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Stellaris Dev Diary #259 - It Belongs in a Mega-Art Installation!

Hello everyone, Iggy here with a surprise dev diary! I am a Content Designer who has worked as a Custodian for the past year or so, bringing you content like Permanent Employment and the Leviathan Parades.

I know Eladrin said no more diaries until after summer… But he is not around to stop me!

I couldn’t wait to present the initial relic balance changes and to give all of you lovely folks a chance to voice your feedback. Summer is historically a time of experimentation when it comes to Paradox, and why not experiment with how we gather feedback?

So let’s get started with some of my biggest bugbears regarding how the relics currently work, what I have done to address the issues, and why.


Crisis Relics

The relics you get from defeating the various crises in the game are pretty tame - compared to all other relics, they are actually quite balanced. That is not good enough. These are your final reward for defeating the most powerful foe in the galaxy! Let’s give you a bit of a victory lap and have some fun with this.

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As you can see, you no longer will gain a measly 30 Society Research. Instead, a massive 50% modifier to all society techs is in your future.


Precursor Relics

Another issue that has plagued Stellaris for quite some time is the viability of your starting precursor. While we are not giving you the ability to choose which precursor you spawn with, I wanted to make each relic at least somewhat useful for most empires. Here, I also felt the need for some slight adjustments to the Cybrex and the Baol, as both are a bit too powerful in the early game, without removing their usefulness in the late game.

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The Baol Decision now has an activation time, but you also gain hive Nu-Baol pops if you are a hivemind. If the 10% resource output wasn’t enough there is also a reason to keep using the relic on existing Gaia worlds to get a special form of Gaia Habitability on your organic pops.

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The Cybrex War Forge might start out slower, but as the game progresses you’lll notice that it becomes more powerful than ever before, capable of processing additional minerals after each use.

What this rebalance also allows us to do is to make some relics slightly less annoying to use. At the top of my list, we have the Javorian Pox Sample — memed about being the worst relic in the game. Having to activate a relic and then go in and micro every fleet only for the bombardment stance to fall off a few years later made it a real frustrating relic to use as well.

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Now we will always be ready to spread some plague.


Event Relics

Finally, we got some event relics that vary from powerful to forgettable. Here the main goal was to spice up the use of relics that might not have benefits for every playstyles. Blade of the Huntress is gaining diplomatic weight as your envoy swings it around the galactic community floor; the Omnicodex can now produce hivemind pops if you are one yourself.
You can find all currently planned changes below, these are of course subject to change:


Precursor Relics:

Javorian Pox:
Current:

  • Passive: +20 Leader Lifespan
  • Active: Javorian Pox Orbital Bombardment stance
Changed:
  • Passive: Bombardment Stance and +20 Leader Lifespan
  • Active: 50% increased biology research

The Last Baol:
Current:

  • Active instantly creates a Gaia world
Changed:
  • The active decision takes 5 years to create a Gaia world
  • If the decision is activated on a Gaia World, all organic pops on the world get an empowered Gaia World Habitability preference granting them +5% resource output on Gaia Worlds.
  • The Nu-Baol will be hivemind if you are a hivemind

Yuht Cryo Core:
Current:

  • Passive: +1 pop on every new colony
Changed:
  • Passive: +1 pop on every new colony, +20% energy weapon fire rate

Psionic Archive:
Current:

  • Passive:
    • -50% Shroud Cooldown
    • Better Shroud odds
  • Active:
    • Event granting numerous boons, including a 500 experience boost which becomes quite lacking in the late game.
Changed:
  • Passive:
    • Unlocks an edict granting leader XP, longevity, and accident prevention for a zro upkeep.
    • +5 Ruler Max Level
    • -50% Shroud Cooldown
    • Better Shroud odds
  • Active: The knowledge option now always levels your ruler up a level instead of granting a flat xp bonus.

Cybrex Warforge:
Current:

  • Passive: 5% More alloys, and allowing the building of the most powerful buildable army in the game.
  • Active: Spend 10000 minerals and gain 5000 alloys.
Changed:
  • Passive: Allows the building of the most powerful buildable army in the game.
  • Active: Spend 2000 minerals and gain 1000 alloys. Effect Increases by 2000 minerals and 1000 alloys each time it’s activated up to a cap of 20,000 alloys.

Vultaum Reality Perforator:
Current:

  • Active: Grants one of 4 random buffs lasting for 1 year.
Changed:
  • Active: Grants one of 4 random buffs lasting for 1 - 5 years.

Event Relics:

Blade of the Huntress:
Current:

  • Passive: +25% Army Morale +2 Planet Sensor Range
  • Active: +25% Sublight Speed for 10 years
Changed:
  • Passive: +25% Army Morale 20% more diplo weight
  • Active: +25% Sublight Speed for 10 years

Omnicodex:
Current:

  • Active: Adds 3 pops of a random species
Changed:
  • Active: Adds 3 pops of a random species, if you are a hivemind they are also hive-minded.

Ether Drake Trophy:
Current:

  • Active: 10% more happiness
Changed:
  • Active: 10% more happiness and 10 stability to every planet.

The Surveyor:
Current:

  • Active: Can grant 3-5 rare resources among other deposits.
Changed:
  • Active: Can grant 1-3 rare resource deposits. Nothing else changed.

Note: The Surveyor has half the cooldown and only costs energy to activate. It’s still an excellent peacetime relic.

Crisis Relics:

Extradimensional Warlock:
Current:

  • Passive: +15% Sublight Speed
  • Active: +100% more jumpdrive range
Changed:
  • Passive: +30% Sublight speed, +20% weapon range
  • Active:
    • +100% more jumpdrive range
    • -50% jump cooldown reduction
    • +75% more accuracy and range on your Quantum Catapult

Prethoryn Brood-Queen:
Current:

  • Passive: +30 society research
  • Active: Spawns a small fleet
Changed:
  • Passive: +50% society research
  • Active: Spawns a sizeable fleet

Isolated Contingency Core:
Current:

  • Passive: +100% Pop Assembly Speed
Changed:
  • Passive:
    • +100% Pop Assembly Speed
    • Allows the construction of 2 of each megastructure instead of 1.

Unchanged:
  • Khan's Throne
    • Felt like it had a solid theme already with a solid bonus.
  • Head of Zarqlan
    • Has both an early game and a late-game bonus as well as superb flavor.
  • Miniature Galaxy
    • Research is always top tier and random should stay random.
  • The Defragmentor
    • Allows you to convert unity into energy. The passive not having any benefit to a spiritualist empire does feel kinda bad. Might look into it.
  • Scales of the Worm
    • There is no way we can ever make this relic comparable to the bonus you get for embracing the Worm. It would have to be the strongest relic on this list.
  • The Rubricator
    • One of two ways to get a repeatable source of Minor Artifacts, very powerful.
  • The Galatron
    • Is the Galatron


Now I want to hear from you! Are you terrified of what I did to the Yuht Cryo Core? Annoyed that I skipped the Miniature galaxy? Still not feeling like activating the Pox Sample? Please feel free to analyze and make tier lists. Hopefully, after this next patch, every relic will be a bit more attractive!
 

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Reanimate Zarqlan, half the spiritualist FE declares him king and the other half declare him an abomination. The spiritualist FE goes war in heaven against itself.

How do you reanimate a body that's too decomposed to even be moved?

Unless the process involves a cybernetic body with his head?
Which would make it even more likely for the Fanatic Spiritualists to have mixed feelings about him.
On the one hand, their prophet is back. But on the other hand he's now a cybernetic abomination. :D
 
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How do you reanimate a body that's too decomposed to even be moved?

Unless the process involves a cybernetic body with his head?
Which would make it even more likely for the Fanatic Spiritualists to have mixed feelings about him.
On the one hand, their prophet is back. But on the other hand he's now a cybernetic abomination. :D
Eh, just build a new one. Zarquonstein it up.
 
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Could also work, half the Spiritualists go, you DEFILED our Prophet with unworthy body parts! :D

Take this a step further, and defile their prophet by uploading his mind into synth body. If that doesn't make them total war CB your behind, nothing will.
 
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Maybe a space dragon, but not titanic life, the titantic life doesn't seem as advanced just large.

Chop off Shard's head and put Zarqlan's head on it?
Though, I feel one of your own leaders might sooner want to do that... ;)
Any religion that'd get mad you brought their prophet back as a dinosaur is not a religion I'm interested in.
 
Zarqlan being reanimated would be interesting because he didn't see himself as a king or divine being. If the Head somehow retained any memories/consciousness, you could get in even bigger trouble with the Spiritualist FE (besides the whole, y'know, reanimating heresy).
 
Could also work, half the Spiritualists go, you DEFILED our Prophet with unworthy body parts! :D

Nah those guys love bio ascension.

Build yourself some Ancient Zarqlone Vats, make a Zarqlone Army to fight for you.
 
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Zarqlan being reanimated would be interesting because he didn't see himself as a king or divine being. If the Head somehow retained any memories/consciousness, you could get in even bigger trouble with the Spiritualist FE (besides the whole, y'know, reanimating heresy).

Maybe you find his spirit in the Shroud?
 
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So after making the Zarqlan fleet grow each time after activating the relic (capped at 5 times) I decided to test it for the Brood Queen as well without a cap. I don't think this will be good for performance.
1657637938933.png
 
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So after making the Zarqlan fleet grow each time after activating the relic (capped at 5 times) I decided to test it for the Brood Queen as well without a cap. I don't think this will be good for performance.View attachment 859211

Make it 1 fleet each.

2nd activation increases the fleet size and reinforces the current fleet.

If the fleet is dead, then you get a new one (at full size).

Reinforcement means lower total benefit but better location control; new fleet means more new ships but no location control.
 
Make it 1 fleet each.

2nd activation increases the fleet size and reinforces the current fleet.

If the fleet is dead, then you get a new one (at full size).

Reinforcement means lower total benefit but better location control; new fleet means more new ships but no location control.
I had a different idea. A modifier that scales the fire rate of your swarm weapons by 5% for each activation. Will probably cap it at 75% and drop the cooldown a bit. This will hopefully make you want to use the scourge weapons!


1657639457844.png
 
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I had a different idea. A modifier that scales the fire rate of your swarm weapons by 5% for each activation. Will probably cap it at 75% and drop the cooldown a bit. This will hopefully make you want to use the scourge weapons!


View attachment 859217

So you're still going to spawn multiple swarm fleets, of fixed size, which will generally either be ahead or obsolete? Hmm.


Here's another idea:

- Activation deletes the current swarm fleet and builds another one which fills your unused Navy cap. So only one fleet at a time, but it gets bigger as your empire advances.

- Bigger fleet late-game, scaled by player control, and a MUCH bigger fleet if you just lost most of your navy ("panic button" relic).

- Key timing for players who don't lose their navy is right after you create a juicy Mercenary Enclave.
 
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So after making the Zarqlan fleet grow each time after activating the relic (capped at 5 times) I decided to test it for the Brood Queen as well without a cap. I don't think this will be good for performance.View attachment 859211
You make a very valid point. I would like to offer this in-depth counter-argument: Brood Queen go BRRRRRRRR
 
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So after making the Zarqlan fleet grow each time after activating the relic (capped at 5 times) I decided to test it for the Brood Queen as well without a cap. I don't think this will be good for performance.View attachment 859211
That's... not very impressive for the many of us who play on x10 or x25 crisis. I wouldn't be worried about performance, more about the fact that the reward for killing the crisis is to summon a bunch of fleets that combined wouldn't even be able to kill a single crisis fleet. Of course, this speaks a bit to Stellaris's power scaling and snowballing issue. Things like event/relic reward fleets, Leviathans, shroud avatars, pirates and the Bemat Thalassocracy and so on ought to scale in power along with difficulty/crisis strength, or better yet, get their own sliders, because some are much better balanced than others. The Khan for instance is already strong enough when playing with early mid-game and end-game years, but Fallen Empires are often too weak even then.
 
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Fleet power in late game is mostly through repeatable techs not just the amount of ships.,but if I was facing a 25x crisis I'd rather have my own meta fleet build to counter the crisis and not some sub optimal FE ships.
but Fallen Empires are often too weak even then.
Yeah they really need to be buffed right now they are just dissapointing , anything that doesn't have 1m fleet power by 2350 is just fooder even for normal builds that don't try min max everything.And a proper tech rush build can reach more than 1 mil before 2300.
 
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