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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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Overall, I love the idea of Orbital Rings, but I do find it slightly strange that there are booster buildings for almost every kind of non-strategic resource available - food, minerals, energy, unity, alloys, consumer goods, even trade/amenities... BUT NOT research. Given how even trade/amenities gets it and how orbital environments could allow great opportunities for experiments that can't be done as well planet-side or that can be supplied from space shipments without needing to land them on planet, this seems a particularly strange omission.

Therefore, I would like to request and strongly urge you to add a research booster building as an option to orbital rings!

(Secondarily, the 5% trade bonus on the trade ring building feels kind of weak, so I'd love to see that one buffed.)
Wouldn't be very balanced at all. Research is already king and giving a further bonus to it would be overpowered as hell.
 
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yes, the talk was about a possible nerf of shared destiny ascension and feudalism civic , and he was thinking that such a nerf would limit the possibility for some ethics to be able to have a great number of vassals. ( since the dev hinted at the possibility that both the ascension and the civic could achive the current power to ignore the number of vassals)


in my opitnion, all joking apart , the feudalism civ should be less "powerfull" , it should reduce the malus for the number of vassals but not outright remove it, maybe with a new " feature" if you pick the ascension of " shared destiny" ( for extreme example, if shared destiny is chosen as ascension perk, feudalism could give a + to loyalty based on the number of vassals.)
Getting more loyalty the more vassals you have would be extraordinarily OP. The penalties are exponential, so it gets more and more punishing the more you have. So if you flipped it around to positive, then you could reach some insane levels of loyalty very quickly. Even if was only 0.1 loyalty per vassal, by the time you reach 10 vassals adding one more is adding 2 loyalty. With splitting off small sectors and tactical patchwork conquests, getting up to 30 or 50 would be doable.

Having them completely nullify the divided patronage penalty is fine. I'd rather that at the point where you are taking a vassal civic, you aren't forced into taking the AP as well (and that MEs and Hives, and non-imperials can still go vassal swarm if they want to).

@Eladrin The fans on the forum don't mind you working during Easter weekend at all. ;)

Synaptic Relays and Orbital Maintenance depots seem to provide a smaller benefit than other comparable buildings. Unless I'm undervaluing Amenities, in which case Entertainers are disgustingly overtuned. Giga-Mall has the same potential issue, but at least that has a 5% trade bonus. Though you probably still get more extra trade from a fully developed trade habitat.

And is it just me or are the overlord building limits for Borderless Auhtority (Holdings Limit 4 is banned) and Personal Oversight (Holdings limit 3 is banned) reversed? It seems like increasing the level of the resolutions actually reduces the number of possible holdings per subject.
It's not that entertainers are overtuned, it's that normal empires and hives are designed to have different strengths and weaknesses. Less efficient amenities is one of them. Honestly the Giga-Mall is the weakest of the three by far, I think it could use a +1 TV from clerks on top of the current bonuses.

And the reason it bans Holdings Limit 3 and 4 is that it adds base Holdings regardless of subject contract. Since 4 is the global max for holdings, having the high levels would just be spending loyalty for no actual benefit.
 
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Having them completely nullify the divided patronage penalty is fine. I'd rather that at the point where you are taking a vassal civic, you aren't forced into taking the AP as well (and that MEs and Hives, and non-imperials can still go vassal swarm if they want to).
I mean, that's the idea behind the "gimmicky" modifiers I suggested here:
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.
Both the civic and the ascension perk would make the loyalty penalty non-issue, but taking both the civic and the ascension perk anyway would just specialize further in that direction by cutting the remaining penalty by half.
 
If players are required to have both the civic and a perk to play that playstyle maybe add some buffs for having both? If their specialising their playstyle maybe add a bonus vassal type or somthing?
 
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If players are required to have both the civic and a perk to play that playstyle maybe add some buffs for having both? If their specialising their playstyle maybe add a bonus vassal type or somthing?
I mean, that's what I'm suggesting. :p 0.2 loyalty with either, 0.1 with both. A small boost as a benefit from having both, but nothing too big and it's viable to only have one.
 
I think completely eliminating the loyalty drain with having too many vassals should be a definite if you have both the perk and the civic.

If your going to go down this playstyle route that requires both a civic and a perk you should be rewarded by being able to go as far as you like down that playstyle, let players have as many vassals as they like if that's what they want. If your going to specialise your empire to that degree I don't see a point in still applying a penalty.
 
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I think completely eliminating the loyalty drain with having too many vassals should be a definite if you have both the perk and the civic.

If your going to go down this playstyle route that requires both a civic and a perk you should be rewarded by being able to go as far as you like down that playstyle, let players have as many vassals as they like if that's what they want. If your going to specialise your empire to that degree I don't see a point in still applying a penalty.
Actually, maybe this could be a good way to handle it! And it would allow to apply modifiers without having to define any special cases, at least on the user end.

Both the perk and the civic would reduce monthly penalty by 0.8. Since the default is 1, combining the two would just turn to 0 (negative -0.6 penalty wouldn't count or translate into positive, it would just be ignored).
 
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And is it just me or are the overlord building limits for Borderless Auhtority (Holdings Limit 4 is banned) and Personal Oversight (Holdings limit 3 is banned) reversed? It seems like increasing the level of the resolutions actually reduces the number of possible holdings per subject.
These resolutions give you a certain number of free holdings that you don't have to negotiate for/spend loyalty on. But the total number of free holdings + normal holdings can't exceed the normal value of 4, so the number of normal holdings you can demand is reduced to compensate.

The text that bans the resolutions is a lot bigger and more noticeable than the text that gives you free holdings, though, so I can see where the confusion comes from. Hopefully they'll be able to clean that description up a little.
 
Actually, maybe this could be a good way to handle it! And it would allow to apply modifiers without having to define any special cases, at least on the user end.

Both the perk and the civic would reduce monthly penalty by 0.8. Since the default is 1, combining the two would just turn to 0 (negative -0.6 penalty wouldn't count or translate into positive, it would just be ignored).
This would be functional, but like I've said in my other comments I'd be sad to see the full reduction be locked to Imperial authority.

Would much rather anything that would break tinyvassalspam like the science ministry just not stack.
 
This would be functional, but like I've said in my other comments I'd be sad to see the full reduction be locked to Imperial authority.

Would much rather anything that would break tinyvassalspam like the science ministry just not stack.
I suppose they could add another civic for none imperial empires, maybe with different restrictions on vassal contracts similar to how the feudal civic currently works?
 
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why is divided patronage such a big deal, anyway? it's the counterpart to federation cohesion, which we can boost with envoys, but can't diminish member and ethic penalties for at all (the only way to do that is the starting perk on a galactic union.) if we have multiple subjects jockeying for position, there should be something to represent that. to make it magically vanish doesn't make sense to me.
 
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Vassals are a very interesting part of the game, players use them for both different playstyles and rp Gameplay, they allow you to break up either your or your opponents empires into smaller specialised states, each state having specific contracts with this new expansion.

With the new contract system, running your empire can be done in many interesting ways depending on the playstyle of the player. And I think players who want to specialise their empires in different ways should be given the flexibility they need to do so.

If a player wants to run an empire based on having many vassal States, I think they should be allowed to do that. Applying limiters for players that specialise their empires specifically to support large number of vassals, through civics and perks just seems to limit their creativity on how they want to run their empires.

Sure if you don't want to build your empire up to support large number of vassals I can see limiters being put in place, like the ones they have now, such as vassals becoming more disloyal the more you have. But when it comes to limiting players who specilise in vassals to try and fix exploits like stacking the Scholarium perk, it's probably just best to fix the stacking issue.
 
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Vassals are a very interesting part of the game, players use them for both different playstyles and rp Gameplay, they allow you to break up either your or your opponents empires into smaller specialised states, each state having specific contracts with this new expansion.

With the new contract system, running your empire can be done in many interesting ways depending on the playstyle of the player. And I think players who want to specialise their empires in different ways should be given the flexibility they need to do so.

If a player wants to run an empire based on having many vassal States, I think they should be allowed to do that. Applying limiters for players that specialise their empires specifically to support large number of vassals, through civics and perks just seems to limit their creativity on how they want to run their empires.

Sure if you don't want to build your empire up to support large number of vassals I can see limiters being put in place, like the ones they have now, such as vassals becoming more disloyal the more you have. But when it comes to limiting players who specilise in vassals to try and fix exploits like stacking the Scholarium perk, it's probably just best to fix the stacking issue.
to be clear, I'm not saying that that shouldn't be possible, but i don't think it's good design, from both a narrative and gameplay sense, to easily solve the problems that would come from that. having many week vassals should provide opportunities, and also problems. as I see it, the work of maintaining loyalty (and thus avoiding secret fealty issue is one of the problems inherent in having a lot of subordinates, while a few powerful vassals are much more of a threat of open rebellion. I'm cool with tools to make both of these easier, but removing all rather then most divided patronage modifiers seems like removing the problem entirely rather then giving the player tools with which to solve it.

regarding RP, I do hear what you're saying. presently, there's no real way to modal a lose confederation of states in stellaris. but even then, one of the biggest problems of such structures is the internal squabbling. I want that problem to be solvable, but not trivially so.
 
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Perhaps a civic swap for feudal society could be added for non-imperial authorities? That way both versions could require Shared Destiny to completely negate the penalty while still allowing non-imperial empires to get there.

Effects for all variants
  • Multiple subject loyalty penalty -50%
Feudal Society
  • Requirement: Imperial authority or the Aristocratic Elite civic
  • Additional effects: All that leader stuff
Franchising
  • Requirement: Corporate authority
  • Additional effects: −25% Empire size from branch offices
'Centralized Union'
  • Requirements
    • Democratic, Oligarchic, or Dictatorial authority
    • Don't have Aristocratic Elite
  • Additional effects: ?
 
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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?

@Alfray Stryke , etc

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.

Disclaimer, I haven't played with the new Unity rework: Least in the past there were already too much tech boosts you can stack which makes the late game techs fairly trivial to get as their costs don't really keep up with the increased tech output. I don't know if this is still true after the Unity rework but I'd be careful on adding new tech boosts.
 
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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.

Disclaimer, I haven't played with the new Unity rework: Least in the past there were already too much tech boosts you can stack which makes the late game techs fairly trivial to get as their costs don't really keep up with the increased tech output. I don't know if this is still true after the Unity rework but I'd be careful on adding new tech boosts.
i mean ... tech is still realy important and scale better , but unity rush is actualy quite strong . all those traditions and ascension bonuses can give you a good push , if you know what you are doing .

the absence of tech buildings is probably for the best , as there are already space-planet solution that increase planets productivity ( science ships supporting planets) .
 
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Perhaps a civic swap for feudal society could be added for non-imperial authorities? That way both versions could require Shared Destiny to completely negate the penalty while still allowing non-imperial empires to get there.

Effects for all variants
  • Multiple subject loyalty penalty -50%
Feudal Society
  • Requirement: Imperial authority or the Aristocratic Elite civic
  • Additional effects: All that leader stuff
Franchising
  • Requirement: Corporate authority
  • Additional effects: −25% Empire size from branch offices
'Centralized Union'
  • Requirements
    • Democratic, Oligarchic, or Dictatorial authority
    • Don't have Aristocratic Elite
  • Additional effects: ?
What about gestalts?
 
Many standard starbase buildings can also be placed on an Orbital Ring - though some are now limited to one per system.
Will the starbase buildings on rings and Starbases be counted for the system? For instance if I build a Fleet Academy on my Starbase or my ring but build a shipyard on both will both structures get its affects or just the one with the Academy? I understand some buildings not sharing effects but if this is meant to be a sort of expansion of the Starbase it would make sense for some of those buildings being shared across the system. Similarly with the building which affects the range of the weapons on the Starbase (will it also help the planetary defenses?
 
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