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Stellaris Dev Diary #282 - Announcing First Contact

Hi everyone!

About twenty minutes after we posted Dev Diary 280, the community had largely decoded the message we hid in there... CONTACT IS COMING.

Last week, we had A Message from Minamar Specialized Industries, and it's time to take them up on that offer. (And you deciphered the message in there even more quickly!)


I'm pleased to announce that the First Contact Story Pack will be released alongside the Stellaris 3.7 "Canis Minor" update. Click here to wishlist the Story Pack.


Look to the Stars, For You Are Not Alone

For countless ages, your people have looked to the stars with wonder - is there anybody else out there? When we meet, will they be friends or enemies? Will we be the ones to discover them, or are they already here, hiding in plain sight?

The First Contact Story Pack focuses on the experiences of these Pre-FTL civilizations, both from the point of view of the civilizations themselves as well as from the observers. Observation has been revamped with new enhanced systems relating to civilization Awareness, Diplomacy, and Espionage. New Insights can be learned from observing civilizations that have not been corrupted by the galaxy as a whole.

They've been here before.



The Universe Is Cruel, But Also Awe-Inspiring

Origins

Two Challenging Origins - Payback and Broken Shackles - revolve around the struggles of empires against the oppressive Minamar Specialized Industries, while a third standard Origin - Fear of the Dark - examines the fine line between paranoia and prudence. As befits a Story Pack, all three of First Contact's Origins are heavily narrative focused.

Our benevolent overlord.


Several new low-technology civics can change the way you take your first steps to the stars or how you interact with the pre-FTL civilizations you find.

Civics


One small step...

Nobody saw this coming in a Story Pack, but there's also Cloaking... We'll reveal more about that later.


This Thursday, we'll discuss the vision and themes of First Contact in greater detail.

See you then!
 

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The antagonist of both Broken Shackes and Payback is called Minamar Specialized Industries -- and unlike you, I see nothing wrong about having a non-random empire as my enemy. By the contrary, I hate the fact I cannot customize the homeworld of my species in Lost Colony, the members of my federation in the Common Ground Origin, my vassals in the Hegemonic Origin, my benefactors in the Scion Origin or my overlord in the Imperial Fiefdom Origin. Why? It's because I want a full customizable galaxy, where I can tell my very own stories.

If the "story" empire is customizable I have no problem at all, I think its the ideal solution, the problem is if its not customizable, then I prefer a generic one.
 
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Is that a picture of primitives giving gifts to a robot?
 
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Cool to see some more of the old brainstormed origins show up. I wish I remember where the list was posted.
 
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Does it differ between console and pc
I have no idea, sorry :/ I would guess it is probably the same, tied to galaxy size.

Now reading the post again, it seems Minamar Specialized Industries is a very specific empire that spawns and is related to those origins.
My other questions then would be:
Is it a megacorp fallen empire? Like if you had an evil Scion origin?
Or is it "evil" fiefdom origin where you have to face a regular empire, simply more advanced? I don't remember if Lost Colony already has that kind of background, I never pick it up.
Or is it like Marauder enclaves with a small three system empire, or Caravaneers with Chor's Compass?
So many questions!
 
Is it too much for me to hope that at least the Payback origin if maybe not the Broken Chains one will work with gestalt consciousness empires? I tend to enjoy those more than normal empires. Either way, this all sounds very fun and I'm super excited to try both of those out!
 
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The antagonist of both Broken Shackes and Payback is called Minamar Specialized Industries -- and unlike you, I see nothing wrong about having a non-random empire as my enemy. By the contrary, I hate the fact I cannot customize the homeworld of my species in Lost Colony, the members of my federation in the Common Ground Origin, my vassals in the Hegemonic Origin, my benefactors in the Scion Origin or my overlord in the Imperial Fiefdom Origin. Why? It's because I want a full customizable galaxy, where I can tell my very own stories.
So you like that the two new origins have a non-random enemy empire, but you hate the Imperial Fiefdom origin for having a non-random overlord empire?

I'm definitely in the camp of not caring for these hyper specific origins. It really makes every galaxy feel samey and hurts roleplay. Being able to customize this enemy empire would be great, but randomized (at least to a degree, if it needs to fulfill a certain role like "authoritarian MegaCorp" or so that's fine, like Fallen Empires).

I can't help but wonder if origins are really the best system for these types of story-heavy gameplay ideas. Why not just go all-in and start adding campaigns proper?
 
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I see nothing wrong about having a non-random empire as my enemy.
It wouldn't hurt to have a few different flavours though if we can't design them ourselves.

That ship in the Trailer makes me think of a Habitat, I would be interested to see a Resort or Penal World variety of Habitat you can put over neutral/primitive and hostile planets with tourist or abduction growth slots or a Science/Unity Purge. Edit: it looks like it is a Habitat based on the first picture on the Steam page.
 
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If there are more interactions with Primitives, would Xenophiles have the option of trying to save the survivors of the aftermath of a nuclear war? Similarly, would primitive civilizations have the possibility of surviving a nuclear war and end up with the Survivor trait of a Post-Apocalyptic Origin?
 
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Can't wait to buy this new DLC only to just invade and enslave every primitive civilization i come across without bothering to interact with all new fancy stuff. :p

On other hand cloaking does pique my interest. Good job as usual Stellaris team.
 
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Looks like I'm the only person who's not excited about cloaking. I think cloaking has the same problem as espionage, in that if it's effective enough to worth using it will be intolerable to have the AI use it against you. But mayhap I'm being overly pessimistic.
 
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Looks like I'm the only person who's not excited about cloaking. I think cloaking has the same problem as espionage, in that if it's effective enough to worth using it will be intolerable to have the AI use it against you. But mayhap I'm being overly pessimistic.
Well, I am not certain how it should work against normal empires, but I can definitely see why cloaking would be needed to keep primitives unaware of your activities.
 
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Looks like I'm the only person who's not excited about cloaking. I think cloaking has the same problem as espionage, in that if it's effective enough to worth using it will be intolerable to have the AI use it against you. But mayhap I'm being overly pessimistic.
I can see it as a way to increase the viability of the smaller ship classes in the late game, either spoofing your fleet if you can mix it with the big ships in order to hide their real Fleet value or as flanking fleets to harass their back line or bait them into an engagement.

I imagine it would just mitigate some of the late game omniscience from Sensor techs and Intel gathering for the smaller ships; I can't see it winning wars on its own or doing much during peacetime aside from altering your relative power calculations(which small ships would probably not affect much, unless you are playing on the smaller maps). If your entire fleet consists only of cloaked small ships you will still need to engage the enemy if you want to win wars, which I can't see small ships doing alone. Then again Frigates and the Torpedo changes make this a(n expensive)possibility, even against big late game fleets.
 
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