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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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Why would they be disloyal?

That's the rub with limiting mechanic that's already going to be meta to negate. Shared Destiny is going to destroy Technological Ascendancy so hard it's not even funny, because it lets you have as many Scholarum's as you can release and each one of those is better than Technological Ascendancy's research bonus.

With one big Scholarium, I only need to keep one happy for the % of research. But if I split the Scholarium in two via the same contracts, I have the same happyiness in the subjects get more potential research because the same pops and infrastructure paying tribute are now getting double the research speed bonus. And if I conquer the Scholarium, steal all the pops, and then release a much of micro-Scholarium, I can get even more research, and have less to fear from any sort of rebellion because, again, I control the pops.

The Overlord Building cap was already incentivizing many micro-vassals with mitigating the multi-vassal penalty being meta, but the Scholarum will be meta-defining as is. The %s of tribute are meaningless- I can get more %s if I own the pops myself. The % of research speed is broken.
Ah I see your points. The only issue I can really see now is that if you can actually micromanage and get the development of all the planets for those pops you steal going. Like if you had enough planets and districts though the fact you can is definitely significantly better. Another issue I can only see now is actually being able to get this going realistically in practice than on paper consistently across games, dunno how it'll actually feel in gameplay.
 
As a suggestion: Wouldn't it maybe be better to make the orbital ring give system-wide bonuses to production like the starbases to make multiple habitable planet systems more valuable for taller empires?
 
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Ah I see your points. The only issue I can really see now is that if you can actually micromanage and get the development of all the planets for those pops you steal going. Like if you had enough planets and districts though the fact you can is definitely significantly better. Another issue I can only see now is actually being able to get this going realistically in practice than on paper consistently across games, dunno how it'll actually feel in gameplay.

I'm not sure what you mean. This is far less micro-management than in the game currently. You still want to use Overlord vassals, so you're still keeping fewer of the systems you conquer than you do now, but here you're being incentivized to conquer and release as opposed to never conquering at all.

If special vassals were limited to 1 per type, you'd have an incentive to leave more of the galaxy unconquered. You want your tributary to expand to get more tribute for you. But with unlimited tributaries of the special types, you're far better just conquering everything and then releasing the parts that make sense to release as the tributaries it makes sense to release them as. If you have a planet/district shortage, don't release a vassal. The micro per-planet is if anything much easier: avoid trade builds, focus each planet only on what it does best, adjust as needed.
 
Why would they be disloyal?

That's the rub with limiting mechanic that's already going to be meta to negate. Shared Destiny is going to destroy Technological Ascendancy so hard it's not even funny, because it lets you have as many Scholarum's as you can release and each one of those is better than Technological Ascendancy's research bonus.

Mitigating the multi-vassal penalty is already going to be a huge meta-consideration, but you can further buy loyalty via subsidies and trading for the loyalty feature. What does it matter if you offer a system a 70% strategic resource subsidy, if they're never going to have the economic base to demand more than a trifle? Who cares if you provide huge basic resource subsidies for a habitat around a black hole and nothing else? That's what you have your other vassals, in other situations, for. And this is without considering caught-and-released vassals, who have the same ethics as you (and likely none of the pops, because you'd just strip the pops).


With one big Scholarium, I only need to keep one happy for the % of research. But if I split the Scholarium in two via the same contracts, I have the same happyiness in the subjects get more potential research because the same pops and infrastructure paying tribute are now getting double the research speed bonus. And if I conquer the Scholarium, steal all the pops, and then release a much of micro-Scholarium, I can get even more research, and have less to fear from any sort of rebellion because, again, I control the pops.

The Overlord Building cap was already incentivizing many micro-vassals with mitigating the multi-vassal penalty being meta, but the Scholarum will be meta-defining as is. The %s of tribute are meaningless- I can get more %s if I own the pops myself. The % of research speed is broken.

you fell into theyr trap card.

the contracts don't talk about a specific value for resources. you give them % of what you actualy make.
if scholarium have even a 10% forced resource support from the overlord.

ater 3 scholarium released you will be giving away 30% of your resources, after 5 50% .

how much you are ready to give?
 
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you fell into theyr trap card.

the contracts don't talk about a specific value for resources. you give them % of what you actualy make.
if scholarium have even a 10% forced resource support from the overlord.

ater 3 scholarium released you will be giving away 30% of your resources, after 5 50% .

how much you are ready to give?
All tribute/subsidy is based on the vassals production. 10% of a single, low pop planet is barely anything. And scholarium don’t have any forced subsidy, like prospectorium and bulwarks do.
 
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Unless I'm mistaking something and you're limited to only 1 Scholarium, I think this is going to throw the player perception of the overall Overlord vassal system out of whack, honestly.


The rest of this is if Scholariums are spammable, but IF so THEN this is really broken. This is going to be a huge incentive for hyper-wide conquest snowballs that release micro-scholariuums, instead of balancing networks of different types of vassals strong enough to be a threat.

Multi-vassal mechanics (civics, AP) already looking to be top-tier as-is, but being able to spam Scholarium is basically trading a as little as a single system for an even better return than Technological Ascendancy, an AP that's 'only' worth a 10% buff. Being able to release single-planet system to get a 9-12 % tech boost and +1 influence from just 2 overlord buildings is worth far more than you'd ever get out of that system as a science tributary, quite possibly even owning it, and more than worth a basic resource subsidy that can be passed on to a tributary you couldn't incorporate anyway.

This will empower military builds since the best way to spam scholaria will be to conquer and release non-contiguous colonies from within empires that you don't take at once. Seize the homeworld and a non-contiguous colony, release the minor 1 pop, and you've not only conquered the pops for your work force, but also gotten a 10% buff in your science output and +1 influence potential from 2 overlord buildins even if the colony never develops a single science lab. Then- a decade later- you make new cheaper claims on the remant from your captured homeworld with the bonus influence, release a few more micro-states after playing with sectors, and you could be looking at a 30%+ empire science output as well as 3+ influence a month for more claims. As you can claim and conquer more empires, you release more micro-vassals, each of whom can give you 10% research output and +1 influence for more claims for more micro states.


As described, there's no reason for the player to want anything but as many tiny, scientificially incapable Scholaria once your basic resource needs are covered by Prospectoriums. There's no bonus for a single big Scholarium over dividing the same teritory into micro-states, and you're rather strip the pops for yourself for a token Scholarium that produces 0 science than one that could ever pose a threat.

(A similar case exists for the Prospectorium as the resource analogs- more Prospectoriums each getting resource spawn choices over X provinces is better than 1 Prospectorium getting only 1 chance of a resource spawn over X territories. That once could be balanced if the resource spawn was a '1 chance per sector' design.)


Maybe if the building gave the scholarium a % bonus that gave the Overlord some extra flat science as the tributary kickback. This would incentivize a larger Scholarium who can produce more scaling science for more tribute, while giving the Overlord an incentive for a strong Scholarium. But giving the Overlord a stackable % boost for the most important military-conquest resource, alongside another building that enables conquest claims, is just begging for an even wider conquest build.

It's especially odd since I believe it's the only % boost from an overlord building shown, and is so much better than all the other science buildings shown. Why would a machine overlord want a +10 science building at 2 loyalty when they could be functionally getting +18 science for 1 loyalty if they had a mere 300 science output... some of which would be coming from the Scholarium?



Strongly recommend a rethink of the balance of that building.
The science ship bonuses for the Ministry of Science should probably be removed entirely and it should just be a flat 3% or maybe 5% bonus to research for the overlord. This way you would need 10 one planet Scholariums for a 30% bonus, which is fairer. That or your more complicated solution, with the building buffing science production for the vassal and extra science taxes to the overlord.

I also believe that Scholariums should occupy smaller territories, since the prospectoria are the vassals which are supposed to have a reasonable amount of space in order for them to discover new deposits, whilst there is basically no reason to give territory to Scholariums unless you want to reduce your empire sprawl from systems, and it doesn't seem in character for the science nerd vassals that can't build a military to own huge tracts of space.
 
you fell into theyr trap card.

the contracts don't talk about a specific value for resources. you give them % of what you actualy make.
This is incorrect. Per Dev Diary 248 dev comments, subsidies are a % of what the subject produces.

If the overlord has a 1000 unit income and provides a 50% subsidy to a subject, and the subject produces 100 of it, the overlord gives 50 not 500.

The subsidy arrangement is most dangerous with larger subjects who can afford a higher base production.
how much you are ready to give?

A 90% mineral subsidy of a habitat empires with no mineral deposits sounds pretty affordable for a 10% research rate boost.
 
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More defensive stations with no large weapon slots. Once you get battleships, they are completely irrelevant and get blasted from well beyond firing range...
Happy to see that I'm not the only one thinking about that "detail" :)
 
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I'm not sure what you mean. This is far less micro-management than in the game currently. You still want to use Overlord vassals, so you're still keeping fewer of the systems you conquer than you do now, but here you're being incentivized to conquer and release as opposed to never conquering at all.

If special vassals were limited to 1 per type, you'd have an incentive to leave more of the galaxy unconquered. You want your tributary to expand to get more tribute for you. But with unlimited tributaries of the special types, you're far better just conquering everything and then releasing the parts that make sense to release as the tributaries it makes sense to release them as. If you have a planet/district shortage, don't release a vassal. The micro per-planet is if anything much easier: avoid trade builds, focus each planet only on what it does best, adjust as needed.
Oh yes I agree the micromanagement is less in terms of keeping fewer systems. I just mean the initial pop allocation, but you are right its less overall micro.
 
The science ship bonuses for the Ministry of Science should probably be removed entirely and it should just be a flat 3% or maybe 5% bonus to research for the overlord. This way you would need 10 one planet Scholariums for a 30% bonus, which is fairer. That or your more complicated solution, with the building buffing science production for the vassal and extra science taxes to the overlord.

I also believe that Scholariums should occupy smaller territories, since the prospectoria are the vassals which are supposed to have a reasonable amount of space in order for them to discover new deposits, whilst there is basically no reason to give territory to Scholariums unless you want to reduce your empire sprawl from systems, and it doesn't seem in character for the science nerd vassals that can't build a military to own huge tracts of space.
I don’t really think any amount of percentage bonuses will be balanced. Having it give a percentage of planetary science would make it different from the other science holding. Maybe the scientists on science ships in orbit get faster xp then normal assist research, as another potential benefit?
 
The science ship bonuses should probably be removed entirely and it should just be a flat 3% or maybe 5% bonus to the overlord. This way you would need 10 one planet Scholariums for a 30% bonus, which is fairer. That or your more complicated solution, with the building giving extra science production to the vassal and extra science taxes to the overlord.

I also believe that Scholariums should occupy smaller territories, since the prospectoria are the vassals which are supposed to have a reasonable amount of space in order for them to discover new deposits, whilst there is basically no reason to give territory to Scholariums unless you want to reduce your empire sprawl from systems, and it doesn't seem in character for the science nerd vassals that can't build a military to have huge tracts of space.

If there is to be a % bonus, I could see giving it to the subject, and as a way to boost loyalty.

Or make it a % bonus to their science, giving you more science as well
 
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I think this could be addressed by making Ascension Theory technology not give them the extra ascension perk slot – so they have one slot advantage in early game, and an easier pathway to psionic ascension, but by the end of the game, they can only adopt 7 ascension perks.
I don't think the extra AP slot is a significant advantage. By the time you run out of slots, the game is either effectively won, or effectively lost. I don't mind allowing an otherwise lackluster ascension the ability to unlock an extra AP.
 
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This is incorrect. Per Dev Diary 248 dev comments, subsidies are a % of what the subject produces.

If the overlord has a 1000 unit income and provides a 50% subsidy to a subject, and the subject produces 100 of it, the overlord gives 50 not 500.

The subsidy arrangement is most dangerous with larger subjects who can afford a higher base production.


A 90% mineral subsidy of a habitat empires with no mineral deposits sounds pretty affordable for a 10% research rate boost.
yep. there is no real reason not to spam them , the research bonus is even a tier 1 thing , that is unchained from anything the vassals even have .

i guess the only saving point is that its not "research speed" but montly research . that may be worst now that i think about it.



we will see if it actualy require a "balancing work" or in the end is irrilevant , "as if you can do that , its probably already useless" .
 
Will each Orbital Ring building be unique to the ring? As in, could I build multiple Giga Malls for example?

Will we be able to convert Mercenary enclaves into privateer forces? Would be very cool to be able to conduct clandestine raids.

Also, how do the numbers on loyalty reduction work out between getting holding capacity from resolutions, and getting it from a negotiated contract? Can't say Bureaucratic Surveillance looks all that enticing, particularly for empires without a fanatic ethic.

I have to say, Intergalactic Directives looks amazing for any prospective overlord. Improves loyalty, and penalizes anyone not playing into subjects. Can't wait to play as my decentralized Megacorp.
 
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.
View attachment 829065

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

Do they stack? If so, that seems to be an answer to me.
 
more than battleship , as all L weapons don't have 70% more range than the M weapons ( 70% is the range bonus that starbases can get , reaching most L weapons ) the problem come from the (umbalanced) arty\proton weapons , but that can be foguth with DP with L arty\proton weapons .

the problem is that DP cost too much , and take alot of time . even more if you don't go for the defensive tradition + the ascension . and you have too little of them without those and the megastructure coordination center.
the problem is also that attackers can attain an arbitrary concentration of force. defenders don't have a way to bottleneck incoming fleets to a more manageable size.
 
I don't understand why shared destiny and friends remove the loyalty penalty for having multiple subjects entirely. mitigate it, yes, but please don't let us use them to remove all of it.
Removing the penalty entirely allows for very decentralized empires. If you, for example, would like to structure your nation around creating semi-independent states from your own territory, it would be very difficult to do so in large numbers without what the devs have presented. Which would be unfortunate, since it's probably already a weaker strategy. (Though much much better than it would have been in previous patches.)
 
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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.

it sounds like they won't be as strong as proper starbases for defense, which doesn't bode well for them militarily, as Bastian starbases are too week already.
 
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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?
also, does the catipolt only work from within it's own system? like, surely, i couendt use it to fire ships around from whereever i want, right?