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Stellaris Dev Diary #250 - Elevating Civilization

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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If reading the forums has taught me anything, it's that someone, somewhere can explain how this is terrible and signals the death of this game, Paradox as a whole, and humanity in general.
Well... The game is dead !

If I am more serious... I think people are not saying "this is bad booo delete this !" they are just putting under the light that there are some incoherence. IMHO, it is a very good way to improve the game. The previous release showed that aspect. Keeping the things this way is good.

In all seriousness though, I'd love the ability to slot large or XL weapons onto starbases. They're very large structures; what is the mechanical / canonical reason that they only have medium guns?

Mecanical : None.
Here is what modding can already do (link in signature for more) :
2B2A2281B8F78BE4345B4BF57B7AEE2A8A0C9536


Canonical : Also none. I think it is just that Starbases are a very dusty / rusty aspect of the game witch really need some cleanup now.
 
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Why not make it so you need both feudal empire and shared destiny in order to completely negate the negetive effects of having too many vassals? This would allow people who want to have many vassals to keep their playstyle while at the same time require both a civic and an ascension perk to gain all the benefits.
 
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Why not make it so you need both feudal empire and shared destiny in order to completely negate the negetive effects of having too many vassals? This would allow people who want to have many vassals to keep their playstyle while at the same time require both a civic and an ascension perk to gain all the benefits.

A perk is already a huge demand and unlike a civic is irrevocable. I say the perk SHOULD eliminate the penalty.
 

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 Rings sound cool, but I am somewhat worried about the extra management they require. Adding them to the outliner helps of course, but it is already pretty full with all kinds of random stuff and usability of it is pretty poor once it reaches certain length, even when using a a mod to make it more compact.

Will there be any sort of a new UI to manage orbital rings (and maybe starbases) in a centralized way without crowding the outliner even further?

New features are good, but without the UI to go with them they can become pretty annoying (much like branch offices since MegaCorp).
 
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I prefer to play as a feudal empire full of vassals and my playstyle would definitely bring me over any kind of vassal limit if the devs did change the feudal empire civic to limit the number of vassals you could have. But given the option to grab a perk ontop to completely negate the effects of having too many vassals, I'd take it over not having the option at all if the devs did decide to change it.
 
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I'm very happy with the rings, so many options with them.

But, where certain empires may use them for opportunities to enrich the planet, other empires may see them as collars around the local population, a leash to keep them in check.

With that in mind, I'd like to see a module for weapons systems on the ring aimed at the planet (!). Of course, this would be to 'protect' the local population from hostile foreign actors/envoys on the surface, attempting to undermine state security. Or at least, that's what the media will be instructed to tell the people.

The weapons would unleash large amounts of devastation on the surface and would only be activated if a foreign power was about to succeed in gaining control of the planet, with help from disloyal subject traitors. Monthly loyalty would take a hit for this 'scorched earth' policy. But, the people would know the price for betrayal.

They may work behind your back with one of your enemies, who may take this world - but when the fighting is over, there won't be much of that world left.

Yes.....I am evil. :D
 
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but.. you can take both ascension\traits and have the 100% reduction of the effect. it need a bit more of an effort , but it would still be possible.

Why not make it so you need both feudal empire and shared destiny in order to completely negate the negetive effects of having too many vassals? This would allow people who want to have many vassals to keep their playstyle while at the same time require both a civic and an ascension perk to gain all the benefits.

Having to take feudal society is pretty limiting so far as ethics/authority (has to be Imperial as of current mechanics).

This kinda kills playing a confederation of egalitarian states released from the player nation, which was what I was hoping to do :p

Wouldn't mind this so much if the civic was reflavoured to be ethic/authority neutral and then just have imperial authorities with the civic be called feudal societies.
 
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Well... The game is dead !

If I am more serious... I think people are not saying "this is bad booo delete this !" they are just putting under the light that there are some incoherence. IMHO, it is a very good way to improve the game. The previous release showed that aspect. Keeping the things this way is good.



Mecanical : None.
Here is what modding can already do (link in signature for more) :
2B2A2281B8F78BE4345B4BF57B7AEE2A8A0C9536


Canonical : Also none. I think it is just that Starbases are a very dusty / rusty aspect of the game witch really need some cleanup now.
Oh hey, thanks! I have been looking for something like this. I'm going to try these out next time I play. :D
 
Stellaris seems to have a general problem with players being able to stack global bonuses.

Even now you can stack a +10% amenity bonus as megacorp to the point where your capital building and a few rulers cover your amenity needs or you can release a tiny vassal as subsidiary/tributary and have a commercial pact with them (via trade league) and thus get 2.5% of your own trade value and this might get worse with what Overlord has to offer.

The same problem applies to having multiple megastructures that give global stacking bonuses.
 
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Stellaris seems to have a general problem with players being able to stack global bonuses.

Even now you can stack a +10% amenity bonus as megacorp to the point where your capital building and a few rulers cover your amenity needs or you can release a tiny vassal as subsidiary/tributary and have a commercial pact with them (via trade league) and thus get 2.5% of your own trade value and this might get worse with what Overlord has to offer.

The same problem applies to having multiple megastructures that give global stacking bonuses.
Hi, can you elaborate on how / why this is a problem?
 
On feudal empire and shared destiny VS too many vassals
For roleplay purposes I expect modding will come to the rescue.
It should not be too difficult to create either a repeatable technology, a tradition or edict that has either the civic or the perk as a requirement, allowing you to (only partially) off-set the problems of having lots of vassals.
It is definitely possible you can add in another modifier (with deminishing returns as you stack them).
It might even be possible to increase the threshold at which problems start by exactly 1 extra vassals per rank-up.
 
Hi, can you elaborate on how / why this is a problem?
In my eyes this is just extremely cheesy. You can see it easily with the megastructures for example when you grab every strategic command centre another empire builds and you end up with 10 instead of the intended 1 and have a 150% bonus to sublight speed and an additional 1500 naval cap.

Something similar happens when you stack the amenity bonus a few dozen times you just don't have to care about the mechanic at all and it becomes a flat +20% happiness for all your pops.

And getting a percentage of your own trade for a minimal investment (1 system; 1 habitat; 1 pop) is basically energy for free.
 
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You can already. Confederations in Stellaris are called "galactic unions".
Right and I may have used the wrong terminology but you can surely tell what I mean.

A group of small equal states contributing resources to a central governing body controlled by the player. Egalitarian with lots of released subjects would be perfect for this!
 
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Right and I may have used the wrong terminology but you can surely tell what I mean.

A group of small equal states contributing resources to a central governing body controlled by the player. Egalitarian with lots of released subjects would be perfect for this!
you misspelled hegemony with vassals .
 
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I haven't read all the posts, so I don't know if it's been said before. I understand why, for balancing reasons, "Orbital Rings" prevent Orbital Habitats and vice-versa.
It can be interesting to have a choice to make.

After for the usefulness of the "Orbital Rings" for the defense, we will have to see concrete cases, because they remain fixed and isolated structures, possibly far from the central starbase, therefore which can quickly be destroyed by a fire from artillery (possibly individually) by fleets whose firepower may be "unlimited" anyway.

Finally, all that to say that if an "Orbital Rings" can protect a planet, it could be interesting to do the same for orbital habitats.
Now, I'm not talking about adding weapons to habitats (technically, they can be used to increase the naval limit, so build more ships), although that could be interesting, but it involves other changes.

But it seems to me that a habitat does not prevent a planetary invasion, even if the habitat is not occupied. It could be an interesting change.
Finally, basic, a reform for “land” wars and invasions would be a good thing, but that is another story.

Edit :
However, even if the Ring Worlds remain powerful, a system housing a Ring World may seem sad compared to a system with "Orbital Rings" which can literally act as secondary starbases...

The same goes for the habitats, even if each one has its advantages/disadvantages and specificities.
 
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A perk is already a huge demand and unlike a civic is irrevocable. I say the perk SHOULD eliminate the penalty.

I've proposed that separately, the perk and the perk itself should each reduce loyalty penalty from 1 to 0.2, but combined, they reduce it to 0.1.

So either the civic or the perk would allow a player to have 10 vassals with only -2 monthly loyalty penalty, or if they synergize and use both, -1 monthly loyalty.
 
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I'm very happy with the rings, so many options with them.

But, where certain empires may use them for opportunities to enrich the planet, other empires may see them as collars around the local population, a leash to keep them in check.

With that in mind, I'd like to see a module for weapons systems on the ring aimed at the planet (!). Of course, this would be to 'protect' the local population from hostile foreign actors/envoys on the surface, attempting to undermine state security. Or at least, that's what the media will be instructed to tell the people.

The weapons would unleash large amounts of devastation on the surface and would only be activated if a foreign power was about to succeed in gaining control of the planet, with help from disloyal subject traitors. Monthly loyalty would take a hit for this 'scorched earth' policy. But, the people would know the price for betrayal.

They may work behind your back with one of your enemies, who may take this world - but when the fighting is over, there won't be much of that world left.

Yes.....I am evil. :D
The trouble is that the orbital ring will always be taken over before the planet is captured. So you couldn't use it to bombard incoming invaders, since the invaders would already have control over the ring. I'm a big fan of having it as an anti-rebellion option though.
 
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I've proposed that the perk itself should reduce loyalty penalty from 1 to 0.2, and the civic should additionally reduce it to 0.1 (or also 0.2 without the perk).

This would allow a player to have 10 vassals with only -2 monthly loyalty penalty, or if they synergize the civic and the perk, -1 monthly loyalty.
The only reason that mass vassal spam would be an issue is a single holding that gives an empire wide buff. Just change that holding, and it'll be fine. While you can get some decent bonuses out of holdings, the rest are either flat bonuses or scale based off of the production of the vassal.

Connsidering how stellaris words perks and modifiers, your solution wouldn't work too well either. If you take one of the two you get -80% loyalty penalty for multiple vassals, but then the second changes to only be -10%? It just feels gimmicky, and given the above it's not even needed in the first place.
 
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