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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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Overlord looks more amazing with every dev diary.

Quick question(s): Can the AI use Quantum Catapults? If so, could the AI catapult a fleet into my space even if I've closed my borders to that AI? Or even beyond any Bulwarks I've created?
The latter is already a problem with jump drives.
What purpose is a bulwark late game if anyone can just skip them?
 
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Uuuh, very nice I love it.
But, the quantum catapult can be a mean thing.
Imagine you are shooting your fleet to the other side of the galaxy, only to have the RNG pick a system, that is by no means anywehre near the intended target, when it comes down to the hyperlane connection.
This would be the equivalent of someone telling you they know the perfect shortcut... :)
 
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I am really interested by the orbital ring, I always liked the idea of more planetary infrastructures.
However can the ring be destroyed or downgrade by the attacker ? And what will happen to it if the colony it is build on is destroyed ?
 
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that ship of the scholarium will need a nerf ...

i like that there are new resolutions for the GC , but i can see vassals being forced to vote for they overlord being unable to realy support\oppose them .

guess they have to find way to have good " agreements" with theyr contracts.
 
So they'll always be one ascension perk ahead? That doesn't seem balanced. At the very least, Mind over Matter should not count towards "two/three Ascension perks picked" requirements.
I am pretty certain they are not counted as having an ascension perk by the way it is phrased.
They are only treated as if they had mind over matter for requirements, but otherwise they are not seen as having this perk. I don't even think the other bonuses the perk brings are included - just the latent psionics and the other new bonuses of the origin.
 
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The orbital rings look cool, but I feel like you're missing an excellent opportunity to finally give starbases the rebalance they so desparately need here (unless there's some stuff we haven't heard yet). Starbases still have issues with being militarily useless past the early game, and of limited economic utility to an empire. Also, with orbital rings now it feels like Ringworlds are especially lackluster in comparison to planets... perhaps they should automatically get a max-level orbital ring when built? Finally, I wonder if there could be consequences from "agressively de-orbiting" an orbital ring during warfare...
 
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Force projection is always more important than raw fleet power to me, so I welcome the Quantum Catapult. One thing is not clear tho, is there a cooldown for the catapult after a fleet jumps? If not and I make several fleets jump at the same time, do they land on different systems?

Holdings look like a nice variant on the corporation structures, which admittedly I generally don't use much because they are a bit painful to keep tabs on and manage, but the new origin looks like an interesting story-driven addition.
 
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What are Independent Sensors and Holding's Limit?

Also, what are the min terms for resource transfer between Scholaria and Bulwark?

Something unrelated, I think 2 of the youtube Dev Diary uploads you did in the past month (including today's) were extremely quite. I watch ~10s before closing the video.
 
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By the numbers given, there seems no good reason to build a Habitat if instead you can build a planetary ring.

for what i understood , you can build planetary ring on any planetoid in space . not only on your habitable colonized planets. you may still want habitats to produce resources and pops ( even while they may take years to be filled....) and other cases you may want the ring to add to the shipyards or bastions defence.
 
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So i guess simply the existence of the Arctrellis is already a indirect Buff to Psionic Ascension, as every Combat Computer comparable to Precognitive Computer would mean that the ship could be affected by the Arctrellis?
 
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I don't suppose void dwellers will interact with the orbital rings in any way? When I first saw them, I was hopeful that they could be a cool new additional way to have Void Dwellers live around planets, but not on them. But if I understand correctly, the habitation districts on the ring have all the same downsides as living on the planet itself? Seeing as it adds districts to the planet, as opposed to the ring.
 
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for what i understood , you can build planetary ring on any planetoid in space . not only on your habitable colonized planets. you may still want habitats to produce resources and pops ( even while they may take years to be filled....) and other cases you may want the ring to add to the shipyards or bastions defence.
It was actually explicitly said the rings can only be built around colonized habitable planets.
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.
 
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With all these new holding buildings I hope we will finally get an expansion planner for them to find the best location to build these buildings. It's a pain to click through all the planets until you find a good one for a new branch office.
 
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Is there any plan to make amenities actually matter? Maybe tie them to living standards or job type, e.g. rulers take 2, specialists 1.5, etc.
 
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Oooooh the planetary rings look SUPER GOOD.
Also question, what happens if a ship is catapulted into a system with an FTL anchor? since those block all hyperlanes except the ones they entered the system by, does that mean they’re stuck there?
 
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By the way, what happens when the orbital ring is defeated in combat? Does it become occupied by the enemy, even though the enemy doesn't yet control the planet?
 
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Oooooh the planetary rings look SUPER GOOD.
Also question, what happens if a ship is catapulted into a system with an FTL anchor? since those block all hyperlanes except the ones they entered the system by, does that mean they’re stuck there?
Yep, I imagine it's the same as using a jump drive, the FTL inhibitor stops them from leaving until it is disabled.