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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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All this stuff looks very cool, but I honestly feel a little bad for Mastery of Nature. It gives you 2 District slots after an expensive Decision... While Orbital Rings give you 2 District slots for a little bit more Influence and Alloys instead of EC, but without the opportunity cost of the Ascension point. Will Mastery of Nature see any love?
 
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All this stuff looks very cool, but I honestly feel a little bad for Mastery of Nature. It gives you 2 District slots after an expensive Decision... While Ringworlds give you 2 District slots for a little bit more Influence and Alloys instead of EC, but without the opportunity cost of the Ascension point. Will Mastery of Nature see any love?
Currently thinking what the max reachable districts would be.

Ocean Paradise 30
Hydrocentric +3
Mastery of Nature +2
Ring +4

So 39?
Or am i missing something?
 
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I've been delighted while I was reading every single dev diary starting overlords announcement, until this one where i learn about details of this "catapult". Following are my personal opinions and may be completely redundant on game design wise but i believe they are not: I hate make or break rng mechanics in games. Stellaris has been generally on the good terms with rng's, most of its effect being limited to research card draws or galactic placement of boons. These are all strategic, effectng the game on the long run. But this megastructures effect comes from a tactical decision, will you take the risk to throw your fleets to the other side of galaxy only to get MIA'd cuz they landed on another empire you are not at war with? Such effect could very well decide turning point in a war... You might say "But point and click to a system for travel would essentially make jump drives obsolete and this 'scattering' allows a balancing for such powerful tool." And my response to that would be "why not just introduce a counterplay to it then?" Ftl inhibitors for starbases actually counter fast moving courser-like fleets to fall behind your defense line, why not enable something like that for this effect?

Lets think of a scenario where two players flinging their fleets to each other over long distances where ones trajectory is almost perfect and lands in their aimed system, or few jumps away from it presumably starting to cause some serious damage right away, and the other having their fleets going mia or years of travel time away. In this state can anybody explain why second player is being punished over something it has no control over?

Theres no other effect in stellaris that can hurt ones own empire with such uncertainty and such magnitude. It may create shnenigans yes but i see using this megastructure will be mostly undewhelming in a lot of cases.

Once again, these are my personal thoughts, im someone who strongly disdains certain types of rng implications in games and even after inclusion of this megastructure stellaris will keep being my fav game.
 
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Currently thinking what the max reachable districts would be.

Ocean Paradise 30
Hydrocentric +3
Mastery of Nature +2
Ring +4

So 39?
Or am i missing something?
I think you can turn a gas giant in to a colonisable planet with the worm event, with a lot of luck with where it rolls, I think that puts it at ... 69
 
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Currently thinking what the max reachable districts would be.

Ocean Paradise 30
Hydrocentric +3
Mastery of Nature +2
Ring +4

So 39?
Or am i missing something?
Expansion finisher +1.
This is also precluding Subterranean Civilization which can add many district slots to a world but is event-tied so you're not guaranteed on size.
 
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Let's hope, that the devs also looked into those issues with starbase's in pulsar systems and the rings don't come with the same bugs and problems. :D

 
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The quantum catapult really giving me those WH40K Imperial Astronomicon vibes, being a massive centralized late game beacon which allows fleets to travel the galaxy far faster but with diminished accuracy than conventional warp jumps.

Loving it.
 
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Accidentally posted this in the wrong Dev diary. So I post it here again.

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've been delighted while I was reading every single dev diary starting overlords announcement, until this one where i learn about details of this "catapult". Following are my personal opinions and may be completely redundant on game design wise but i believe they are not: I hate make or break rng mechanics in games. Stellaris has been generally on the good terms with rng's, most of its effect being limited to research card draws or galactic placement of boons. These are all strategic, effectng the game on the long run. But this megastructures effect comes from a tactical decision, will you take the risk to throw your fleets to the other side of galaxy only to get MIA'd cuz they landed on another empire you are not at war with? Such effect could very well decide turning point in a war... You might say "But point and click to a system for travel would essentially make jump drives obsolete and this 'scattering' allows a balancing for such powerful tool." And my response to that would be "why not just introduce a counterplay to it then?" Ftl inhibitors for starbases actually counter fast moving courser-like fleets to fall behind your defense line, why not enable something like that for this effect?

Lets think of a scenario where two players flinging their fleets to each other over long distances where ones trajectory is almost perfect and lands in their aimed system, or few jumps away from it presumably starting to cause some serious damage right away, and the other having their fleets going mia or years of travel time away. In this state can anybody explain why second player is being punished over something it has no control over?

Theres no other effect in stellaris that can hurt ones own empire with such uncertainty and such magnitude. It may create shnenigans yes but i see using this megastructure will be mostly undewhelming in a lot of cases.

Once again, these are my personal thoughts, im someone who strongly disdains certain types of rng implications in games and even after inclusion of this megastructure stellaris will keep being my fav game.
My one issue with the QC is if fleets will actually be shown to move on the map (ie. as old warp and wormhole ships used to) or if they'll just... appear at their destination immediately. That IMO is the real counterplay for the victim.

If I see you coming with like 6 months notice, through interstellar space, then even teleportation isnt a big issue. If you just appear there thats going to be annoying. Very annoying. It's not like a wormhole (you know it's a threat so you build defenses, or park a fleet here) or a gateway (which you can lock down).

As for the RNG destination, that's not a huge issue I think this is meant to be more for dropping in on a vassal, then going from there, rather than teleporting on to an enemy capital (bad idea with low intel usually).
 
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I didn't said that I want to go back to vanilla.

And I agree that some sort of "geography" is needed in strategy games.

I'm simply pointing out that for all intent and purposes, distance is the main obstacle in space, both real space and (good at least) science fiction one. Coincidentally distance is also the metric our brain understands intuitively.

My feeling is just that the Inflation of offensive teleports, already by mid game makes defensive assets only situationally useful (and by extension the upcoming defensive vassals too), they render the map difficult to read (especially in combination with closed border neighbors, you have to keep an eye to their worms and gates as well) and the overall warfare experience tedious.

I would like some movement mechanic that at least affects fleets in a "region of space". So that yes, they teleport in somehow, they do what they want to the systems there, but then they don't leave that region for the next one until some sort of siege or whatever. Be it early, mid or lategame.

Also, that annoying experience also highlighted an issue that that I believe would be better to patch with this dlc.

In total war, if an enemy fully occupies all vassal worlds it will destroy it. Meaning that by the war end, once you recover all the systems they will be yours. Can you plese let claims survive an empire fall so that in peace or after we can release again our vassal (possibly keeping its levels if it's a specialized vassal)?
 
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Agreed. On the subject of names any one else feel the orbital mall and logistics module should swap names? When I hear "mall" I don't think "office workers in the financial industry", I think "shops selling consumer goods". Likewise logistics doesn't really conjur to mind shopping, even though it's an important part it feels more relevant to trade in the abstract (thus fit for clerks).
I believe a consumer goods world is focused on the production of consumer goods, not the selling, with the latter being represented by Trade Value instead. A mall can't conjure up more products out of nowhere, after all. The "logistics" mentioned probably refers to factory logistics.

Imo instead of just fleet penalties they should also get ressource penalties, or when you want to keep the rock/paper/scissors balance should switch their penalties with the Bullwark.
It would be rather inconvenient if Bulwarks, the military vassal speciality, received fleet penalties.
 
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New emblem and backgrounds coming?... will we get to set vassal flags/colours (when releasing sectors or "whitepeace-liberating" empires)?
1649941716428.png
1649941742212.png
1649943564729.png
Yeah, I've been noticing those too! New backgrounds and emblems are definitely very welcome, and while out of new colors, I've only been able to spot white (see below), I hope we get some more colors as well.
 
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Really hoping the Devs cover defense platform changes next diary. Between the Bastion reveal and now planetary rings it feels like defense platforms are a big part of how paradox envisions the game being played going forward. (Which I get... if empires are all using mercenaries DPs should in theory be your more reliable defensive option.) However they just plain suck as they are right now. Literally spending the same amount of money as you would on a fleet knowing full well it's just going to get obliterated in its first battle.

So I'm expecting some major changes to them in some regard..... either to their costs, their stats.... or something similar to the fleet disparity bonus in the game right now only specific to engagments with starbases. SOMETHING to make investing in DPs feel like something other than a complete waste of resources that would have been better spent on ships, habitats or megastructures.
 
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Honestly, the defensive application of the Orbital Rings is almost entirely pointless. Like starbases, their limited firepower peaks early game<->mid early game, then rapidly falls off as battleship fleets with artillery just vomit through everything. Or torpvettes. Or carrier fleets. Or anything amassing even decent firepower, because static defenses are hilariously garbage lol

Their economic bonuses look solid though, and their low price + early research requirements look good for bolstering strong resource worlds. While habitats on the planet may offer more versatility in output, the ring's bonuses are immediate, which means economic snowball starts much sooner. Snowballing is everything, so I suspect few habitable worlds will want orbital habitats anymore.
 
So I'm expecting some major changes to them in some regard..... either to their costs, their stats.... or something similar to the fleet disparity bonus in the game right now only specific to engagments with starbases. SOMETHING to make investing in DPs feel like something other than a complete waste of resources that would have been better spent on ships, habitats or megastructures.

Fingers crossed that they'll be balanced for quality over quantity, giving them actual staying power, and that they're treated like fleets with a single "reinforce" button.
 
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Could clone army origins get their own specialised holding buildings also? Like maybe it could be a holding which increases the maximum amount of clone pops that each of your Ancient Clone Vats can sustain by one more pop (kind of like how the Vigil Command increases empire wide defense platform cap) in exchange for lower vassal loyalty. It could maybe 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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I think there will be two ways to go for Imperial Fiefdom. One, go scholarium and tech rush to the late game. Two, go bulwark and edit your subject contract so your overlord joins your wars, then use your gifted destroyer fleet + overlord to conquer as much as you can. Both sound pretty interesting.

I think Imperial Fiefdom is even more flexible than that, and promises to have a couple different options of interest.

For Scholarium, tech-rushing as you say, but also the mercenary chains of community resolutions. Crushing everyone's military capacity affects you less, since you're already at a disadvantage, while tech-specing into an energy-generation build (especially with Machines) to hire more mercenaries side-steps this.


For Bulwark, I think another avenue is to join the overlord's wars on the offense as well, and use nihilistic acquisition and reverse engineering of enemy ship debris to buff your economy while letting military buffs play out.

Further, the ability to tech-rush the starbase upgrade technologies- which also upgrade your Planetary Rings- could be substantial for Gestalts, as the expansions mitigate their stressed economic base. Here you rush to the point where you have high-level defenses and attrition-over-time on your overlord during the revolt, while mitigating your economic penalties.



For Prospectorium, the science penalty has a few diplomatic work-arounds from science agreements giving you better catch-up efficiency, to the spawning of exotic resources. Trade those for CG directly, and employ greater-than-expected science ratios, and with enough expansion it's quite possible you'd get to a point of driving the Overlord's science budget into the red.







While the orbital ring is best for alloys by far, the base resource buildings give +2, the same value as the +1CG (and without extra upkeep and more scaling bonuses to that output). So it’s just as much for basic resource production I’d say.

To a point, but with few exceptions I think the key takeaway in the Overlord Meta is that basic resource extraction is the tributary's job, not the Overlord. With limited pops and limited planets, the Overlord wants to focus on high-level power-building jobs, with the vassals in a support role, to both get on top and stay on top. So while the system is good at what you say, the role of a basic resource production is more for the vassal than the overlord.

Exceptions will apply, of course- empires without vassals for whatever reason, a bit of self-sufficiency, etc.- but as a rule the role will be for defense.



HOWEVER- something I haven't seen mentioned yet is that Unyielding is getting a huge buff with these planetary rings. A 50% discount from 1000 alloys to 500 alloys is quite considerable, and the Gestalts who want Unyielding first are going to be able to capitalize on Rings far, far earlier than anyone else.


The orbital ring will also be better for tall empires, since one planet with 100 pops needs only single ring/building, while 10 planets with 10 pops need 10. The extra alloys and influence you save can then be spent on more habitats. While orbital rings do use the same “slot” as habitats, there is literally no bonus to having a habitat over an inhabited world. So just build them on other planets instead.

While I agree with your arguments, I disagree with your starting conclusion- this is a bigger boon for wider empires, and for a (mostly) single reason: pop-and-sprawl-free fleet cap and basic resources.

While the buildings favor one planet with lots of pops to maximize the bonus, the modules favor many planets, and the most significant module will likely be anchorages and shipyards. The ability to scale your fleet capacity (and, it appears, hydroponic bays) with the number of planets you've already captured, as well as the ability to move shipyards across your empire in relatively short order, will be huge advantages once you can afford them, and the best way to afford them will be to go wide. Which will also be the better way to get the pops to stack onto individual planets, to get the bonuses you describe.

Building a ring and anchorages won't be the first thing you do with any planet you come across in the early game, but once you can- say thanks to an early tributary who empowers your alloy creation and blocks you from the influence expenditure to expand in that direction- you will absolutely want to build these everywhere to empower the fleet that can conquer everywhere. The ability to shift a substantial amount of shipbuilding capacity across your empire away from the much more limited starbases will also be very useful, compared to the relatively static starbase model of present.



Honestly, anchorages might be a bit too good, because 'tall' empires will have to dedicate pops to army jobs much, much sooner than a wide empire does to keep comparable fleet caps, but Tall empires are the empires with the fewest pops able to afford it.
 
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