• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
Last edited:
  • 121Like
  • 72Love
  • 9
  • 4
  • 3
Reactions:
I know some people already have asked about/proposed this, but - please, allow the megastructures (habitats, gates, regular megastructures and galactic wonders-tier ones) to be dismantled (by the owner) and/or, as in the case of Mega Shipyard - occupied during regular war.
Right now with things being the way they are, it can be very annoying as you have to park one fleet in the Shipyard's system to destroy all the ships the AI is stubborningly producing.
 
  • 7
  • 1Like
Reactions:
How about some rebalance for older stuff ?? some ascension perks are very weak. It would not require alot of time and effort to change some numbers :)

Also it would be nice for more species names, flag colours, flag symbols and a few portraits for the species that have fewer. Small things like this matter.
 
  • 1Like
Reactions:
Is it intentional that the trade segment seems, terrible? 5% is absolutely nothing. It doesn't scale with anything either.
 
  • 4Like
  • 1
Reactions:
wait... why orbital ring cost influence ? should not they cost unity ? as they are an internal effort ?

Megastructures that add living space or assist in transportation cost Influence, as do starbases/outposts. Since orbital rings effectively count as both the first and the last, they have a minor Influence cost.
 
  • 7Like
  • 4
  • 1
Reactions:
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?

It is intentional that there is not a research boosting orbital ring building. @rubert pretty much nails the reason why:

Research is the most important resource in the game so if such option was added it would almost always be the best choice unless the planet is actually Forge world or such.

wait... why orbital ring cost influence ? should not they cost unity ? as they are an internal effort ?

Any structure that is travel related or can provide living space costs influence. Since the habitation modules increase the number of districts on the planet, we decided to go with influence for the rings as a whole. (We could have made them Unity to build and then put an Influence cost on the module, but decided against it to be consistent with outposts.) ...and @Alfray Stryke beat me to the response. You're on vacation, stop working.
 
  • 8Haha
  • 7Like
  • 2
Reactions:
This is kind of a general question but I hope Overlord will bring with it a couple of new music tracks? The music in this game is phenomenal for immersion and it is a hallmark of many a great film and game, this being one from my perspective. ^^. If not, maybe next time. :)
 
Last edited:
  • 1Like
Reactions:
isn't the end result the same ?
No, it really isn't. Terraforming candidates right now are created through randomly encountered anomalies, and the repeatable terraforming candidate anomaly is crowded out by other anomalies. And because of that, you'll practically never discover a terraforming candidate in early game.

If they were pre-generated instead, with the planet modifier or a hidden flag already present on galaxy generation, only discovered through anomaly, they'd have greater odds of being encountered in early game.
 
Last edited:
  • 11Like
  • 4
Reactions:
No, it really isn't. Terraforming candidates right now are created through randomly encountered anomalies, and the repeatable terraforming candidate anomaly is crowded out by other anomalies. And because of that, you'll practically never discover a terraforming candidate in early game.

If they were pre-generated instead, with a the planet modifier or a hidden flag already present on galaxy generation, only discovered through anomaly, they'd have greater odds of being encountered in early game.

how.. it is different ? .... if in a game there are 0.3% o planetoid that end up having the " terraforming candidate" (removed pre-fixed like mars) , by game ""balance"" they would put a 0.3% chance for planetoid to have the hidden flag for terraforming candidate.

while i guess the % are more like a fork and statistical, the concept remain , that would make the "flag" be a statistical fork of % . end result ? you will still have around 0.3% planetoid be terraforming candidate .

what you want , is to increase the chance of terraforming candidate. probably you want an increased chance for certain type of planets .

i mean, i've nothing against the pre-generate the flag, but ultimatly is the same thing . you want more terraforming candidate .

edit: damn .. now you made me thing again that stellaris is not only partialy-randomly generate, it is even partialy-randomly explored.
 
  • 4
Reactions:
how.. it is different ?
I pretty much never find terraforming candidates until I survey half of the galaxy and cycle through nearly every other anomaly first. How the hell have you ever played this game and not noticed that?

what you want , is to increase the chance of terraforming candidate.
Sure, but I also want the terraforming candidates that I do find to be somewhere near my territory instead on the other end of the galaxy.
 
  • 7
Reactions:
I pretty much never find terraforming candidates until I survey half of the galaxy and cycle through nearly every other anomaly first. How the hell have you ever played this game and not noticed that?
i find around once evry playtrought the event that trasform a planet in a candidate (this one is not realy stable, as you have only a chance ) , and around one terraforming candidate evry 2-3 runs at some jump distance . and some more if i get the chance to explore isolated regions .

i mean , it is strange to find more habitable planets ( that are terraformable ) than candidate for terraforming ,from a logical point of view , but the game balance could get a mess with a chance in that direction . it could be an intresting factor having a " its better to build living space " or "just correct the miss- chance of habitable planets " as a tecnological focus.

Sure, but I also want the terraforming candidates that I do find to be somewhere near my territory instead on the other end of the galaxy.
instead of having "pregenerated flag" it would probably better to have an ascension that alow you to terraform life-less planets . it could be a "pick one " from galatic wonder or terraforming planetoids .
 
This is kind of a general question but I hope Overlord will bring with it a couple of new music tracks? The music in this game is phenomenal for immersion and it is a hallmark of many a great film and game, this being one from my perspective. ^^. If not, maybe next time. :)

There will be four new tracks in Overlord.
 
  • 13Like
  • 7Love
  • 2
Reactions:
about the AP or feudal.... i think the AP should give the full bonus they propose. because thats an AP . that will specialize your empire for the whole game , and you can't change that . ever.
Doesn't really feel balanced and make would feudal society useless, since you would end up taking the perk anyway. Besides, we can't avoid losing federation cohesion so it wouldn't be too bad to not be able to avoid divided patronage for certain empire types.
 
  • 1
Reactions:
Terraforming candidates should really be pre-generated rather that tied to an anomaly.
Yeah I'd like a slider 'Percentage of initial habitable worlds as terraforming candidates' [0%-100%]

Which converts 'non guaranteed/non-special (e.g. holy world) habitable worlds into terraforming candidates, per the picked ratio.

It's easy to make a script to do this as a test mod, and it has a few pretty potent effects, mostly making terraforming a bigger part of the early-midgame & the way that worlds open up more slowly over the course of a game means that even by 2300 you can still be colonising and growing - particularly if you add an influence cost on to habitable terraforming.

Whilst doing away with the current system of repeatable anomaly-based terraforming candidates, means potential colony distribution remains more homogeneous in the galaxy.
 
  • 6Like
  • 2
Reactions:
Yeah I'd like a slider 'Percentage of initial habitable worlds as terraforming candidates' [0%-100%]

Which converts 'non guaranteed/non-special (e.g. holy world) habitable worlds into terraforming candidates, per the picked ratio.

It's easy to make a script to do this as a test mod, and it has a few pretty potent effects, mostly making terraforming a bigger part of the early-midgame & the way that worlds open up more slowly over the course of a game means that even by 2300 you can still be colonising and growing - particularly if you add an influence cost on to habitable terraforming.

Whilst doing away with the current system of repeatable anomaly-based terraforming candidates, means potential colony distribution remains more homogeneous in the galaxy.
I mean, I'd just make Terraforming Candidates its own slider instead, not dependent on habitable worlds.

Then you could just set Habitable Worlds to 0.5x and Terraforming Candidates to 5x for a similar effect, or have a great number of both by setting both to 5x.
 
  • 1Like
Reactions: