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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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To be honest and with no ill intent… I find the orbital ring buildings bland and boring. But ok, easily modded… it’s just a lack of “courage” in designing new stuff that just bores me to no end, for years now.

I also don’t see how the wormhole megastructure is relevant with any non-hostile enpire building or rebuilding warp gates… but ok. A niche-use and RP gimmick at best.

Just a personal opinion, not relevant, it is what it is.

In other news, I hope one of the specialized vassal types will be a trading guild with a charter to operate within my empire... serving as an exception to the inability of vassals to form commercial agreements. Would be nice.
 
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Teachers of the Shroud origin starts begin with Latent Psionics and no Ascension Perks taken.
Oh, so they don't have the Mind over Matter perk pre-picked? I guess that solves the issue of easier ascension perk rush.

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)
This is a little weird, since the origin basically allows them to spend the ascension perk slot they'd use on Mind over Matter on something else, still effectively giving them a free ascension perk slot.
 
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.

The 2.0 ftl re-design was because of how it affected the balance of the entire game. In current Stellaris, the era of megastructures is effectively the point where the Dev's have written off meaningful balance considerations- either you've won by the point you can employ them, or you can't, but it's no longer intended to be a matched playing field.

Early-game geography already stopped being a meaningful point of jump drives, but jump drives are tech locked into the later game. This doesn't render geography meaningless, it means geography is what shapes the strategy of the early game that wins the game come the late game, where options for travel start limited and open up, rather than all being available at the start.
 
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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.
How does the Quantum Catapult interact with the L-Cluster?
 
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Isn’t the ministry of science a bit more powerful than either of the other 2 specialist holdings? +12% research speed is quite good.

If you were to have 4 in one scholarium, that’s +48% research speed. Which is better than 3 science nexuses. Sure, there’s a -8 loyalty penalty, but even if you can only build 2 and use the holding slots for loyalty boosting buildings, that’s still +24%.

It definitely beats the prospectorium and bulwark holdings.
 
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Considering how powerful technology is I fear that Scholarium vassals are overpowered, especially as a pick for the imperial fiefdom origin.

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.
 
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How about Scholarium with mercenary? Even if your naval capacity has debuff, it will not effect mercenaries right? However the initial cost of building to 50 ships will be high.
 
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Since the L-Cluster is technically outside the galaxy (a kind of satellite dwarf galaxy or star cluster) Stellaris can already be considered as an "inter-galactic" game.
Technically, yes, though I was referring to another full-sized galaxy. Not everybody has Distant Stars, so them placing inter-galactic directives into a separate DLC was noticeable. Maybe it's just somebody in the office confusing inter-galactic for inter-stellar, but the quantum catapult has me thinking maybe it could be used to catapult fleets to entirely different galaxies, the drawback being that the location the fleet arrives within said galaxy would be completely random. It would be very CPU intensive, but it struck me as interesting.
 
Agreed, but the idea is probably that it is 9 "free" alloys.
It doesn't scale well, but it is 9 alloys that you do not have to pay for.
I would probably still prefer something else over this.
Sure, it's free alloys, but compare it to the %-based Scholaria holding. Why can't this be like that?
 
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I also don’t see how the wormhole megastructure is relevant with any non-hostile enpire building or rebuilding warp gates… but ok. A niche-use and RP gimmick at best.
What? It is extremely relevant. Allowing players to jump to any spot in the galaxy (even though it's with some margin of error) is an absolute game changer.
 
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Nice stuff. Lots of questions...

Does the Orbital ring alloy cost vary with planet size at all? (or is there a reduced cost for moons vs planets)? Not really an issue in a midgame economy, just curious.

Will the Ancient drones event be revised?
1649940249959.png

"High-speed Space Elevators"
The event refers to space elevators as 'outmoded', I guess they're back in vouge now lol.
1649940335175.png


1649940425051.png

When this tooltip says "starbase modifier" (and Orbital rings are treated as starbases)... which starbase does it mean?
  • is that +20% going to the starbase at the centre of the solar system?
  • Or to the orbital ring its built on?
  • Or both?
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.
What happens if I use a planet cracker (or the planet shielder) on a planet with a ring?
  • Does it crack the ring (i.e. need 2 shots to wipe out a planet?)
  • or does it crack the planet and leave the ring intact (though unusable as it's not a habitat)?
  • or does it crack everything at once?
Could we find ruined orbital rings as part of galaxy generation? Either around
  • habitable worlds,
  • worlds with pre-sapients/Pre-FTLs,
  • or around barren terraforming candidates that once used to harbour life?

1649940791875.png

Nice!
  • What happens if I use a star killer on a system with a quantum catapult? Does it destroy the megastructure?
    • Far as I know we cant blow up really big megastructures right now?
  • Will the properties for the QC be extensible? or are they defined in defines?
    • I.e. could I make a new megastructure "Psi Catapult" with a short range, but it has zero deviation?
    • Or maybe mod that new fleet button to work off a short range "mobile fleet catapult" (a reskinned juggernaut for example)
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.
Is there any potential to get Battlewrights or Arctrellis without being an overlord/vassal?
  • One thing, i think that could be cool, is if a scrapper enclave could occasionally sell them "second hand" if one of these vassal types exist "somewhere" in your galaxy, currently.
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.
So to be clear, as an overlord I can build an offworld foundry, only on "prospectoria" vassals? OR does having a prospectoria let me build offworld foundries on any (not just prospectoria) other vassals I have?

New emblem and backgrounds coming?... will we get to set vassal flags/colours (when releasing sectors or "whitepeace-liberating" empires)?
1649941716428.png
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1649941838657.png

Can you elaborate on Holdings limit 3/4? tooltip isnt so clear. Does this mean this chain of resolutions does not allow an overlord to have 4/3 holdings? only a max of 2?(at max level)

Last nitpick ... I kind of feel like orbital rings ought to be called "[PlanetName] Orbital" rather than "PlanetName Station".
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You can’t take the sky from me.
T̶͓͗͂̚ó̸̼o̸͍̗̿̎ ̶̲̤͠s̸̗̠̚o̸͇̦̣͌̐͊o̴̱̫̅̒͝n̷̯̗̪͌̔́
 

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About the new specialist and properties: Nothing that I did not expect, I am satisfied.

The new origin: Interesting, it is a pleasure to be able to start the game as psionics but this inevitably brings the desire to have an origin that allows you to start as Cyborgs (You wanted to start as vassals of a fallen machine empire)

Planetary ring: Perhaps I expected a little more from this, but I can settle for the options, but what I do not accept is that the space for the habitat and the ring is the same, I do not understand the reason for this choice although initially I am of the opinion that the habitats would not have to be built on planets in the beginning.

The catapult: Here I can not hide my disappointment. Although it looks interesting to be able to move fleets over great distances, it feels like something since it's being over-exploited. I mean, initially we have the wormholes, then the jump drive, then the L-gates and now with this new dlc they include a spawn to the monk enclave and a hitherto undetailed network of mysterious hypervias. My point is, with so many already existing systems to improve mobility around the galaxy, was it really necessary to add another one? This new mega-structure promised to be a great new super weapon, so as I said, I feel disappointed in this aspect.
 
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While I like the orbital ring as a concept, I think them being "cap free" it will only mitigate moderately the habitats spawn problem with an unmodded game and would probably add more "WWI in space" feeling to the late game, that, in my opinion, is not really a good thing.
 
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Can you elaborate on Holdings limit 3/4? tooltip isnt so clear. Does this mean this chain of resolutions does not allow an overlord to have 4/3 holdings? only a max of 2?(at max level)
I found that to be very clear.
4 is the normal negotiable maximum. The resolution adds +1/+2 max holdings baseline so it reduces the maximum negotiable ones by -1/-2 respectively. Essentially it just gives overlords a higher minimum amount of holdings. They can't be denied as much anymore as it is not up for negotiation.
 
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Gotta say, as someone who mains Void Dwellers, I was really looking forward to the rings. It's disappointing to see that they not only don't synergize much, but they actually exclude eachother.
 
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