AP and a number of subjects not fit what you’re after?
 
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wait... why orbital ring cost influence ? should not they cost unity ? as they are an internal effort ?

Megastructures that add living space or assist in transportation cost Influence, as do starbases/outposts. Since orbital rings effectively count as both the first and the last, they have a minor Influence cost.
 
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PDX, any thoughts about adding a research booster building to the orbital ring, or if you have no interest in considering it, the thought process in omitting it? It just seems strange to not include one when so many resources, even amenities and unity, get boosters?

It is intentional that there is not a research boosting orbital ring building. @rubert pretty much nails the reason why:

Research is the most important resource in the game so if such option was added it would almost always be the best choice unless the planet is actually Forge world or such.

wait... why orbital ring cost influence ? should not they cost unity ? as they are an internal effort ?

Any structure that is travel related or can provide living space costs influence. Since the habitation modules increase the number of districts on the planet, we decided to go with influence for the rings as a whole. (We could have made them Unity to build and then put an Influence cost on the module, but decided against it to be consistent with outposts.) ...and @Alfray Stryke beat me to the response. You're on vacation, stop working.
 
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This is kind of a general question but I hope Overlord will bring with it a couple of new music tracks? The music in this game is phenomenal for immersion and it is a hallmark of many a great film and game, this being one from my perspective. ^^. If not, maybe next time. :)

There will be four new tracks in Overlord.
 
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