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Stellaris Dev Diary #250 - Elevating Civilization

Greetings!

Last week’s dev diary went through the new Enclaves in Overlord, the Bulwark, some more Holdings, and the Imperial Fiefdom Origin. This week we’re going to look at two constructions, the Scholarium, Specialist Holdings and a summary of the origin revealed by Nivarias earlier this week.

As with all previews, numbers, text, and so on are not quite final and are still subject to change.

Orbital Rings​


Orbital Rings are a Tier 3 Voidcraft Engineering technology requiring Starholds, Galactic Administration, and Ceramo-Metal Infrastructure. Like Habitats, they do not require Mega-Engineering.

They are treated as a variant of Starbases, and while system control is still primarily determined by the actual Starbase of the system, the planets they surround cannot be invaded until the Orbital Ring has been disabled.

Orbital Ring

Orbital Ring

Initially your Orbital Ring will have two module slots and no building slots. As you gain additional Starbase technologies (Star Fortress and Citadel) and improve the planet’s capital building you can upgrade the Orbital Ring through two additional tiers, adding one module and building slot at each tier.

Starbase screen for Orbital Ring

Most of the Orbital Ring modules are similar to Starbase modules. Defensive modules trade piracy protection for extra hull and armor, and the Habitation Module is a Ring specific module that adds a district slot to the planet below.

Habitation Module
Orbital Shipyard
Orbital Anchorage
Planetary Defense Guns
Planetary Defense Batteries
Planetary Defense Hangars

Systems with multiple habitable planets can become an exceptionally thorny obstacle if you build multiple defensive orbital rings supporting a bastion starbase at the center.

Having a large conveniently placed ring around your planet provides an opportunity to enhance the planet with some interesting buildings. These stack with similar planetside buildings.

Low Gravity Mega-Refiners
Stratospheric Ionization Elements
Climate Optimization Stations
The Giga-Mall

Synaptic Relays
Orbital Maintenance Drops

Orbital Filing System
Orbital Logistics Systems

Alloy Processing Facilities

Many standard starbase buildings can also be placed on an Orbital Ring - though some are now limited to one per system.

Orbital Rings fill the same “orbital slot” as habitats, so you’ll have to decide which of the two you want over your worlds, and they can only be built around colonized habitable planets.

Quantum Catapult​


There comes a time in every overlord’s reign when a faraway crisis suddenly requires your attention. Things are going on halfway across the galaxy, a rival in the way has closed borders to you, and the Galactic Community is debating something about Tiyanki. Again.

A true galactic overlord has to be able to project their power at will, and doesn’t let these little things stop them from enacting their plans.

Quantum Catapult Tech

Built around Neutron Stars or Pulsars, Quantum Catapults can hurl fleets across incredible distances of space, but these megastructures have accuracy issues over long distances.

Quantum Catapult


Quantum Catapult Fleet Order

The maximum range of a Quantum Catapult is significantly longer than jump drive range but there’s a risk the fleet may not land exactly where they intended. The further the launch, the wider the scatter radius.

Higher tiers of the Quantum Catapult are both more accurate and have longer maximum range, with a well-placed fully-constructed Catapult able to threaten virtually anywhere, even in a huge galaxy.

After selecting a desired target system, a short windup later your fleet will arrive somewhere in a nearby system, without any lingering jump debuffs... But there is a chance, especially on spiral maps, that this “nearby” system is quite a few jumps away from your intended destination when traveling the hyperlanes.

Using the Quantum Catapult
There’s no clear route to this system, but the Catapult doesn’t care.

Quantum Catapults also have a passive effect that reduces MIA time for your missing fleets, which comes in useful when moving reinforcements to the front line, using experimental subspace on your science ships, or if your launched fleet lands in a system with Closed Borders.

The Scholarium​


The Scholarium is the last of the Specialists coming in Overlord. Dedicated to the advancement of science, the Scholarium relies on their overlord to defend them from enemies.

The State of Saathuma are our Scholarium minions, bringing us the secrets of the universe in exchange for our benevolent protection.

Scholarium

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

Scholarium Specialization Tier 1
Scholarium Specialization Tier 2
Scholarium Specialization Tier 3

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

Scholarium Sensors

Scholarium Discovery I
Scholarium Discovery II
Scholarium Discovery III

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

And like the others, they have a Hyper Relay Network effect at Tier 1.
Part of Scholarium Tutelage

Next week? Yeah, why not, let's show it next week.

At Tier 2, the Scholarium also gains a set of special traits for their leaders, and the ability to trade their Scientists to their overlord.

Scholarium Traits
Scholarium Scientists

Finally, at Tier 3 the Scholarium gains an advanced variant of the Science Ship, the Arctrellis. Like the Prospectorium’s Bulwark's Battlewright, it provides an aura in combat, but this time the scientists aboard the ship can cripple opposing ships piloted by AI - whether they be machine intelligences, sapient combat computers, or the Contingency.

Scholarium Arctrellis

It should be noted that as a Scholarium, the military penalties make it difficult to free yourself from under your overlord’s control. You may need some powerful friends to help you out.

Specialist Holdings​


Each of the Specialist empires has a unique holding that their overlord can build on their worlds.

Prospectoria can host the Offworld Foundry, which converts subject minerals into alloys for the overlord.

Offworld Foundry Holding

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

Vigil Command Holding

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

Ministry of Science Holding

One extra holding we’ll show this week is for the Tree of Life origin. It lets you share your blessings with your subjects, improving both the habitability and food production of your subject’s world, though a fair bit will be consumed by the sapling itself.

Tree of Life Sapling Holding
Overlord Arborist Job

Galactic Community​


It seemed natural that with such a large focus on subjugation, the Galactic Community would want to regulate things in different ways. Two more minor resolution lines are coming, in the new Suzerains and Sovereignty category.

Suzerains and Sovereignty Category

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

Regulated Growth
Ensured Sovereignty
A Voice for All

You can’t take the sky from me.

Bureaucratic Surveillance, on the other hand, focuses more on the rights of the overlords, requiring a short leash on their subjects and encouraging the use of holdings. Resolutions in this line can only be proposed by empires that are overlords of another empire.

Administrative Insight
Borderless Authority
Personal Oversight

Borderless Authority and Personal Oversight force extra holdings into subject contracts, but since the total limit remains 4 the highest Holding Limit terms become redundant.

Teachers of the Shroud​


Teachers of the Shroud

With the Teachers of the Shroud origin, your civilization was identified as a civilization of interest long ago by the Shroudwalkers, and they carefully guided you as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.

Your civilization is treated as if it already has the Mind over Matter Ascension Perk, meaning Transcendence is not far away. (And you cannot pursue Synthetic or Biological Ascension.)

Next Week​


Next week we’ll take a ride on the Hyper Relay Network, finally see those three Specialist perks, look at some other balance changes and additions coming in Cepheus and Overlord, and reveal another Origin.

Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Subscribe so you don’t miss them, and wishlist Overlord if you haven’t already!
 
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The Franchising holding should increase the attraction of the Overlord's governing ethics rather than just their potential fanatic ethic. This restriction is particularly harsh for Megacorps since they're incapable of being Fanatic Egalitarians or Fanatic Authoritarians.
 
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.)
I'm going to disagree. Research is arguably the most important resource in the game. So often if there is something to boost research, it will be used to the exclusion of other things. I can't say for sure that rings will become "research rings" exclusively if they are capable of being research enhancers but, does it really NEED to be another research vector?
 
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The trouble is that the orbital ring will always be taken over before the planet is captured. So you couldn't use it to bombard incoming invaders, since the invaders would already have control over the ring. I'm a big fan of having it as an anti-rebellion option though.

Yeah, it wouldn't attack invaders, it would attack the subject planet itself and give enemy empires something to think about before signing Secret Fealty deals with your subjects. They could rebuild from the resulting planetary devastation but that would take time and a lot of investment on their part, compared to the investment you made when building the urm, Anti-Rebellion Weapon. :)

Or, we could go next-level and allow Colossus-style weapons built on the rings aimed at the surface:

If I can't keep this world, no-one can.
 
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The only reason that mass vassal spam would be an issue is a single holding that gives an empire wide buff.

i think the whole thing started with that holding and one of theyr lvl 1 perk giving 10% bonus research to the overlord . that need fixing too, or "diminishing return" for number of same type of vasssals.
 
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i think the whole thing started with that olding and one of theyr lvl 1 perk giving 10% bonus research to the overlord . that need fixing too, or "diminishing return" for number of same type of vasssals.
All of the advisory perks only apply a single time, regardless of how many vassals you have. Although I will state I think +1 research option would be more in flavor than +10% research.

Yeah, it wouldn't attack invaders, it would attack the subject planet itself and give enemy empires something to think about before signing Secret Fealty deals with your subjects. They could rebuild from the resulting planetary devastation but that would take time and a lot of investment on their part, compared to the investment you made when building the urm, Anti-Rebellion Weapon. :)

Or, we could go next-level and allow Colossus-style weapons built on the rings aimed at the surface:

If I can't keep this world, no-one can.
Except the subject would own the orbital ring as well as the planet, since they'd own the entire system. You can't build your stuff in someone else's space (they are adding the ability to construct gateways in subject space, but they'd still be the ones who ended up in control of those). I get what you are trying to go for, but it just doesn't work :/
 
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Very confused and disappointed about how holdings are developed. Their functional production impact does not scale with the empire size but loyalty does, heavily favoring loyalty boosting holdings for larger vassals and explicitly encourage spamming one habitat vassals to a degree that can be considered exploit.
It's currently worse megacorp.

If holding is to be kept at a per empire limit, they should not even be built on individual planets, but should concentrate at subject capital and all provide some kind of empire-wide bonus. In fact, why not just make it like Khan establishing a station at subject capital?

Holding is possible to be balanced if having building limit on a per planet basis: the loyalty adjustment can simply become proportional to populations on the colony you build holding on. For example, for a subject empire with 250 total pops, a holding on a 50 pop planet post 20% of the listed loyalty change. This would make holdings scale well similar to branch offices. Of course, the empire-wide bonuses should be avoided to prevent stupid stackings like executive retreats and scholarium one - that's just ridiculously broken.
 
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So, something I just realized. Is there a cooldown for how often you can use the Quantum Catapult? I know there is a windup time for each launched fleet, but could I just build a ton of 10 corvette fleets and just shotgun yeet onto every system in an empire? I'm not sure how effective it would be, but it sounds like a hilarious strategy.
 
But, where certain empires may use them for opportunities to enrich the planet, other empires may see them as collars around the local population, a leash to keep them in check.

With that in mind, I'd like to see a module for weapons systems on the ring aimed at the planet (!). Of course, this would be to 'protect' the local population from hostile foreign actors/envoys on the surface, attempting to undermine state security. Or at least, that's what the media will be instructed to tell the people.
I mean, it's not quite the same, but you will most certainly be able to construct the deep space black site building on an orbital ring (and if its current effect stays in place, it will only need to be placed on one ring and its effect will apply to the entire system)

Monthly loyalty would take a hit for this 'scorched earth' policy. But, the people would know the price for betrayal.
One issue with this; the ring is owned by the planet owner, not an overlord, and the loyalty mechanic is specifically a vassal mechanic, not an internal politics mechanic.
 
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@Eladrin The fans on the forum don't mind you working during Easter weekend at all. ;)

Synaptic Relays and Orbital Maintenance depots seem to provide a smaller benefit than other comparable buildings. Unless I'm undervaluing Amenities, in which case Entertainers are disgustingly overtuned. Giga-Mall has the same potential issue, but at least that has a 5% trade bonus. Though you probably still get more extra trade from a fully developed trade habitat.

And is it just me or are the overlord building limits for Borderless Auhtority (Holdings Limit 4 is banned) and Personal Oversight (Holdings limit 3 is banned) reversed? It seems like increasing the level of the resolutions actually reduces the number of possible holdings per subject.
 
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Right and I may have used the wrong terminology but you can surely tell what I mean.

A group of small equal states contributing resources to a central governing body controlled by the player. Egalitarian with lots of released subjects would be perfect for this!
Imho what you describe is an hegemony. An union of states ruled by a single one that is much stronger than the others. Historical examples were the late hre and then german empire (same vassals different hegemon). Today an example is the russian fed.
There is a reason that is forbidden to egalitarians.

For your purpose (an us like fed) a "regular" empire with working sectors would fit better. It's another thing that's being asked since ages... The internal policy dlc. For a full fledged federation you need sectors that can independently choose their governor and agenda. And no special "core sector". That would however axe away most of the planetary management game however. So you would need some sort of federal holdings on all worlds to compensate.
 
Is omitting managers from these bonuses intentional, or is it just showing it for the jobs you have access to? I've noticed most in-game descriptions listing all the jobs that get the benefits, not just currently applicable.

On vacation so I’ll not answer many questions, but that one I believe is an error on the generated tooltip - it should apply to Managers (and other Administrative jobs) as well.
 
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All of the advisory perks only apply a single time, regardless of how many vassals you have. Although I will state I think +1 research option would be more in flavor than +10% research.


Except the subject would own the orbital ring as well as the planet, since they'd own the entire system. You can't build your stuff in someone else's space (they are adding the ability to construct gateways in subject space, but they'd still be the ones who ended up in control of those). I get what you are trying to go for, but it just doesn't work :/

I mean, it's not quite the same, but you will most certainly be able to construct the deep space black site building on an orbital ring (and if its current effect stays in place, it will only need to be placed on one ring and its effect will apply to the entire system)


One issue with this; the ring is owned by the planet owner, not an overlord, and the loyalty mechanic is specifically a vassal mechanic, not an internal politics mechanic.

Good points, I forgot that overlords can't build rings in subject space.

But, overlords can build holdings on subject planets. My Anti-Rebillion Weapon (I'm calling it ARW from now on) would work on the surface.

I'm aware of the Deep Space Black site but that only 'corrects' local media and social events to the benefit of the holding empire. The correction I had in mind is more........volatile. :D
 
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If I'm to understand the Orbital Ring properly, it's essentially a secondary starbase-esque structure you can build around colonies, that excludes Habitats.

Is the Orbital Ring destroyed outright, or is it merely disabled? If destroyed, can it be rebuilt?

What was the thought process for the Orbital Ring excluding Habitats?

Will Habitats get anything comparable? I ask because Void Dwellers would become quite hard-pressed into not relying on their Founder species only with the addition of this rather versatile structure. Especially when it shows the ability to massively boost the potency of the planet it is built around.

Lastly, the main take away I see from this is the ability to make starbase-like space structures that have different counts of modules and buildings from the normal starbase, without the UI between them bleeding over excess, unused slots on that starbase variant.
 
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Imho what you describe is an hegemony. An union of states ruled by a single one that is much stronger than the others. Historical examples were the late hre and then german empire (same vassals different hegemon). Today an example is the russian fed.
There is a reason that is forbidden to egalitarians.

For your purpose (an us like fed) a "regular" empire with working sectors would fit better. It's another thing that's being asked since ages... The internal policy dlc. For a full fledged federation you need sectors that can independently choose their governor and agenda. And no special "core sector". That would however axe away most of the planetary management game however. So you would need some sort of federal holdings on all worlds to compensate.
Neither a hegemony nor a single nation with sectors gives the experience of negotiating rules, taxes and subsidies with a group of semi autonomous states united under a single governing body.

I'm not really trying to recreate the US here, but a group of nations where the states have more autonomy but are still economically and militarily intertwined.

Neither hegemony or sectors will have the new feature of potentially tempting other nations into this group by offering them good subsidies (teased in a dev comment).

In a single nation with sectors they pretty much fully subservient to you and pay 100% taxes and don't really have any autonomy besides choosing planet builds.

In a hegemony you're necessarily conquering and ruling them, instead of the new subject system which offers the potential of them being glad to stick around because you treat them well (heg also forces you authoritarian).

This is a type of society one could easily imagine as egalitarian and also one that is comparatively poorly represented mechanically by a hegemony or sectors.
 
Neither a hegemony nor a single nation with sectors gives the experience of negotiating rules, taxes and subsidies with a group of semi autonomous states united under a single governing body.

I'm not really trying to recreate the US here, but a group of nations where the states have more autonomy but are still economically and militarily intertwined.

Neither hegemony or sectors will have the new feature of potentially tempting other nations into this group by offering them good subsidies (teased in a dev comment).

In a single nation with sectors they pretty much fully subservient to you and pay 100% taxes and don't really have any autonomy besides choosing planet builds.

In a hegemony you're necessarily conquering and ruling them, instead of the new subject system which offers the potential of them being glad to stick around because you treat them well (heg also forces you authoritarian).

This is a type of society one could easily imagine as egalitarian and also one that is comparatively poorly represented mechanically by a hegemony or sectors.

How does an egalitarian empire with the Shared Destiny AP and a number of subjects not fit what you’re after?
 
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How does an egalitarian empire with the Shared Destiny AP and a number of subjects not fit what you’re after?
It does!

If you go back through the whole conversation what I'm saying will make more sense.

It's a discussion that spun off of ideas around how to limit tinyvassal spam for the ministry of science buff.

You're absolutely right Egalitarian + Shared Destiny is perfect, the comment you're responding to is just me responding to people who say I should be playing something different for that kind of nation.
 
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PDX, any thoughts about adding a research booster building to the orbital ring, or if you have no interest in considering it, the thought process in omitting it? It just seems strange to not include one when so many resources, even amenities and unity, get boosters?

@Alfray Stryke , etc
 
How does an egalitarian empire with the Shared Destiny AP and a number of subjects not fit what you’re after?

You're absolutely right Egalitarian + Shared Destiny is perfect, the comment you're responding to is just me responding to people who say I should be playing something different for that kind of nation.

yes, the talk was about a possible nerf of shared destiny ascension and feudalism civic , and he was thinking that such a nerf would limit the possibility for some ethics to be able to have a great number of vassals. ( since the dev hinted at the possibility that both the ascension and the civic could achive the current power to ignore the number of vassals)


in my opitnion, all joking apart , the feudalism civ should be less "powerfull" , it should reduce the malus for the number of vassals but not outright remove it, maybe with a new " feature" if you pick the ascension of " shared destiny" ( for extreme example, if shared destiny is chosen as ascension perk, feudalism could give a + to loyalty based on the number of vassals.)
 
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