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Stellaris Dev Diary #263 - Announcing Toxoids

Hello everyone!

Today we’re announcing our next Species Pack that will be released alongside the 3.5 “Fornax” update, the Toxoids!

Whether you burn the future for the benefit of today or scavenge the past, Toxoids are survivors. Toxoids gives you the chance to gamble the future of your planets for immediate gains, and make the tough sacrifices necessary to survive a hostile galaxy.

Pre-Order the Toxoids Species Pack today!


The Toxoids Species Pack will be bubbling over with things such as:
  • New Origins:
    • Knights of the Toxic God: In the depths of your homeworld, rumors rumble of a true power buried under the toxic sludge. Do you dare to dredge up the secrets of your past - and potentially unleash them upon the galaxy?
    • Overtuned: The candle that burns the brightest, burns itself into the galaxy’s memory! Play as a species that can gain more and more traits at the cost of its own lifespan, and live for today without worrying about sticking around for tomorrow!
  • New Civics:
    • Toxic Baths: Grow your population fast with a fresh infusion of mutagenic sludge - so long as you’re willing to tolerate the costs to your planet and your people!
    • Scavengers: One empire’s trash is your empire’s treasure! Don’t be too proud to harvest debris and destruction for quick construction projects of your own.
    • Relentless Industrialists: If you’re going to keep up with demand, you’re going to have to learn to ignore all of those petty regulations and negative opinions. The surviving population will thank you for all of the resources you gain!
  • New Traits:
    • Incubator: Repopulate quickly when your planet is empty, but those growth facilities can fill up fast!
    • Inorganic Breath: Your own people are a source of valuable exotic gasses! It’s a shame the respirators are so expensive.
    • Noxious: Other species can’t stand being around you, and it seems like your mere existence is making your planets awful places to live. On the other hand, other empires have a very difficult time wanting to fight or subjugate you, and it’s hilarious to see the look on their faces when you’re in the room!
    • Exotic Metabolism: You’ve adapted to ask “are you going to eat that?” where other species would be calling the hazmat team. Eat faster, live longer, and enjoy a terrifying rainbow of flavors!
  • New Cosmetics: Species portraits, ship models, and cityscapes that only a mother could love.
  • New Advisor: Grow your empire alongside a relentless source of noxious sarcasm!

The Toxoids Species Pack and the Stellaris 3.5 “Fornax” update will be released on September 20, 2022, and will be playable at PDXCon this Friday and Saturday at Münchenbryggeriet here in Stockholm.

We’ll be moving to a rapid dev diary release schedule for the next few weeks as we attempt to cover everything that’s in the Toxoids Species Pack. We’ll see you next Tuesday with the next Stellaris Dev Diary.

Toxoid Ships


Pre-Order the Toxoids Species Pack today!
 
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Species Packs are all over the place though. For example Molluscoids have a bunch of ones that look aquatic, arthropoids could reaistically live anywhere, and so on
Plus they're aliens, and with a lot of them we only know what they look like from the shoulders up, who's to say they aren't aquatic or terrestrial on their respective planets?
 
Will Toxoid worlds get defence bonuses against enemy invasions?
Invading a land of toxic sludge can't be much fun whether you are poisoned by it (as an organic Space Marine) or corroded by it (as a shiny metal soldier).
1. One 9f the origins talks about exactly that.

2. I dont think we'll actually be able to inhabit Toxic Worlds. None of the wordings say that we live on that class of planets. Instead, everything says the SPECIES is toxic, and that the species is RUINING the world. That alone makes me think we start on a normal world, and that the things we do keep making our worlds have lower habitability (even for us, unless we pick that one origin). You get a short term resource bonus, but it costs a world a permanent -X% habs rating each time. The theme of the set is "bonus now for a permanent cost." NOT "we get to live on an otherwise unusable class of planetary objects."
 
I dont think we'll actually be able to inhabit Toxic Worlds. None of the wordings say that we live on that class of planets.
Hmm... not in this DD, sure. But both the trailer's description and the Steam page do:
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I was not expecting this, but I love it!

Now all we need are energy beings and a Lovecraftian Eldritch Species Pack and we can cool it with the Species Packs!
I need my “retro sci-fi” little green men and flying saucer pack too
 
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Ooh I could probably recreate the Grineer (from Warframe) with parts of this... looking forward to it!
 
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So these are those ammonia-breathing aliens that Eric Borland mentioned during the Board of Inquiry into the loss of colony NSD-578 (New Albion)?
 
I wish this had a bit more "science" flavor than "Glowing Green Goo Is Good To Us, Actually" but the art is really good. Might be a pack I get just to interact with even if I don't use them much myself.
It will be a massive disappointment to me if they do not make Toxoids get a hab bonus on Tomb Worlds, and if there aren't any changes to the Post-Apocalyptic origin with this; any sane semi-scientific approach would include radiation resistance or even radiation enhancement being involved with most "toxoids", not just that their biology makes use of carcinogens and highly-reactive chemicals in general.
Notably, this is what Star Trek did with the Malon (who appear to be a partial inspiration to some of the aliens and ship appearances shown).
Really hoping that the Civics/Origins supports non-default governments, whether that be Gestalts (although Mechaniods would possibly be more difficult to lean into the theme with) or Megacorps (who're criminally undersupported)
They said earlier in the thread that at least some stuff would work with Gestalts and Megacorps.
Please allow Scavengers to be used with Void Dwellers Origin.

So we can play Titan AE, for example.
It would be a huge letdown if you couldn't be Void Dwellers Scavengers.
 
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Exotic Metabolism: You’ve adapted to ask “are you going to eat that?” where other species would be calling the hazmat team. Eat faster, live longer, and enjoy a terrifying rainbow of flavors!
Oh good, we can finally make proper humans.
 
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If I were to speculate, I would guess that the Toxic worlds will be like tomb worlds - with a base habitability of 0%, maybe even for machines (due to causing corrosion) and traits/techs that make them moreliveable.

I wonder if any of the Origins/Civics give a Toxic starting world.
 
"Banging on a trashcan"
10/10 would laugh again.

Ideas look good. I hope implementation is as well.
 
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