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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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This is a topic that's been on my mind lately so I'm more than happy to provide feedback! Wall of text incoming, sorry in advance!

Precursor Relics
PrecursorsCurrent RatingWith Changes
Cybrex War ForgeA-A+
Javorian Pox SampleDB
Vultaum Reality PerforatorC C+
Yhut Cryo CoreDC-
Psionic ArchiveD/AB/A
The Last BaolAB+
The First LeagueN/AN/A

  • I love the change to the War Forge, as I feel like the scaling benefit makes it equally useful all game long.
  • Major improvement to the Pox Sample. The Bombardment Stance is unique, which I'm a fan of on relics, and I'm glad that it's more accessible.
  • I'm not a fan of the active of the Vultaum Reality Perforator's active effect. It doesn't fit in with the theme of the relic, which seems to be focused on alternate realities, which the amenities useage ties into nicely. A random duration buff of a random type just doesn't feel great to use, either, but at least it can be more than 1 year now.
  • Also not a fan of the Yhut Cryo Core. Generally I find by the time I finish my precursor chain that a 3rd pop on colonization, up from 2 with Exploration, doesn't feel very impactful, especially compared to the passive effects of the other precursor relics. The energy weapon fire rate feels tacked on, and doesn't make sense for an empire that was
    wiped out by the first sentient species they encountered.
    I suppose the active effect is still pretty potent, but all told I'm not a fan of this relic.
  • I'm also a huge fan of the changes to the Psionic Archive. It's actually valuable now for non-Psionic playthroughs.
  • Never been a massive fan of The Last Baol, as I feel like it's active is largely just a worse version of the AP for Gaia terraforming. But that being said, these are solid changes.
  • Okay, so I get that the First League doesn't have a Relic because they have a Relic World... but I feel like they deserve something, especially something related to Diplomatic Weight, Vassal Loyalty, or even Federation Cohesion. It'd be really cool to get something like "The First League Charter" added to the game.

Crisis RelicsCurrent RatingWith Changes
Extradimensional WarlockCA
Contingency CoreAA+
Prethoryn QueenCA
  • Love all of these changes. The Warlock is a massive improvement, as is the Queen. The contingency Core was already the best of the 3, but anything that lets me crank out more megastructures is good to me.
Other RelicsCurrent RatingWith Changes
Ether Drake TrophyB+A-
Khan's ThroneAN/A
Blade of the HuntressBA-
Head of ZarqlanCN/A
Miniature GalaxyAN/A
The DefragmentorAN/A
The OmnicodexAN/A
Scales of the WormAN/A
The RubricatorAN/A
The SurveyorAN/A
The Galatron404404
  • Flat out buff to the Ether Drake Trophy, love it.
  • Blade of the Huntress having a boost to Diplomatic Weight feels a little off, I'd prefer to see something else war-related like less war exhaustion, but still a solid relic.
  • Personally, (yes, I play Materialist a lot) I find the passive effects of the Head of Zarqlan to be more annoying then they're worth. Sure, having the Spiritualist FE like me is nice, but the Spiritualist Ethics attraction isn't worth it to me in exchange for that and being allowed to colonize 4 Gaia worlds that may or may not even be near my borders. Also, a handful of FE ships usually isn't worth the influence to me compared to basically any other relic in the game. Thematically, it's fantastic. But honestly half the time I don't even both with the archeology site when it pops up.
  • I agree with the no-changes on pretty much every relic listed. They're all fantastic and some of them are my favorites in the game.
  • Still not 100% convinced the Galatron even exists, hence the 404 rating. Seriously, it's fantastic, but actually getting it? Sheesh. I like my chances better against a 25x triple crisis playthrough.
I'm sure it's probably outside the scope of your work, but I'd also love to see more relics. I mentioned that I wish the First League wasn't left out compared to the other precursors. I also would love to see smaller relics related to the other Spaceborn Organics (Ameoba, Cryalines, Trykanni, and Void Cloud) similar to how you get the Surveyor from the Mining Drones. Maybe have the relic be given to the first empire that claims their home systems (if passive) or for clearing out their home system otherwise. I also feel like a few of the Leviathans, thematically, would make sense to have a relic, such as the Dreadnaught, the Fortress, and the Scavenger Bot.
 
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Might be more suited for the combat rework, but have the devs ever considered adding the ability to scrap megastructures? Especially as RW or Habitats get destroyed when the crisis hits. It would be nice to be able to remove the damaged ring world and build a new one in its place.
 
How about having the Omnicodex allow for hybrid species, or having some of the species spawned by it being hybrids?

Feels like its the only genetics focused relic, so having the ability to build a "perfect" race, min maxing traits thanks to it would be great.

Or allowing it to move an apply any of the traits that can be unlocked by events when bio engineering.

Or being able to convert a pop into hybrids so the same traits can be applied across the whole empire without needing to purge pops and replace them with the better race.
 
  • Head of Zarqlan
    • Has both an early game and a late-game bonus as well as superb flavor.
It's passive effect is annoying for non spiritualists and I would like an option to give or throw it away.Having to ignore the digsite is annyoing and even cracking the planet doesn't remove it.
Has both an early game
The digsite can only spawn after the midgame.

Still not 100% convinced the Galatron even exists, hence the 404 rating. Seriously, it's fantastic, but actually getting it? Sheesh. I like my chances better against a 25x triple crisis playthrough.
I have seen it once on a game with Starnet and the AI got it since it apparently uses the decision as well when using the mod.
 
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i see it this way, and i'm probably wrong.

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.

So shouldn't we get some trade/resources from all these pilgrims?
 
i see it this way, and i'm probably wrong.

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.
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.
FE have forced open border with evryone)
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.
 
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... While we are not giving you the ability to choose which precursor you spawn with, ...

What a pitty.
How about this: Make sure, every player gets a diffrent precursor, as long as you have less players than precursors. This way, you don't have to compete with your friends over the same relic, if playing coop.
 
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Still not beaten the Contingency yet since I play on 5X crisis with early arrivals so I didn't know the passive effect for their relic was +100% pop assembly...I mainly play Determined Exterminator...Wow!

I'm sure we wouldn't get these changes in our new update on Consoles, but when we get the update, will we have the current effects?
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).
 
Two further bits of feedback; the First League reward is too highly variable, and the spiritualist FE's Gaia worlds should be hidden until someone acquires the Head of Zarqlan.

First, the league. If you can restore it to full function and/or are in a galaxy with a low planet multiplier, it's fabulous. Truly, 25-size arcology? Outrageous. On the other hand... empires who can't theoretically take the arcology ascension perk aren't capable of restoring it, which reduces the value considerably even disregarding planet multiplier concerns. For any hivemind besides a rogue servitor, this is a major letdown to get. I would suggest making it specially possible to restore the First League relic world regardless of tech or empire type (still requiring cleared blockers/resources) could make less of a total waste to get it as a hivemind.

Next, the gaia worlds - if they're made hidden until someone finds the head, they can use the same spawn bias as precursor systems do to spawn in/near the one who finds it from worthless stellar bodies (like the Contingency spawn logic, basically). It's not like you can actually use them for anything anyway most of the time unless you happen to consecrate them yourself, considering it's effectively required that you be capable of fighting off their guardian to colonize them and that means even for a very strong empire they're starting from nothing quite late. This could then also be used as an "out" for non-spiritualists - upon colonizing the first one, you get a dialogue prompt with the FE to declare that you're fulfilling a prophecy or that prophecy doesn't matter. If the latter, the bonus changes to 5% unity or something and no longer spiritualist ethics attraction.
 
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  • 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.

While it does make sense for both these relics to boost their respective ethics it would be a better bonus to all empires if they boosted 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.

An idea could be making the passive that currently only apply to Machine empire the standard one to all empires.
 
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Yuht Cryo Core:
Current:

  • Passive: +1 pop on every new colony
Changed:
  • Passive: +1 pop on every new colony, +20% energy weapon fire rate
Contrary to some others opinions, the Yuht Cryo Core is potentially the strongest relic in the game. (Although new Cybrex Warforge is also good) This is because the reduced fleet upkeep scales with your fleet size, so a huge fleet gets a huge benefit in saved alloys (and energy) and does not cost minerals. Expanding empires that take the expansion tradition make great use of the passive in early or even mid-game with +3 pops on a new hab or world. Colony ship production becomes pop production with resettlement and lots of micromanagement.

The additional +20% energy weapon fire rate is compatible with the fleet upkeep reduction in that it is a fleet bonus, but why only energy weapons? This could just as well be a reduced empire size modifier instead.
 
Cybrex's forge is even less useful now than it was.

If previously it was an early +5% to alloys granting increased pop efficiency, now this buff is gone.
Mineral cost and actual need for Cybrex armies always made it a thing for mid-late game, IF you ever need to actually capture planets (aka Nihilistic Acquisition says 'hi', as well as patient bombardment after wrecking of every hostile starbase).
As for Cybrex's active effects. Early game can't afford 3k unity per activation. Mid game would rather invest unity into traditions, minerals into ecumenopolis. Late game will find minerals/alloys conversion rate laughable.
 
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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
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.
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.
Given you're literally cheat coding the universe, maybe grant some physics insights?

Also in general there are a lot of passive and active society boosters compared to other sciences. There's a similar issue with planet modifiers.
Note: The Surveyor has half the cooldown and only costs energy to activate. It’s still an excellent peacetime relic.

Please feel free to analyze and make tier lists.
I think it could be neat to have actual tiers or categories of relics on separate cooldowns. So you could have "minor" relics like the Surveyor that run off a 5 year global cooldown and "major" relics like the warforge that run off a separate 10 year cooldown. Or you could distinguish them by theme, with technology stuff running off one cooldown because of the specialist knowledge required while only one prestige object at a time can be your empire's featured exhibit.
 
I always found Stellaris’ confluence of society research and biology/genetics to be weird and unnatural

Well that's how you produce Xenomorphs so it probably is quite weird and unnatural.
 
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