• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #266 - Rise a Knight!

Greetings squires!

Mr. Cosmogone here, on behalf of the Lord Commander Eladrin who gave me his blessing to tell you more about the mysterious Knights of the Toxic God.

image6.png

“Pledge thy Life to Realm and Quest”

The Origin is content oriented, but it does come with some unique mechanics to support the narrative and put you in charge of an empire dedicated to a quest.

Starting with your Homeworld, which still bears the scars of the passage of the Toxic God in the form of five unique blockers:

image7.png

I hope you brought your swimsuit!

As the quest progresses, you might get a chance to upgrade these into powerful assets, but at the beginning of the game, they will be a thorn in your side, reducing the number districts you can build on your homeworld.

Fear not however, for the Order has built you a brand new habitat to serve as your springboard to galactic dominance!

The habitat comes with several unique features, including an imposing building:

image5.png

“No fearsome Foe nor Vastness black,
No moat or wild shall hold thee back.”

Knights are expensive specialists who will provide you with quest progress, and increasingly powerful boons as time goes on, while the Lord Commander is a ruler stratum job which is basically a super knight.

Both of these jobs are supported by Squires, who mainly come from the habitat’s unique districts:

image1.png

“Let Faith and Honor be thy Guide,
To Chivalry and Oath abide.”

All of this is done in service of the Quest, a unique situation which will slowly progress towards, well towards something.. Well, actually, multiple somethings which will be up to you to discover.

Let’s just say that it’s going to take a while, and cost you a considerable amount of money and alloys.

image3.png

1819 months is about 150 years, but there are ways to speed up the quest.

The Quest, the Knights and the Order will definitely put some stress on your economy in the early game, but having the elite of your nation ready to serve also comes with a few benefits, like the Knightly Duties policy:

image2.png

“Now raise thy Sword, take up the Fight”

And while your start will be rougher than most, should you overcome the challenges thrown your way, you will find that the knights can prove very valuable. That’s all for today, I’ll leave you with a peek at a late game habitat setup that occurred during one of our playtest, with only a little bit of minmaxing involved:

image4.png

“Swear thy Vow, and Rise a Knight!”

What's Next?

Is it time already? This Thursday we'll have @PDX-Loke providing the Patch Notes for the Toxoids Species Pack and the Stellaris 3.5 "Fornax" update!

See you then!
 
  • 72Like
  • 29Love
  • 13
  • 3
  • 2
Reactions:
Our development version AI with the detox Ascension Perk (with no Terraforming Candidate Restriction), and 200+ planets would like to know your location.
You need more anti-lag empires.

*terravoring intensifies*
 
  • 1
Reactions:
This looks very fun and i am definitely going to try that.
But i also agree with the general sentiment that the knight-squire-lord-commander structure might be very interesting in general, even without the origin for different (non-gestalt) empires.

Is there a chance we get a stripped down version of this as a civic somewhere down the line?
The interest seems to be quite high in the community.
 
Last edited:
  • 5
  • 1Like
  • 1
Reactions:
Just the ones with a special "terraforming candidate" modifier. They also said in a stream that toxic worlds can be bigger than habitable planets (size 25+), but those planets will never be terraforming candidates.
Wait, so how does it work? Are terraforming candidates no longer tied to an anomaly?
 
I think the candidates will be determined at game start and the anomaly will reveal them; right now, it's the anomaly that determines the candidates.
That would be perfect, but I'm still worried.

Are toxic terraforming candidates pre-spawned and revealed immediately, or retroactively upon taking the ascension perk? Otherwise, if you take the perk in late game, you might be unable to terraform any toxic planets at all.
 
  • 1
Reactions:
That would be perfect, but I'm still worried.

Are toxic terraforming candidates pre-spawned and revealed immediately, or retroactively upon taking the ascension perk? Otherwise, if you take the perk in late game, you might be unable to terraform any toxic planets at all.

You'll be aware of which toxic worlds you can terraform before you take the AP.
 
  • 6
  • 2Like
Reactions:
I want to echo the desire for a Civic to get The Lord Commander and Knights sperate from this origin.

I dig the Origin and it is cool, but...I want Necroid Knights.

For...Reasons.
As has been repeated many times, the storyline is the only part that's toxic themed. It's not portrait locked. You can have Necroid knights.
 
  • 3
  • 1
Reactions:
You'll be aware of which toxic worlds you can terraform before you take the AP.
Any chance that Ice and Barren worlds will get the same treatment?

Btw. The fact that Ice planet get the same event text about water around the poles is plain weird.
 
  • 1
Reactions:
I actually like that they've stepped away from creating a generic, empty mechanic and went fully on the theme to give it depth. Stellaris has so many "empty vessel mechanics" already, a good portion of them abandoned and just used "for RP" as arbitrary starting flavour.

I'm not a fan of the progress bar systems that have been adopted for nearly everything since "Ancient Relics", but if it delivers a good range of outcomes then whatever gets it done really. I just hope there's a good variety of side-outcomes to pepper the gameplay as we progress through it than just one big-bang at the end.

edit: A question to the devs if they can bother: Will different choices affect your relations with other Toxic God nations?
 
Last edited:
  • 3Like
  • 1
  • 1
Reactions:
Yeah, this does look interesting and a real cool setup so to echo what pretty much everyone else seems to think I'd vastly prefer it if it were generalised rather than being exclusive to the Toxic God.

Make it a general pick with some degree of Spiritualism or Militarism required, we could have crusader kingdoms or a Pacifist Jedi-esque civilisation or attach it to a Megacorp and form an independent condottieri state.
I'm even more desperately hoping for an internal politics rework now too, because such an idea has obvious potential to go alongside the Feudal Society civic, but as it stands there's not much in the way of synergy or real meaning in such choices beyond what modifiers help what other modifiers.
 
  • 3
  • 3
Reactions:
I wish one of the blockers was called "Foul Fungi of Unusual Size" or something.
 
  • 4Haha
  • 1
Reactions:
Gestalts (& genocidals) are barred from knighthood.


About the Origin:
The only critique I have is that you have no interactions with other Knights of the Toxic God, a what I think is a missed opportunity for some events my questing knights could cause in empires neighbouring me (good & bad events)
and what I think would have been a nice addition is a "former Knight"-trait for leaders that, like latent psionic, only appears on a few of your leaders with a specific bonus for each leader class.

I'm just messing with him, because he said there were 'no portrait restrictions' on the Origins. Technically you can't play as a Machine Empire, and the Machine Portraits are all locked to it when picking an origin.
 
How did no one repost this gem from the reddit thread? See below:


We're Knights of the Toxic Table!

We dance whene'er we're able.

We do routines and scan the things,

With science impeccable!

We produce well here in Chemalot,

We make motes and totes and boats a lot.

We're Knights of the Toxic Table!

Our vessels are formidable,

But many times, what we're assigned,

Is uninvestigatable!

We've espionage in Chemalot,

We spy on neighbors quite a lot.

In war we're tough and able,

Quite indefatigable.

Between our quests we scan relics and research what we're able!

It's a busy life in Chemalot!

We have to find the Toxic God~!
 
  • 4Haha
  • 1
Reactions:
So are Squires, Knights and Lord Commanders unique to the starting habitat, or will we be able to get them on other habitats/planets?