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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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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.

The answer to your specific question is you can only release sectors, and sectors automatically expand to their maximum. The only way to have a one-system sector release is if the adjacent sector naturally reaches to the limit.

The point to your balance consideration is separate, and you are correct that it's probably far too OP.
 
So, with all these updates to vassals, which admittedly look cool, is there any reason to still use sectors?? It seems like its going to instead become a situation where you want to release sectors as vassals as soon as you can, in order to build up their perks and specializations, isnt' it?
 
Would there be a Anti Hyper Travel megastructure? That would negate Quantum Catapult, jump drive and such.
Yeah, with all these new ways to get around it would be nice to have a starbase building which makes that system impossible to jump/catapult into

also only kinda related, please let me build minefields around wormhole exits for the ultimate terak nor experience
 
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The Quantum Catapult cannibalizes from jump drives, L-gates and juggernauts.
In some ways, yes. But we have to see just how inaccurate the Quantum Catapult is to know for sure. I imagine there are situations where it could put your ships in a worse position than if they used another form of travel.
By the numbers given, there seems no good reason to build a Habitat if instead you can build a planetary ring.
You can still build habitats around uninhabitable planets. Building them over inhabitable ones doesn't currently grant any special benefits if I recall correctly.
 
Wouldn't it make more sense for the Vigil Command to give the overlord more naval capacity? +1 defense platform is kind of...underwhelming.

Overlord Vigil Command adds +1/+2/+4 max defense platforms depending on the tier of the Bulwark subject.

Do rings count as starbases for the purposes of bulwark bonuses?

Yes.

If you were to have 4 in one scholarium, that’s +48% research speed.

All holdings are subject empire unique. You can only have one of each, so choose wisely.

Is there any potential to get Battlewrights or Arctrellis without being an overlord/vassal?

They can only be constructed by specialists, but if you stop being one, you get to keep those you've already built.
 
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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.
Yeah, my assumption is that they are changing the requirements for Transcendence to "Has Mind Over Matter Ascension Perk OR Has Teachers of the Shroud Origin".
 
All holdings are empire unique. You can only have one of each, so choose wisely.

Is there a reason you can't have 5 Scholarium subjects, though, each giving that degree of research boost? (Or are special vassals limited to only 1 per overlord?)


Separately on rings-

-Do Gestalts get a solar panel Ring Module?

-Does Unyielding's starbase discount apply to rings?
(I assume so)
 
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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.
Not in the least. Look, it’s a megastructure right? Gates are going to start getting restored way before you have any ability to build a megastructure.

It’s a game changer only as an origin start. Which is fun, and niche, and of limited RP utility. Hardly a new and unavoidable gameplay staple.

But it’s fine, who cares, enjoy.
 
I'm assuming it's an oversight that fanatical purifiers can take Teachers of the Shroud origin. You know with the whole wanting to kill all xenos in the galaxy and the Shroudwalker Enclave being made up of xenos they want to kill and one would hope the shroudwalkers would take issue with that.

Also is it safe to assume orbital rings can only be constructed around colonized worlds?

As far as one per system only buildings. I'm assuming blacksites and transit hubs are going to be in that group. Any chance we could get a full list on this or is it still a work in progress? Also any starbase buildings that are going to be restricted to just normal starbases?

Anyways, excited to see orbital rings, it was a feature I loved in gigastructures. Sure they aren't quite the same. It's been awhile since I've played with that mod, but IIRC having those just added more districts to a world. So while these aren't adding nearly as many districts. Is it a cap of one, or can we go up to 4 habitat modules?
 
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.

i think you are missing the problem that the scholars have so much research bonuses ,that they could rival the overlord fleet power in 100 years even while having overall less naval capacity . they need to nerf theyr capacity to rival the overlord with tech , by destroying theyr capacity to have a "normal" fleet for theyr size .

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.


actualy.. i tested that .. while its true that you need to spend tradition , ascension and its much better if you build the cordination center . a fortress with 60 DP L weapons will destroy 1 fleet of 23 battleship quite easy, while costing 2k alloys less overall and 2\3 of the fleet upkeep . the loses would be still less than the battleship would lose.

there is still the fact that you just need to send 2 fleet , and you can't build another bastion ... till now :p ..

the problem with the bastion is not the power , but the fact that they cost ALOT ( even if way less than the 2 fleets needed to destroy it without much loses) take alot of time to build, cost alot of resources to upgrade (the DP) .

but i will wait to see the balance change they are going to make.

i can already see some strange "+1 DP limit" on those pesky military modules , so i hope we will see some change on how theyr work . and hope there will be a re-researchable that increase the limit of DP , as the only real problem with scaling with the fleets is that a fleet can become bigger and bigger , but a bastion can't.
 
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Gates are going to start getting restored way before you have any ability to build a megastructure.
1. There is no guarantee the game has any ruined gates to restore at all; some games have them disabled.
2. You or your ally need to own the system in order to build/restore gates.
 
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Not in the least. Look, it’s a megastructure right? Gates are going to start getting restored way before you have any ability to build a megastructure.

It’s a game changer only as an origin start. Which is fun, and niche, and of limited RP utility. Hardly a new and unavoidable gameplay staple.
If the jump is accurate enough you can bypass all defenses/bulwarks and directly hit the most important targets.
Megastructure or not, that is a very valuable tool throughout the entirety of a playthrough.

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Imagine teleporting your entire fleet + colossus to the enemy capital and eradicating it in an instant - that is seriously powerful stuff we're talking about.
 
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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.
the rng effect is quite wild.

i can see it being usefull for "open border " situation where you know you are not going to get stuck where you realy don't want to get stuck . or end up in the wrong system and get send back home in 1year .

it is probably best if there is a price behind the use of the slingshot too .
 
The Shroudwalker origin has me super interested in origins where people have augmented themselves biologically or cybernetically before reaching the stars. Do you think we'll eventually see official origins that bolster the other two ascensions?
Biological and synthetic ascension paths are already offer more consistent and arguably more powerful bonuses than psionics. I don't think they need further buffs.

Besides, the Mechanist and Syncretic Evolution origins already kind of buff the other two ascension paths (admittedly Mechanist more so than Syncretic Evolution).
 
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I'm wondering if the Orbital Ring should convey a small happiness penalty upon its planet. Think about it, how much would it suck when at 4:00 PM you lose an hour of daylight because your location is passing under the shadow of the orbital ring. Every day.

Also, the Giga-Mall sounds hellish.
 
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I'm wondering if the Orbital Ring should convey a small happiness penalty upon its planet. Think about it, how much would it suck when at 4:00 PM you lose an hour of daylight because your location is passing under the shadow of the orbital ring. Every day.

Also, the Giga-Mall sounds hellish.
Just move away from the equator and the eternal night it brings you.
 
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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)
View attachment 829066
It may look weak at a first glance but in reality you'll need 1/4 less synapse/maintenance drones per planet.

That's as much as you gain from charismatic/emotion emulators.

Given that the drones produce nothing else bar keeping your other drones working without issue, able to reduce the amount of drones producing no usable resources can become handy or potentially free up another trait slot on your pops to gain the same job reducing benefit.
 
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