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Stellaris Dev Diary #264 - Damn the Consequences

‘Sup, trash bangers?

Today we’ll be taking a look at some of the features coming in the Toxoids Species Pack. As we’re on an accelerated dev diary schedule, there’s no time to lose! Let’s jump straight into this and turn it over to @Gruntsatwork .

Overtuned​


One of our two new Origins for Toxoids, Overtuned is the grim but exalting reminder that a brief life burns the brightest. Through invasive surgery and by modifying biochemical pathways you can impart your pops with 13 new overtuned traits. Each of these traits is a mirror to an already existing, far more survivable trait.

An Overtuned Empire being made


As you can see, the overtuned traits can even be picked with their “natural” opposing traits, or stacked with their mirrors for all your double-dipping needs. There are next to no restrictions on mixing them with other traits, so feel free to create whatever biological monstrosities you can imagine.

In practice, the overtuned traits are all about as strong or slightly weaker than their mirror traits, usually cheaper in trait point cost and reduce your leader lifespan depending on their point cost.

In addition to their normal effects, the origin will also grant you access to a new edict called “Damn the Consequences”.

This edict doubles the positive effect of all overtuned traits, but also doubles the upkeep of those pops. Its unity cost is a percentage of your own unity income, so you will always be able to damn the consequences. Furthermore, the edict has a lock-in period of 5 years, which means you will not be able to cancel the edict until it has been active for those 5 years.

New Traits​


With Toxoids, we are adding 4 new traits to the game, available to all portraits and 3 of these traits will be available at gamestart.

Incubators
Incubators

Incubator pops will enjoy only a modest bonus on their capital worlds given their starting number of pops but fresh colonies will quickly reveal its full power.

Inorganic Breath
Inorganic Breath

A small but flavorful addition to our trait roster, to better support your exotic needs.

Noxious
Noxious

Noxious pops will decrease the happiness of all non-noxious pops on the same planet, while in turn receiving a happiness bonus for every non-noxious and therefore unhappy pop. Talk about toxic neighbors.

Exotic Metabolism however, is an advanced Trait and will thus require fully finished Genetic Ascension, as it requires a robust economy to support their exotic upkeep.
Exotic Metabolism

Its benefits are strong, its upkeep severe and it requires a deep investment into biological enhancements, we hope to see some interesting builds with this.

Civics​


Toxoids will also bring 3 new civics with it, to give you more of that slimy but satisfying feeling.

Mutagenic Spas
Mutagenic Spas and Gestalt variants

Our first civic that does not start you out with its special building, Mutagenic Spas, and all of its alternate versions, give you the option of boosting your pop growth on highly industrialized worlds, as your pops enjoy the fruits of your pollution.

Relentless Industrialists
Relentless Industrialists

Relentless Industrialists will have to deal with an ongoing situation about the environmental effects of their increased efficiency in alloy and consumer goods production. Of course, should you be cold-hearted and profit-oriented enough, it becomes a self-solving problem, if you can afford to work in such a hostile environment.

Scavengers
Scavengers

Arriving hand in hand with one of our changes for the free patch, namely the ability to choose what you wish to gain from debris, alloys or research, the new Scavenger civic will allow an empire to gain both benefits as well as salvage some actual ships from the debris.

Megacorps have access to all three civics.

Detox Ascension Perk​

Detox Ascension Perk

Detox Ascension Perk

Even the toughest species can’t quite survive in a world that is entirely poisonous.

50% poisonous however is another beast altogether.

With the Detox ascension perk, empires will be able to turn those giant balls of death into giant balls of not-quite-death.

Given how perilous toxic worlds are, this act of terraforming will be a bit more involved than normal, since even after the initial phase makes them colonizable, there will be remnants of their toxic pasts interfering with their prosperity.

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Next Dev Diary​

This Thursday we’ll have a dev diary from the Artists, including some interesting things about the character’s outfits and what we’ve done differently there.

See you then! Don't forget you can Pre-Order Toxoids Now!
 
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@Eladrin how does the "create ships out of wreckage" works?

Many months ago, I suggested that *all* battles should create a debris field in system (only 1 each system, that after each battle gets merged), as a means of expanding gameplay and recovering minerals, alloys or food, depending on the ships that fought there.

i.e some kind of salvaging & recycling gameplay. So is that in right now? Or are we still on wreckage created just for tech?
if the empire that made the wrecks uses catalytic processing the wrecks should give food
 
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LOL! still top tier in singleplayer, even tough AIs wont be that smart.
 
I'm well aware of the concept. However, from a gameplay perspective, if it eats ec and works a job, it's functionality no different to a robot. Only the art really changes - and maybe some inherent trait like they grow faster when there are more of them.

With the way planetary economies work it wouldn't really play any differently. And to make the concept fit I would not be surprised if such a pack has energy beings inhabiting dead matter - rocks, corpses, rusting long-failed machines, to give them corporeality.

Asking for a energy being pack can just as easily be substituted with an MI start - or asking for starting as Individualist synths if the energy things aren't gestalts.

One way to distinguish an energy being from a machine pop might be to use the ambient system environment as a habitability preference.

Energy beings would live on planets, but they wouldn't care (as much) about the planet's biome -- they'd care about having the correct type of star.

G / M / K star in combo with the 3 broad biome categories (wet / dry / cold) gives nine habitability settings, just like regular species, and they wouldn't need a new type of planet.

Habitats would also care about the star (+20% / -20% habitability).

If you got the Worm's Tomb Preference, you'd also get Black Hole preference, because the Worm loves you. Excellent for a Crisis run.


Phototropic plants might get some kind of star-based habitability bonus (or penalty) in addition to their biome preference. Not as impactful as the energy beings, but enough to make you care about the star in addition to the planet.
 
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I wish the civic relentless industrialists also got a edict that allowed for increased energy from technicians and increased minerals from miners reducing habitability per district as well as reduced food production. Imagine it as polluting with power plants and strip mining for increase basic resources to fuel the industry..
 
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While Post-Apocalyptic ensures higher habitability on worlds turned into Tomb Worlds with Relentless Industrialists, Lithoids or a Subterranean Origin would also provide ways of managing the low habitability of tomb worlds, and the latter would provide ready access for lots of minerals to make those alloys and consumer goods with. One could also combine with Masterful Crafters for even more consumer goods from one’s already more productive industrial districts. Though there are still the stacked growth penalties to consider.

But I definitely like the idea of the evil, polluting Relentless Industrialist megacorporation as an idea for a future run.

It seems a bit of a shame that Radiotrophic will probably still be locked to Plantoids and Fungoids only though, due to how the DLC works. I think that Radiotrophic would be very flavorful and mechanically appropriate for the Toxoids species archetype as well, especially with the existence of Relentless Industrialists and its Tomb World flavor/mechanic matching up very nicely with it.
 
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Honestly Detox Ascension perk need -25% Terraforming Cost as well, How many Toxic Planet are there, its pretty useful for expanding the liveable place at least, there's Hive world, Machine World, Gaia and Ecumenopolis as Ascension perk, now there's Toxic World Terraforming as well. Look forward for Terraforming molten world and gas giant as well.

Though I really really like it if Orbital ring and Habitat could be construct at the same planet.

Also no Asteroid and Gas Giant Mining, and here I thought Industrial relentless gonna squeeze these asteroid to death, like terravore but instead the Asteroid turn into broken asteroid in exchange for huge amount of rare resources and mineral.

I really want to colonize Gas Giant and Molten World as well, look forward for Next DLC I guess.

Maybe add brand new climate cause 9 typical biome is too small, gonna keep using Planetary Diversity mod I guess.
 
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Also no Asteroid and Gas Giant Mining, and here I thought Industrial relentless gonna squeeze these asteroid to death.
Mining stations are literally already a thing what on earth are you talking about?
 
There is already a rare vanilla terraforming event, when terraforming a tomb world, that unlocks radiothrophic as an addable trait for all species types.
You mean the third option of this event? Which would also be the best option and something should be done to presapient traits too.

Radiothropic 1.png


Radiothropic 2.png


Radiothropic 3.png


Radiothropic 4.png
 
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Oops sorry I mean consume the asteroid till it gone, like terravore but instead mining the asteroid till it become broken asteroid.

You know unique mechanic or something.
I remember that crystalline entities when they infest a new system go for asteroids and turn them into broken planets after they spawn the new hostile fleet.
 
Relentless Industrialists
View attachment 873726
Relentless Industrialists will have to deal with an ongoing situation about the environmental effects of their increased efficiency in alloy and consumer goods production. Of course, should you be cold-hearted and profit-oriented enough, it becomes a self-solving problem, if you can afford to work in such a hostile environment.
What if I like tomb worlds?
 
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The Situation gives you the option to embrace and study the changes that are occurring.
Embrace like embracing the Worm? If you get the worm do you get easier access or a speed modifier to tomb worlds situations?
 
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Will any of the new traits be incompatible with already existing traits (for example will it be possible to put gaseous byproducts and inorganic breath on the same species) and if so which ones.
 
Noxious. I...I love it. It's like a little bundle of malefic joy.

The only thing I'm wondering is if the happiness modifiers are actually strong enough to be felt. Would be a shame for other empires to forget it's there.
 
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