• 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 #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.

1.png

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.

2.png

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.

3.png

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!
 

Attachments

  • 3.png
    3.png
    365,8 KB · Views: 0
Last edited by a moderator:
  • 98Like
  • 40Love
  • 10
  • 3
Reactions:
Any chance you can tone down the Head of Zarqlan spawn rate? Seems to be guaranteed whenever you get the Spritualist FE (which is quite often if playing with 2-3+ FE) and it completely negates the threat of one of the lategame empires. The relics are cool because they can offer changes to how you play but become less interesting when you can get the same one almost every game.
 
  • 13
  • 1Like
Reactions:
Any chance you can tone down the Head of Zarqlan spawn rate? Seems to be guaranteed whenever you get the Spritualist FE (which is quite often if playing with 2-3+ FE) and it completely negates the threat of one of the lategame empires. The relics are cool because they can offer changes to how you play but become less interesting when you can get the same one almost every game.
Yeah, added the Head to my list. Another posters suggestion to allow the AI to complete the chain was interesting as well. Will see what I do about it.
 
  • 11Love
  • 3Like
Reactions:
I know Eladrin said no more diaries until after summer… But he is not around to stop me!

Well, looks like Eladrin deserves more holidays... there are no ulterior motives behind my words.

Rebalancing the Relics is nice.
In Case of Relics that only have a limited use for certain empires, could this be solved by a event? The moment you find the relic, you just get a multiple choice to pick how you want to use the relic. I mean, you already get a event popup when you discover the precursor homewolrds, so it shouldn't be that much work.

Just add a option, where the relic gets a modified ability. This could be limited by ethics or just always pickable.
If a machine empire finds the last baol, or a spiritualist empire finds the Defragmentor, they probably repurpose the relic for their own use.
Something like a society research boost for the Last Baol, and a ship upkeep bonus for the Defragmentor.
 
  • 3
  • 1
Reactions:
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.

View attachment 857012
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.

View attachment 857013
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.

View attachment 857015
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!
I have two things
General one: will we be able to capture relics from other empires?
For now if we, for example integrated vassals, their relics are forever lost. Which is weird because what happened to those? Once empire stopped existing their relics should went somewhere. We also should be able to fight for those with enemies.
And about head od zarqlan: shouldnt it provide government ethic attraction rather than spiritualist? After all, why materialists should turn into spiritualism just because some ancient civilization worship some head? We should be happy we make them fools and use thier power because their faith, we should be more willing to believe in our empire priciples that allowed for that.
 
  • 8
  • 1Like
  • 1
Reactions:
Note: I'm playing mostly in MP, for the single-player mode, all change looks awesome.

The really good direction of changes, but the numbers and details feel weird.
  • Relic is a part of randomness in the game
  • If you make them more powerful the overall game became more random.
  • Late-game relics became more powerful, usually most powerful (already) players receive them which will make them much more powerful.
Suggestion: Relics need to be a last-chance gamechanger for weaker


P.S. Jarvorian pox still looks weak in comparison with others.
 
  • 12
  • 1Like
Reactions:
Please please PLEASE give us a way to gain a casus belli on empires over relics a way to diplomatically get someone to trade them or give up their relics if they've been denounced, steal them through espionage etc - especially with the buffs it'd make Relics so much more interactive!
 
  • 14
  • 4Like
  • 1
Reactions:
Excellent changes! As a note, will the Contingency Core megastructure effect be dynamic? I mean, ruled by a var/multiplied by a scripted value, so we can add more value and available megas of the same type without having to overwrite the entire mega script, that would be amazing to have!
 
  • 2Like
  • 1Love
  • 1
Reactions:
Yuht Cryo Core:
Current:

  • Passive: +1 pop on every new colony
Changed:
  • Passive: +1 pop on every new colony, +20% energy weapon fire rate
The +% fire rate would be a better active than then -% ship upkeep.

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.
Previously these pops can spawn on a Machine World, with Machine World preference, but no habitability on a Machine World (nor any other planet type maybe?).

If they can spawn on a particular world, they should be adapted to thrive on it.

[*]Head of Zarqlan
  • Has both an early game and a late-game bonus as well as superb flavor.
Can you change the +Spiritualist attraction penalty into something which provides a bonus for all empires?

Perhaps +governing ethics attraction instead?

[*]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.
I can't imagine wanting energy in trade for Unity.

Energy is cheap and plentiful.

How about consuming stored Physics points and producing Unity?

[*]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.
Doesn't have to be equal, after all you can get the Worm on Void Dweller which can't get the tomb habitability.

Just make it worthwhile on its own.

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!
The Yuht +50% to research will be amazing early, but worth very little in the late game when many players have hundreds of +% stacked up already. Not really terrifying, it's just a bonus which becomes less important over time.

Overall these are positive changes.

Good stuff.
 
  • 6Like
  • 3
Reactions:
Good point. Maybe adding a Special Op related to Jovian Pox would help?
Could have a new Espionage mission - Discover Relic, which on success tells you what relic(s) an empire has?

Espionage is a great area to expand, and Relics could use better espionage integration.
 
  • 14
  • 1Like
Reactions:
Please please PLEASE give us a way to gain a casus belli on empires over relics a way to diplomatically get someone to trade them or give up their relics if they've been denounced, steal them through espionage etc - especially with the buffs it'd make Relics so much more interactive!
Agree, except for the espionage element. I feel that stealing them with espionage is probably too simple (if that makes sense?), for something so huge and significant as a relic. Definitely think you should be able to discover what relics another empire has through espionage though.

Edit - typo
 
  • 9
  • 2Like
Reactions:
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.

ummm.... I'll take that one.
That's going to turn my machines (or synths) into the most ridiculously overpowered gods. I love it.
Also: More use for alloys that is not just more ships is always appreciated.

I definitely agree with the crisis relic decision. They should be ridiculously powerful. If you're strong enough to be the one who beats up an existential threat to the galaxy, whatever bonuses these relics bring is already kind of irrelevant at that point. Just go wild. I love it.
(Also going to be extremely fun with mods that spawn multiple crises in one run.)

Extended feedback outreach on proposed changes is also very appreciated. It's a major reason why i am on this forum. The fact that i do have the feeling you care about feedback.
 
So regarding Javorian Pox, I guess it still makes playing pacifist impossible to use the main benefit of said relic, unless I misunderstood something?
You get a +50% buff to biology research speed when you activate it.
Only the passive bonus gets reduced to +20 leader lifespan if you can't use the bombardment stance.
 
Maybe the scale could be used to instantly create a tomb world from an inhabitable one when activated?
The +50% research speed of Javorian sounds kind of mediocre, maybe it could be used to strength your armies? I don't know.
 
  • 1
  • 1Like
Reactions:
Changes look awesome. The addition of another non-production Edict once again calls attention to the insane exploit related to them though - that you can simply turn them off on the last day of each month and turn them back on again the next day, in order to have their effect active 97% of the time at zero cost. This works for all the strategic resource edicts, making them all basically free buffs to your ships, and also works on stuff like Living Metal Megaconstruction, Fleet Supremacy etc. Anything that doesn't give production.

Please fix by adding an activation cost to every edict.
 
  • 4Like
  • 2
  • 1
  • 1
Reactions:
I really like that relics are providing stronger effects, and I also love they are giving % effects.
Static bonuses are often very strong at the early game, and very lame at the endgame. So I think you have done a great job
For example, I think the ascension perk Galactic Force Projection should be remade. +80 fleet cap is powerful at the beginning, and can make win a war (even if that can't be before the 3rd perk), but during the endgame, when you have 2 or 3k of fleet cap, this +80 feels extremely dull...

Also, you have said you brought Permanent Employment ?
Let me give little feed back on this civic.
First, I think this is a great idea. Using zombies allow to make great RP and the mechanic is fun to play. I also love the interaction with Death Cult.
Sadly, I think there is a big issue with this civic being way too weak and needed to be balanced. Let me explain.
If understood correctly how to play this civic, we are supposed to produce many zombies, which are "crappy" pops to become clerks. The spirit of this civic is to outproduce pops to have enormous amount of trade value, and make the clerk job more useful.
If seems even better to take the evolutionary path to get clone vats, and produce even more zombies.

Sadly, this requires several building slots (at least one for assembly zombies, and possibly a second for the clone vats). But commercial zones are granting only 3 clerk jobs. The Mercantile tradition tree will grant a Merchant job for each commercial zone, which is a good thing, but uses non zombie pops (as it is a ruler job). So you end up with your planets filled with zombies, and not enough jobs to grant them.
Of course, a solution would be to create more and more habitats to fill them zombies so they could be clerks over there, but a Megacorp gets strong penalties for over expanding, so I don't think creating more habitats should be the solution for this issue.

I have the feeling this civic (or maybe another one) should allow Commercial Zones to provide 4, or maybe even 5 clerk jobs (like it was before), and Commerce Megaplexes should of course also grant the double of this amount.

I hope I wasn't too boring. My point is not to criticize a civic I really enjoy, nor your work that s great. I simply wanted to share my views on this feature, and how to maybe improve it a little.