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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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Isolated Contingency Core buff seems a bit too much. I think that it would be better, if it will just add 50% or 100% to megastructure building speed.

Its literally a relic you can only get in the last 50 years of most games, and thats also after defeating the contingency. Its not overpowered, and you will never even be able to use it for more than 1 or 2 megastructures.
 
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Definitely not a fan of the Baol changes. It was really good early-game, allowing you to fix up bad planets without spending energy terraforming them into your primary class (especially with Planetary Diversity in the mix).

Now it's a detriment. I can't imagine settling on Gunur Prime, spending two years building up my infrastructure, then locking out the build queue for five year while eating the production/upkeep penalties.

Gaia worlds are one of the most powerful planet classes in the game, being 100% habitable to all species and providing work bonuses ad happiness bonuses. They're obviously not the most ideal for every empire but if you're playing a large multispecies empire they're a must have. Yes there are some downsides to some of the ways you get them (Gaia origins arent great because of the lack of guaranteed habitable worlds and basically getting nothing else but a single Gaia world) but its absolutely beneficial to get the Baol and transform the planet into a Gaia. Your alternatives are wasting an ascension perk (which is way worse) or Gaia seeding (which is admittedly good too but takes much longer and requires a civic). Pretty much every advanced terraforming world takes some build queue time (just look at ecuminopoli). Many buildings can take up to a year to build, and this is literally the entire planet being changed into a powerful planet class so its not too long at all. And as for setting up your empire, why would you be building nonstop on any planet? Yes you construct stuff initially but then you wait until the slots fill up with workers. Besides, if you need to get something done then just move a building up in the que so it pauses the terraforming for a bit while it builds and then gets back to work. I can never think of a game where I just had to build non stop and couldn't spare 5 years to get a top tier planet for basically free. Heck just transform completely built up planets then, since like I said there's literally no downside to Gaia worlds so it doesn't matter when it becomes one since you will eventually want all your worlds to be them (unless you're also building Ecuminopoli). Its not going to mess up your infastructure, since theres no difference between a Gaia and the base world besides the fact that its an upgrade.
 
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I was today years old when I learned of the existence of the the "crystaline empire". I didn't know that was a thing either. Guess that just proves your point.
I think the only reason anyone knows is because people looking into the game files.

I would challenge anyone to prove they've ever seen this faction on a non tampered ironman save. I just don't believe it.
 
I also want to second (or third?) the notion of letting us kinda choose which precursor we get. because in the thousand hours I've played this game. I've gotten Irassians twice, Zroni and Cybrex once. Every other time it's the damn Yuht or First League. Never gotten the others.
In case you are interested in doing some tests:
File "...\Stellaris\common\precursor_civilizations\00_precursor_civilizations.txt"
Code:
precursor_1 = {
    size = 0

}

precursor_2 = {
    size = 0

}

precursor_3 = {
    size = 0

}

precursor_4 = {
    size = 0

}

precursor_5 = {
    size = 9999

}

precursor_baol_1 = {
    size = 0

    possible = {
        has_ancrel = yes
    }
}

precursor_zroni_1 = {
    size = 0

    possible = {
        has_ancrel = yes
    }
}

# https://www.reddit.com/r/Stellaris/comments/dl6llq/psa_how_to_easily_choose_your_precursor_even_in/
# console command > debugtooltip
# Once in game, on Day 1 you can mouse around and look at system tags, including the precursor tags that determine which precursor(s) can spawn in those systems.
# The tags are:
# precursor_1    Vultaum
# precursor_2    Yuht
# precursor_3    First League
# precursor_4    Irassians
# precursor_5    Cybrex
# precursor_baol_1    Baol
# precursor_zroni_1    Zroni

By the way, it is worrying that the forum code editor does not implement the scripting language of Paradox games. :p

The only thing that is worth something is the ringworld of the Cybrex ... but my opinion is biased since I always play with an empire of assimilating machines.
 
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But also to address the main point here. While I like the idea of content that has rare chances of happening, I still want it to Effing happen at some point before I die of old age.

I would love for the devs to explain why content virtually no one will ever experience without cheating is something they've spent time developing. When the chance to happen is this low, no one cares anymore. It's like playing the lottery. Most people don't even bother because they know their not gonna win.

Some numbers seems more reasonable when you plug them into multiplayer (which is where I think some of the idea of the devs balancing around multiplayer comes from).
0.5% chance for the Galatron timey 6 reliquaries is low and means it takes on average 200 reliquares / 6 per game = 33.33... games to get it once.
Now assume 10 players in MP and it is 10x6x0.5 = on average 3.33.. games to see it opened. Whic is not a bad average for something that can become the focus of galactic warfare.

And the crystallines are simply a gimmick. Like we have other stupidly rare things in the game, though I assume few people will paly the on average 100 games as void dwellers.
There is the question why time is spent on this, but more in the context of the general huge need for more generic events this game needs.

Gaia worlds are one of the most powerful planet classes in the game, being 100% habitable to all species and providing work bonuses ad happiness bonuses.

Most powerful, but relatively insignificant.
Habitability is nbot much of an issuie most of the time, and when it is you can colonize other planet types, or builf any of the special worlds.
The productiion and happiunbess is nice, but a very small part of overall output.
The result is that gaias are best, but not good. And every cost is an opportunity cost. 5 years of building nothing is not a big opportunity cost after a while, but it is a big one early in a colonies life, when the gaia transformation granted by the relic would matter the most. And that's the issue.
If you want every world to be gaia you need the AP or or civic anyway, so the baol relic is not a replacement of these unless you get it early and stay relatively modest in size. And for grabbing a bad planet and making it good (whish was the main use of the relic so far), well, that's when the 5 year timer hurts and that's what makes the relic a bit of a detriment right now. It loses its niche with that change.
 
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... that is one of the problems, that many players like me, do not prefer a Precursor for their relic but for their world of origin ...
 
The result is that gaias are best, but not good. And every cost is an opportunity cost. 5 years of building nothing is not a big opportunity cost after a while, but it is a big one early in a colonies life, when the gaia transformation granted by the relic would matter the most.
Again, I already addressed this. If you need to build something while turning into a Gaia world, just place the building you need into the que and move it up the list. You can do this with any building or project. Stellaris is not a game where it is normal to be utilizing the que at all times. In fact, you are rewarded for overbuilding significantly as high amounts of open jobs and housing is a major factor of increasing immigration, so just build this first and then you have all the time in the world to wait for a Gaia world. There should be no opportunity cost lost, just time spent. If 5 years is really cutting into your early colony strategy that much, you're not planning very well.
 
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Again, I already addressed this. If you need to build something while turning into a Gaia world, just place the building you need into the que and move it up the list. You can do this with any building or project. Stellaris is not a game where it is normal to be utilizing the que at all times. In fact, you are rewarded for overbuilding significantly as high amounts of open jobs and housing is a major factor of increasing immigration, so just build this first and then you have all the time in the world to wait for a Gaia world. There should be no opportunity cost lost, just time spent. If 5 years is really cutting into your early colony strategy that much, you're not planning very well.

But that means delaying the gaia process until the essentials are built, something that for example you don't want to do with a planet like Grunur Prime, because it has such bad habitability.
 
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But that means delaying the gaia process until the essentiuals are built, something that for example you don't want to do with a planet liek Grunur Prime, because it has such bad habitability.

Grunur prime is intentially a tombworld. Its meant to be difficult to set up on purpose. The game shouldn't suddenly reward you by turning the worst planet class into one of the best ones. The cybrex homeworld is also not immedietly colonizable the moment you encounter it. Grunur prime is a tombworld because unless you have a special tombworld modifier youre not supposed to be able to colonize it without advanced technology. Go use your new toy on some normal colonies first.
 
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Grunur prime is intentially a tombworld. Its meant to be difficult to set up on purpose. The game shouldn't suddenly reward you by turning the worst planet class into one of the best ones.

Yes, it should. That's exactly what the artifact did and still does.

Right now you're still incentivized to colonize Grunur Prime it's just that you'll have to do a meta build around 0-habitability cheese (clerks & soldiers & robots in productive jobs) so you can get some value from it during the Gaia-forming process.


@PDS_Iggy - my suggestion for the Baol artifact would be to have it cost more every activation. Start cheap (1k Unity) and increase the Unity cost such that after 10 worlds or so it's not a great value. (That's 100 years of cooldown, so solidly mid-game by that point.)

This increase would be instead of the 5 year build block.

Players will still get a lot of value from the artifact, but it will become more of a late-game Unity sink.

Nice contrast to the Cybrex artifact which increases in value for a fixed activation cost.
 
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Grunur prime is intentially a tombworld. Its meant to be difficult to set up on purpose. The game shouldn't suddenly reward you by turning the worst planet class into one of the best ones. The cybrex homeworld is also not immedietly colonizable the moment you encounter it. Grunur prime is a tombworld because unless you have a special tombworld modifier youre not supposed to be able to colonize it without advanced technology. Go use your new toy on some normal colonies first.

You literally get a relic to make it into a gaia world the moment the colony is finished as part of the precursor chain right there.
Grunur Prime is a Tomb world to show you what your new relic can do and I'd say it is literally placed there so you can use your new relic right away and gain a bigger benefit.

How don't you see that?
 
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You are not forced to use that bombardment stance, you can select whatever you want.
Hey, nice work on rebalancing.

However, the Javorian Pox passive bonus is quite useless for Necrophages, as you really don't want to kill your food, and already has great longevity.

I suggest that instead, you can use the pox to help in conversion by for example weakening the converted, removing the % chance to fail/escape necropurge.
 
You literally get a relic to make it into a gaia world the moment the colony is finished as part of the precursor chain right there.
Grunur Prime is a Tomb world to show you what your new relic can do and I'd say it is literally placed there so you can use your new relic right away and gain a bigger benefit.

How don't you see that?
If the purpose of the Baol relic is to make tomb worlds instantly habitable, then surely there's no point of tomb world origin if you get it. Tomb world origin is nowhere near as good as a full Gaia world, so if you took it and got that precursor your origin is now useless. On the other hand, if you make it take 5 years, any non-tomb world species can't settle the planet until they get some of the habitability techs, since any pop would decline itself out of existence by then. The baol precursor becomes a replacement for the whole habitability system and disregards any of your origin picks, habitability traits, research, class preferences ect.

You're right about one thing. The devs did realize that this made the first world an instantly habitable world. That's the whole reason they changed it. They never intended Baol precursors to invalidate and entite part of the game. You cannot apply design goals which the devs literally told us in this dev diary was not the intention at all. You just showed how the Baol precursor is unintentionally overpowered for no reason. How don't you see that? The devs are literally telling you that. Relics are meant to be major boons which can improve your empire, they're not meant to create a whole new playstyle.
 
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If the purpose of the Baol relic is to make tomb worlds instantly habitable, then surely there's no point of tomb world origin if you get it.

It forces a choice: make this Tomb world habitable for better long-term growth, or improve most of your population (on your capital) by +10% productivity & happiness for most of your current pops instantly.

That choice between long-term growth vs. short-term gain is an interesting choice.

I like choices.

I don't like nerfs which remove choices and add nothing.
 
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I would love to have the ability to turn off Head or Zarqlan passive with which it gives spiritualist attraction. It is a straight up detriment to my empire if I'm playing materialist.

I would like to echo this. If you haven't already I hope you consider taking a look at this relic and perhaps considering possible adjustments.
 
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