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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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I am really excited to have more options to build in space and to have a more defensive playstyle. However I am a little worried about the use of defense platforms. They take ages to build and are quite costly, but you cannot move them. Are there any plans to "buff" the defense platforms a little by reducing their build time and cost to make them a more viable alternative to simply building ships?
From dev diary #249: "We’ve made some adjustments to Defense Platforms - while everyone will benefit from their faster build speed and increased range, fire rate, tracking, and hull points, Bulwarks receive additional bonuses when using them."

So it looks like same cost, but better stats for the cost.
 
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Research habitats will still have a role.

Can you get a Research Hab on a habitable planet in vanilla?

I know some mods have planet modifiers & deposits which *do* allow specialized habitats to be built around habitable planets, but I don't remember those happening in vanilla.
 
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.


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.


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.


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.


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.


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.


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.

View attachment 828254There’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.


As with the other specialist empires, the penalties and benefits both grow as they tier up.


Where the Prospectorium could discover valuable deposits in their space, the Scholarium instead finds opportunities to learn.


The advisor perk, as you likely expected, improves your overlord’s scientific research.

And like the others, they have a Hyper Relay Network effect at Tier 1.
View attachment 828264
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.


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.


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.


Bulwarks can have the Vigil Command, which grants additional Defense Platforms to their overlord. As the Bulwark increases in tier, these values increase.


Scholarium worlds can build the Ministry of Science. Surrounding their planet with additional Science Ships increases the effect of the building.


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.


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.


The Intergalactic Directives line of resolutions protects the rights of subjects and encourages the preservation and release of weaker societies.


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.

View attachment 828280View attachment 828281View attachment 828282
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​



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!

Overall, I love the idea of Orbital Rings, but I do find it slightly strange that there are booster buildings for almost every kind of non-strategic resource available - food, minerals, energy, unity, alloys, consumer goods, even trade/amenities... BUT NOT research. Given how even trade/amenities gets it and how orbital environments could allow great opportunities for experiments that can't be done as well planet-side or that can be supplied from space shipments without needing to land them on planet, this seems a particularly strange omission.

Therefore, I would like to request and strongly urge you to add a research booster building as an option to orbital rings!

(Secondarily, the 5% trade bonus on the trade ring building feels kind of weak, so I'd love to see that one buffed.)
 
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Can you get a Research Hab on a habitable planet in vanilla?

I know some mods have planet modifiers & deposits which *do* allow specialized habitats to be built around habitable planets, but I don't remember those happening in vanilla.
A random chance with the Void Dweller Orbital Surveying decision, maybe? Probably not otherwise.

There waa a suggestion that building around habitable planets could allow construction of habitat food districts.
 
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The modules add additional platform slots and increase the ring's armor and hull points.
does this also apply to starbases? if so, static defenses may well be relevant! they'd likely still need some work but they'd be relevant.

Edit - does it make sence for us to clnfigure our starbase weapons? if my fleet uses disrupters, it's kind of nonsence for my starbase to use lasers or something.

Yes, you must be in orbit of the catapult to yeet the fleet.
thanks!
 
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Love to hear changes coming in regards to Neutron meta...makes playing defense disheartening when you can't even return fire lol

Yes. In an ideal world it should be simple :
- S/M/L/X/T slots should have the same range when comparing the same category. There is simply no reason that Kinetic Artillery is at 120 range and Neutron Launchers at 130. The weapon supposed to be better on the first layer has less range than weapons for 2nd layer ?
- "Aliens special weapons" like Matter Disintegrator should have better stats than regular weapons especially on the range side.
- "Event weapons" like Mining Laser should have a real purpose...

does this also apply to starbases? if so, static defenses may well be relevant! they'd likely still need some work but they'd be relevant.

Edit - does it make sence for us to configure our starbase weapons? if my fleet uses disrupters, it's kind of nonsence for my starbase to use lasers or something.

1) It should. Expect if the devs' changed the current system. Also, since currently hull and armor bonuses generated by the modules of a Starbase affect the Juggernaut in the same system... The bonuses may affect the rings armor/hull and vice versa and the Jugg. This leads to funny crazy bonuses if you have a Citadel and many rings in the same solar system.

2) Many people want this since a long time. For many reasons it makes sens lore wise and on the gameplay side
 
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RE 'too easy to remove Divided Loyalty modifier' you could probably just replace the 'removes divided loyalty' with 'reduces divided loyalty by 50%'.
That way someone who wants to completely remove Divided Loyalty must take the AP to get it.
I'd prefer to see deived loyalty as something we can midigate, but never quite remove, even with the perk. then again, i haven't played overlord, so we'll see.
 
Iggy sent me this while giggling madly.

View attachment 829347

Should be able to hold off attackers until help can arrive via the relay network.
On one hand this looks very helpful. On the other hand 65 defense platforms costing over 450 alloys each. So for the 3 planetary rings and one starbase, thats 120.000 alloys spent just to fortify a single system. I feel like investing this much into some fleets could be worth more.
 
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Oh, completely unrelated: will Trade Value and Amenities ever receive a unified pop_resource_modifier so they don't have to be added per-species trait, per-job, per-building, per-anything etc?
 
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On one hand this looks very helpful. On the other hand 65 defense platforms costing over 450 alloys each. So for the 3 planetary rings and one starbase, thats 120.000 alloys spent just to fortify a single system. I feel like investing this much into some fleets could be worth more.
depends - in the right system, mantaining defences could be worth a lot of alloys to minimize commiteing defense fleets. one game I'm playing (eary game so far) has me fighting on 2 fronts. this is when being able to maintan proper statc defences would be useful.
 
Love to hear changes coming in regards to Neutron meta...makes playing defense disheartening when you can't even return fire lol

too bad DP ( with the tradition and the ascension) with L weapons are actualy cost-effective in comparison to battleships , and since they have 70% increase range they eat anything that enter the system asap.

i just hope the changed they made make DP worth it even if you didn't particolary focused on them ( tradition, ascension )
 
Yeah, that's one of the things we were considering.

I'm getting scolded for working on a holiday weekend, so I'll go off thread for a bit. Carry on the excellent discussions, we'll be reading it all.
As someone who was kinda hoping to spin off a lots of sectors as vassals and play as a confederation of states this is kindof a bummer :/

Seems like the more elegant solution that also lets people have their "large group of vassals" fun is to make it so that any % bonuses that get applied to the overlords production like the ministry of science don't stack.
 
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depends - in the right system, mantaining defences could be worth a lot of alloys to minimize commiteing defense fleets. one game I'm playing (eary game so far) has me fighting on 2 fronts. this is when being able to maintan proper statc defences would be useful.
Again, it would help if the defensive platforms weren't always completely destroyed, and were repairable at a decreased time and alloy cost.
 
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As someone who was kinda hoping to spin off a lots of sectors as vassals and play as a confederation of states this is kindof a bummer :/

but.. you can take both ascension\traits and have the 100% reduction of the effect. it need a bit more of an effort , but it would still be possible.

not sure they won't rebel if you start to lagg behind in military power toh. i think its still best to actualy be in a hegemony federation with all those vassals.

Agauh, it would help if the defensive platforms weren't always completely destroyed, and were repairable at a decreased time and alloy cost.

but DP ( with L weapons) have already less loses than any fleets they fight against, and if you lose the battle you realy want your bastion to lose all the DP in order to negate them to the enemy.
 
Not sure how doable it would be in the code but the devs have said previously the problem with disabling platforms is that it becomes incredibly difficult to take systems back. So what if defense platforms entered a "ruined" state and could only be repaired by the full owner of the system with a "retrofitting" cooldown when the system changes hands for cases like total war.
 
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The modules add additional platform slots and increase the ring's armor and hull points
I really don't like to use defense plattforms. And thats because i have to manually rebuild them. How about a change that repairs them automatically like the starbase itself? They still get "destroyed" in a fight what weakens the base but regain it's straight slowly over time after the base has fully recovered? And that could only happen for the system owner. That would reduce micro and make the investment in defense plattforms really worth it!
And in addition it would make a defensive playstyle really feeling...defensive ;)
 
Iggy sent me this while giggling madly.

View attachment 829347

Should be able to hold off attackers until help can arrive via the relay network.

If reading the forums has taught me anything, it's that someone, somewhere can explain how this is terrible and signals the death of this game, Paradox as a whole, and humanity in general.

In all seriousness though, I'd love the ability to slot large or XL weapons onto starbases. They're very large structures; what is the mechanical / canonical reason that they only have medium guns?
 
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Yes, I think if it reaches the stage where it's big enough to build titans, then it should be able to mount a titan weapon on a huge turret on top or something.
 
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