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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.

2XuMfz7Gr7_8NJoOdlerGG9ducwbLbTBdyvEdfG5Fzh8CkzlEMKIrkz4N2LhUaVp1HxPtPphPRKrc1CnORAkz5JVFXfok5koGVKSQ7iiJVkGsUtikONxQyaWuImyX2xpvidc-pJ2mMl8Y1Uxug

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

What about machine empires? Will I still get non-hive pops as a rogue servitor to pamper? Also, in general, I feel like machine empires still get the short end of the stick. You've added "now is hive minded" to a bunch of these that grant biological pops, but it still feels like many of the biological bonuses don't provide anything to machine empires.

Having the Psionic Archive have a passive that matters to people who don't use the shroud is a great example of what I'd like to see more of.

  • Khan's Throne
    • Felt like it had a solid theme already with a solid bonus.

While I agree, I still don't think it's a great relic. The passive is almost 100% for aggressive conquest by non-purifiers, and the active is partly detrimental if you aren't a militarist. Given the fact that the Khan is a threat to the galaxy and many might tackle him from a more protective perspective rather than conquering, I feel like it's a bit off that it only holds value for conquerers.

I was looking at modding relics a while back, and one idea I had for some of these cases was to offer a choice between two options. For example, if you defeat the Khan while being a pacifist, xenophile, or rogue servitor, you get an option to give the throne to the community to get a medal of defense, which gives you some a mini version of Defender of the Galaxy (which would of course stacks with the Ascension perk). Though that doesn't solve the "claim influence cost means nothing" for total war empires.

Pacifists could choose to use the Javorian Pox sample to create a special immuno booster before destroying the live specimen, which provides extra happiness instead of the bombardment stance. A xenophobe could choose to destroy the Omnicodex and keep the remains as a relic that gives you xenophobe attraction instead of new xeno pops. A materialist might have the option to reject the Head of Zarqlan to get something else interesting and flavorful as payment for returning it to the Holy Guardians (or the rejection makes the fallen empire super angry but gives you some other really powerful thing to make it still an overall positive relic).

This would allow you to keep those relics that have very specific and powerful effects by providing an alternative for empires who don't happen to mesh well with the relic they stumble upon. I do think it would be sad if you had to water down all the relics to very generic boosts so that they're always applicable. More options does mean more work, but I think it would be worth it.
 
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It looks like the Console releases run about a year behind the PC release, so if these changes go through and show up in 3.5, they'll go to Console whenever the DLC after Overlord gets ported over (since console is combining the custodian patch with the DLC that followed it, e.g. Aquatics is giving you 3.1 and 3.2 together).
So are the relic effects listed as "current" in 3.1 or 2?
 
RIP Surveyor. Getting a 1 as bottom line versus a 3 is kind of a nasty nerf. Even with being able to be used twice as often the new bottom is 2 vs 3.
 
Its posible it was discused somewere else. I don't realy have time to read all the post and ansers to prevous deve blogs. It Always anoied the hell outa me that Nu-Baol was just a desision. Meaning you had to already colinize the planet. Could we get a Terraforming option on this. Maybe have the pops be native like presapients are or just have them not spawn. It brings it to Terrestrial Sculpting tech instead. Im not sugesting it be used for barren worlds. Makes it prity usfull for those tome worlds you can't colonize yet. As of now you just gota colonize a low habitablity world for 5 years and put up with angry pops.
 
Yeah, it makes sense but there's nothing you can do to stop it besides, well, not excavating the site. Which will leave an unfinished site in your empire, which is also annoying.

I honestly dont care about the explanation or excuse. I dont want this, as it's detrimental to me. Relics are not supposed to be detrimental.

actualy... i think it would be "fun" for relics to have detrimental effects and good effects, but it would need a way to manage them in order to destroy, seal off , use the full power , etc ... of the relic.

in this case the worst thing is that the FE considerate you the chosen one , because of the prophecy ( is this a spoiler? i feel like this is a spoiler ... but... the whole tread is a spoiler right? ) so it is not about giving it back or the like, but the fact that the FE know , and it will force it's love .

So shouldn't we get some trade/resources from all these pilgrims?

as there are no meccanics for pilgrims , or actual interstellar trade , you have to considerate the "summoning of a FE fleet " and the +50% spiritualistic attraction as the result of the whole situation . maybe there was someone that actualy made money out of it, but its not the state.

Why not just give it to the FE ?And by 2320 + I tend to have enough fleet power to defeat a FE if I really want to.

you are the chosen one, the FE would refuse because the prophecy is quite clear. its not realy about the head itself, its about finding it. they should be enraged if someone steal it from you ... but now that i think about it i'm not sure if it was about having it , or finding it.

anyway its theyr prophecy, so they can't have it.

Which is annoying as well, if I can defeat them in battle I should be able to stop them from entering my borders or at least get a choice to kill them as with other neutral enities.FE should have open borders with everyone by default but everyone should have the option to close them at the cost of a massive opinion malus.

thats ... thats totaly bias. i can understand FE having access evrywhere in the galaxy as they don't realy care and theyr tech is realy advanced ... but there should be a way to close the borders once you defeat them or they become AE . give us a tech or something. they are not space beast , so at some point they should realy care about diplomacy infractions if they are just another fish in the sea .
 
actualy... i think it would be "fun" for relics to have detrimental effects and good effects, but it would need a way to manage them in order to destroy, seal off , use the full power , etc ... of the relic.
Then first these features would have to be introduced, and all relics balanced accordingly with bonuses and detriments. Just one relic having detriments that you can't get rid of is bad. So for the time being, get rid of the detriment and then maybe think about reintroducing it if inclined to expand on this idea.
 
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Contigency gives You more megastructures... Which is ok i guess...
Double the megastructures is insanely powerful.
Two mega shipyards are an incredible buff to your shipyard production speeds.
Two Science Nexus are an even better research buff. (I mean, you just got repeatables, but still)
Two Matter Decompressors basically let you reduce your miners to almost nothing to truly focus on your forge worlds.
The list goes on...

At that point in the game you have the alloys to build all of them anyway, but doubling down is even better.
 
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Yeah, the crisis relics are earned by the empire who ultimately defeats them.
But what if there are several equally strong fleets from different defeating the crisis together?

Perhaps the game can have a tally who did the most damage?
And the losing empires get a powerful empire modifier instead, maybe coupled to a CB to capture the crisis relic?
I would like if there was a metric that would qualify you for the relic. (If your contribution is at least 50% of the highest contributor)
Once the crisis is defeated and the relic goes to someone (maybe even someone who doesn't have high contribution), all others that qualify get a CB for the relic.
And all empires that have a claim on the relic would hate any empire that has it that doesn't have a legitimate claim but posses it. (or a general opinion malus, the weaker the claim is)

This could turn a galaxy that united against the crisis into a hot mess afterwards.
 
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you find something that is extremly precious to a spiritual fallen empire .

you can't trow it out , while you should totaly be capable of doing so , you don't want the FE to roast you early-mid game .

so you have a head, of a FE spiritualistic empire , and your capital is now the pelegrinage center of alot of spiritualist that come to venerate the head.

you can't hide it, you can't stop them ( FE have forced open border with evryone) . from there come the 50% spiritualistic attraction , because theyr pilgrims keep coming and try to tell your pops that they are the chosen one , and if there is something that work well with convincing someone to embrace a religion is telling them they are the chosen one.
You can't get rid of it, once you have it, though. And that is the problem.
If you could donate it to the FE and they'd love you forever for it, that would be a solution. This is not an option, though, and that is a problem.
 
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You can't get rid of it, once you have it, though. And that is the problem.
If you could donate it to the FE and they'd love you forever for it, that would be a solution. This is not an option, though, and that is a problem.

Yeah, perhaps you can sell it to them for dark matter tech options?
Giving pacifists a way to get the dark matter tech without attacking a Fallen Empire.
 
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Double the megastructures is insanely powerful.
Two mega shipyards are an incredible buff to your shipyard production speeds.
Two Science Nexus are an even better research buff. (I mean, you just got repeatables, but still)
Two Matter Decompressors basically let you reduce your miners to almost nothing to truly focus on your forge worlds.
The list goes on...

At that point in the game you have the alloys to build all of them anyway, but doubling down is even better.
It's a good buff but in my last game(GA+Huge Galaxy) ended up with two of most megastructures and 4 mega sipyards just by conquering the AI so by the time the Crisis spawns it may not actually do that much at least not for empires that expand a lot.
et you reduce your miners to almost nothing
I just loaded my old save and by 2450 I produced over 45k minerals and consumed 37k .Most of my mineral income was still from my mining habitats due to repeatable techs.
 
Man, I love, love all of those changes. This is what the game needs: more unique toys with unique strengths and gameplay effects that reflects not only your empire in its original form but also your journey and the decisions that you have taken during it. Reject prudence, embrace flavor instead. You can always balance afterward (and still, some things like endgame crisis relics need no balance whatsoever).

PS: Now I would love to see more mid-game relics added to the game for greater exploration rewards, but I understand that resources are limited. Still, a man can dream!
 
So are the relic effects listed as "current" in 3.1 or 2?
I don't think most relics have been changed in years and should match what console has right now. There may be a couple exceptions (was Cybrex's numbers tweaked during 3.x?) but you'd have to trawl through the patch notes to see.
 
I really like this, it being an instant always felt a bit weird and spamming gaia worlds everywhere felt like they cheapened them. The delay and it being a double-tap is very neat. It would be great if the event were changed for hiveminds such that the last baol chooses to join you.

1 gaia world every 10 years AND locking out the active abilities from all other relics is not exactly spamming. Also the change does nothing to reduce the amount of gaia worlds you can get from the relic, it just now also blocks the building construction queue for 5 years.
 
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