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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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The latter is already a problem with jump drives.
What purpose is a bulwark late game if anyone can just skip them?

The people who can just skip them should already be crushed and assimilated by the late game.

The value of later-game Bullwarks is against Awakened Empires and Crisis with relatively predictable paths of conquest. IE, you know the Preythroian Swarm will come from the galactic rim, and that the Contingency will go after the strongest player first, and that the War in Heaven Total War will generally follow contiguous conflicts.
 
How moddable are secondary starbases?

Specifically, can you make proper custom ship sizes and allow them as secondary starbases?

Can you properly lock modules based on ship size and all that?
 
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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.
Since Habitats are not destroyable is it possible to convert one to the other if you change your mind later?
 
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Ahhh, now the "Slingshot to the Stars" origin made sense with this catapult... Keep up the wonderful work, would be incredible if you will have time to manage some kind of megastructure outliner.
 
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Sounds to me like the planetary ring will be more helpful to the economy of a planet, than the planetary ascension.

While I agree in a raw numbers sense, I think the fact that they rely on completely different currencies and opportunity costs makes the comparisons kinda moot; you'll do the one you can/want to and the choice between the two will rarely, if ever, come up.
 
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Maybe it's bad luck but it's been a very long time since I've seen a war in heaven that actually is a threat. The FEs seem to have been left behind a bit in terms of tech/military power. Titans, jugganauts, even megastructures have all come after the WiH was introduced. The FEs need some buffs.
I think this depends on your game settings. Earlier end game year obviously is more threatening (fewer megastructures in play). More empires can make WiH more or less threatening (depending on how many join the AEs vs the league). The one time I tried max hyperlanes, literally every AI empire not in my federation joined one of the AEs, which is something I had not seen before (and there were something like 20 empires).

I don't think I've been in imminent danger of losing a WiH when I'm not adjacent to an AE (though I also don't play on the highest difficulty levels), but it is fairly common to have the WiH distract from crisis preparations, which can make the crisis more challenging.

But it would be nice to see some updates. Like have the AEs actually use their colossi more.
 
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Interesting to see a counter for Sapient Combat Computers.

Now, if we could interfere with Synthetic Admiral’s ability to target our ships from farther away…
 
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From a pure pop-growth perspective, Habitats win out and pop-growth has a tendency to be king.
Only if you can put these pops to good use, and with the micromanagement currently involved in that, that might be tricky.

I think that for heavily specialized planets, dedicated to a specific resources, orbital rings are a much better option.
 
The quantum catapult revives my skepticism regarding the whole 2.0 ftl re-design.

You claimed that you choose hyperlanes instead of a "warp with some supply range" version in order to create some geography in space. But then each patch you go one step forward to dismantle this principle by introducing ways to work around this: jump, Psy jump, gateways, l-gateways, wormholes, now the psi enclave and this catapult thing as well.

It seems to me that after the early game this geography thing becomes meaningless alongside chokepoints, fortifications and soon (I fear) bulwarks as well.

During my last game (months ago) I spent hours going back and forth all the time to retake my space from an AE that kept creeping in from wormholes, l gates and chokepoints with neutral empires. It felt frustratingly whak a molish. I didn't touch Stellaris ever since.

Can't we just re-introduce some degree of good old euclidean distance design? Something that can be understood at a glance from the map rather than having each time do a detailed analysis of all systems, icons and hyperlane connections? At least for offensive movements.
 
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Overall thoughts on the Dev Diary


The Scholarium looks to be rather strong, and arguably the strongest special-vassal to be. While we want to see what the exact tributary ratios are, I expect this will be the dominant vassal type to start as in the Imperial Feifdom origin, especially if a MegaCorp who can build early branch offices on the Overlord/other vassals. While that military penalty is steep for direct rebellion, it'd be a shame if some rich, technologically advanced megacorp able to afford tons on high-quality mercenaries and able to play diplomatic games was intending to break away...


In the overall balance of alliances, the priority of special vassals seems pretty clear- Prospectorium to cover all your base resource needs to enable the Overlord to swap to a 100% specialist economy ASAP to build their industrial/science/unity generation, Scholarium to pay the science subsidy for the Prospectoriums and to expand your own science growth, and Bullwarks as a distant third with late-game crisis/war in heaven metagaming in mind. And in all honesty, just getting more prospectorium/scholarium to create an overwhelming offense seems more optimal, unless next week's balancing comes with exceptional defense synergies.


The Prospectorium being the first/most desirable vassal type you want is furthered by the new orbital rings. The most economically significant of these are the ones that improve your specialist outputs at the cost of increased resource upkeep- resources that the Prospectorium subsidizes both through the building upkeep, but also boosting your alloy generation potential to afford these more and sooner.



A balance concern for the rings is the Anchorage building. Unlike a lot of the other mechanics in Overlord, this is a potentially significant enabler of 'wide' play by getting pop-free expansions to fleet capacity that favors offense over defense play. Currently the starbase-anchorages are limited by their relative scarcity, and you need Soldier jobs (or a Megacorp building) to boost output further. The pop-economy of 3.3 limits the viability of this. Here, the ability to trade 50 influence and excess alloys for a fleet capacity upgrade is concerning, given how much more valuable offense is than defense.



The Quantum Catapult seems interesting, but also potentially too strong. The ability to bypass defenses- and defeat defenses in detail- is a large part of what makes anchorages more powerful than defense buildings in the first place. At a very minimum, I'd recommend a FTL jammer mechanic/upgrade that prevents fleets from directly landing in/targetting such systems, with upgrades from the Bulwark, so that a Catapult can't just deep strike the enemy's capital area, occupy the key planets, and win the war in the time it'd take a fleet to just sail from one galactic front to the other.
 
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At the very least, Mind over Matter should not count towards "two/three Ascension perks picked" requirements.

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

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

Just looking for clarification: do Orbital Rings count toward your starbase limit?
No, they don't.
 
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Will the Habitation module make the ascension perk mastery of nature even weaker? Why pick that perk and spend 100 influence for 2 districts when you can get 2 districts for 38 influence.
1649749716468.png


Also, Synaptic Relays look really weak compared to the other buildings (at least in my opinion). The Hydroponics Bay building seems even better. (10/15 food)
1649749851649.png
 
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Just realized - what happens if the end game crisis conquers a system with a quantum catapult? Will the end game crisis start shooting their fleets all over the galaxy, past all defenses? That would be terryfying.

Also, can allies/empires with open border also use someones catapult or is it limited to the owner?
 
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The DLC is looking SO GOOD! So far my only criticism is a cultural oversight by the PDX team. As an American player if I don't get a release date soon I won't be able to request time off work to play.
 
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