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

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

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

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

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


Crisis Relics

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

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


Precursor Relics

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

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

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

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

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Now we will always be ready to spread some plague.


Event Relics

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


Precursor Relics:

Javorian Pox:
Current:

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

The Last Baol:
Current:

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

Yuht Cryo Core:
Current:

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

Psionic Archive:
Current:

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

Cybrex Warforge:
Current:

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

Vultaum Reality Perforator:
Current:

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

Event Relics:

Blade of the Huntress:
Current:

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

Omnicodex:
Current:

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

Ether Drake Trophy:
Current:

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

The Surveyor:
Current:

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

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

Crisis Relics:

Extradimensional Warlock:
Current:

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

Prethoryn Brood-Queen:
Current:

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

Isolated Contingency Core:
Current:

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

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


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

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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
Will Javorian Pox Bombardement actually work after that? I recall several games when I tried to use the pox bombardement stance and it seemed to have no effect at all.
 
I really like all of these changes.

Two things:

- Can we change the sublight speed bonus on the Blade of the Huntress to something else? It feels really immersion breaking to me. Why does having a sword make all of your ships faster? Do they hook it up to the engines? Maybe Ship Fire Rate (due to a morale boost), or an actual morale boost for armies?
I always thought the Blade relic made more sense for buffing your ground troops. Like no moral damage to your troops when activated + 50% strength (don't know if these numbers make sense but you get what I mean). I remember finding the effect very strange when I got the relic the first time.
 
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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.
Ah shoot, I misread it. I thought it said you could hit the same world twice, once for the gaia world and once for the preference. So you could halve your number of worlds but they'd be better.

A big part of this is I don't really like gaia worlds as implemented. It's not really worth going into why in this post except that it's much less of an issue for me if they're explicitly rare oneoffs, which the AP and relic mess with. So I liked the idea of the relic gaining the ability to be used multiple times on the super special subset of worlds. Shame it's not real :)

edit: no wait I was right the first time
  • 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.
 
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I have heard the feedback and this is my current plan for the head.
  • Spiritualist Bonus moved to the active, but it will be even more ethics attraction.
  • The fleet size you gain will scale with use, however capping relatively early. This is still quite an easy relic to get.
  • I will look into allowing the AI to also get the event for the relic, if I can not I will make it so that it only spawns in 60% of games that you have the Fallen Empire FE or something.
I'd still like an option to destroy or give it away,sometimes I just don't want the Head for RP reasons and I'd rather piss off the Fallen empire.It makes no sense for my Fanatic Purifiers to worship an alien head or employ a xeno fleet.
 
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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. 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.

What?
That's such a niche situation that making any global balance decisions around it would be a rather poor decision.
Also Post-Apocalyptic as an origin has enough sueless issues that devaluing a precursor relic in the 1 in 7 chance that you get it does not help it at all.
There is no obstacle to colonizing Grunur Prime. Getting a few habitability bonuses by the time it takes to dig through all the archeology sites is not hard, nor is getting droids. And generla terraforming is easy to get too, only climate restoration takes a bit longer.
The last baol does not create a whole new playstyle, it is too limited for that. And as you say they are supposed to be a major boon. The last boal isn't, and this change makes it even less so.
The major use of the last baol so far was a) making a bad habiltability planet better in the early stages of the colony, allowing it to floursih faster and b) getting a small production bonus on a few of your major worlds.
This change gives a miniscule bonus to b) while removing a). That's it. That's neither interesting nor powerful. Calling a) a new playstyle however...nope, it's the same you do anyway, just with 10% extra.
 
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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.
I still think that the gurnur artifact should turn some worlds into hiveworlds if you're a hivemind. Cuz like infested worlds and hiveworlds are cool and all.
 
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I don't see how these changes make the Zroni and Baol relics that much better for machines/hives. If anything +5 ruler cap is useless given previous updates have made ruler bonuses from levels into complete garbage. A tiny increase to edict capacity, not even a percent increase! And an edict costing one of the most expensive resources of the game probably better spent sold for the economy boost.

Suggested changes : Zroni
- First off, give rulers a % increase to monthly unity again. This makes their levels relevant again.
- Increase the unity of unity jobs for gestalts. This is pretty thematic considering it's the spiritualist artefact, and a fair bonus granted gestalts can't use the shroud appeal.

Baol :
- Let gestalts corrupt the last baol for a gestalt flavored effect.
- Make this take longer / cost more. But hive worlds instead of gaia worlds for hives. You kinda want to replace your gaia worlds with hive worlds in the late game anyways, making this relic quite a bit less appealing for hives. Compared to organic empires who don't have much reason to stop using this through the whole game, and the change only makes it better for them.
- Ditto, higher cost. But some kind of machine worlds mildly flavored to be biomechanical in nature. Perhaps even let non machines live there at 50% habitability.

Lastly, that yuht core buff seems excessive. 20% is a lot in a game where fire-rate is the strongest DPS stat for ships most of the time. Especially with neutron launchers being the powerhouse they are. Could this please be like, halved?

For the vaultaum artifact. Please scale the effect to the duration. lucking out on a 50% bonus for 5 years can easily win you just about any war except for the hardest ones.
 
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Feels a little odd to be asking for the removal of content, but have you considered scrapping the Prethoryn Queen ship event?
There are currently two events that can randomly trigger when you destroy a Prethoryn ship: One that gives you a Prethoryn Queen relic that spawns Prethoryn ships, and one that gives you a Prethoryn Queen ship that spawns Prethoryn ships.
It's pretty confusing and redundant.
 
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I'd still like an option to destroy or give it away,sometimes I just don't want the Head for RP reasons and I'd rather piss off the Fallen empire.It makes no sense for my Fanatic Purifiers to worship an alien head or employ a xeno fleet.
To be honest, I'm surprised there isn't an option for necromancers to resurrect the Prophet.
 
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To be honest, I'm surprised there isn't an option for necromancers to resurrect the Prophet.
Not much left of Zarqlan though. Would just be a talking head.

Permanent Employment + Gospel of the Masses + Media Conglomerate + Head of Zarqlan = Zarqlan comes back as a televangelist broadcasting host?
 
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You do find the entire mummified body. It's jsut "too big to take it all" so your archeologists only take the head. No further explanation is given.
The event text mentions that the body is too decomposed to be moved it's not about the size,

The body is too far gone to be moved , but the head is surprisingly well-preserved
 
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