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Stellaris Dev Diary #283 - The Vision of First Contact

Hello everyone!

Earlier this week we announced that the First Contact Story Pack is arriving later this quarter, alongside the 3.7 “Canis Minor” update.

Today we’ll combine a quick summary of some of the features and go into why we wanted to do this Story Pack.

Wishlist First Contact

Tl;dr? Watch it on YouTube instead:

We’ve been eager to expand the interactions you have with pre-FTL civilizations for quite a while - some of the designs in First Contact date back to things we wanted to explore back during Federations, Nemesis, and Overlord. After some consideration, we decided that they had a strong enough theme to expand into the core of a full Story Pack.

The last few years have featured a handful of relatively dark expansions - Necroids, Nemesis, Overlord, and Toxoids all leaned towards authoritarian or dystopian themes, and while Aquatics was more neutral, we felt it was time for a more positive, utopian release.

It’s been quite a while since our last Story Pack, so this seemed like a great opportunity to unleash the might of our Content Designers.

Look to the Stars, and Tell the Heavens Your Story​

The Pre-FTL experience in Stellaris has generally not been a wonderful one. Utterly at the mercy of more advanced civilizations, they were eaten, enslaved, purged, and once in a while, peacefully integrated. When left to their own devices, they often destroyed themselves in a blaze of nuclear fire or met their end to asteroids. It was a tough life.

As with how one of our goals with Overlord was to make vassalization more enjoyable as either Overlord or Subject, we wanted to make interactions with Pre-FTL civilizations more interesting and robust. There should be valuable reasons to consider observation and non-interference, but we also wanted to take the chance to make the interactions you do have with them more meaningful - and update them to utilize game systems that have been added over the years.

Pre-FTL Civilizations now progress through the technological ages in order, with more ways to influence their progress, and allows you to do things such as partially enlighten a civilization before choosing other approaches to dealing with them. We’ve also introduced an Awareness level that can affect things like how quickly they advance and what kinds of interactions you can perform with them. Things occurring in a Pre-FTL civilization’s system might be noticed by them! Renaissance astronomers might find your Observation Post with their telescopes or observe a naval battle that occurred in the system, and even Bronze Age philosophers might comment that the fact that the moon just blew up might not have been a natural occurrence - though they admittedly might not correctly attribute it to the acts of alien life.

Old events have been brought up to our current standards, and some of the Observation missions previously located on the Observation Post are now split between Diplomacy and Espionage for the various overt or covert activities

1673956441367.png

Work in Progress view from our Observation Post.
This Early Space Age civilization hasn’t detected us yet, and will be joining us amongst the stars soon. We can’t do any overt Diplomacy with them without revealing ourselves first.


7cTdTjJZYnGSxR3QmRXY3Q6rX6fFwkFL5rzlT3kkWtTLGtgUE1_N1Eb3JpUXYVElc0sSr8ySjIkUZoQAh1Va0wdSJyfZL_Y8OiFE3Zsrwe-bvMnIWpWcf4xWEEo4W0x1zXJI1KlqtIcgmyFBylKVxys_ze9jsSPz3uIKtM3ySpYQhtzQ_fsWfqEz5X7RWA

This Stone Age civilization suffered a bit of Stellar Culture Shock when we revealed our presence.

We’re also adding some incentives for keeping them around and preventing them from being culturally contaminated by more advanced civilizations. While the space-faring civilizations generally agree on some things like the basic laws of physics and the existence of the number zero, sometimes the path not normally taken can reveal unexpected results.

insights.png

The Universe is Cruel, But You Are Not Alone​

We’ve added a lot of Origins since Federations, and three more will be in First Contact. While Knights of the Toxic God may still be the most verbose Origin, all three of these are lower tech starts with strong narrative and mechanical themes.

1673956522061.png

Broken Shackles is one of the ideas that started back in our Federations Origins brainstorming documents, then called Escaped Slaves. Originally conceived of as a mechanically focused, Challenging Origin with unique starting conditions, we nearly put it into Overlord before deciding that there was so much more potential to explore with this story.

CGInglis will show you where it went since then, telling us more about it next week.

1673956530310.png

The Payback origin was first conceived as an origin to fulfill the trope of a plucky civilization defeating an invading alien force. The event art associated with this should be familiar if you’ve watched the announcement trailer. This one’s also a Challenging Origin, and CheerfulGoth will be telling you all about it.

During development we thought “wouldn’t it be interesting if these two Origins were linked, with the same empire as their nemesis?” This brought us Minamar Specialized Industries, the galaxy’s most noble Megacorp, selflessly taking it upon themselves to bring countless civilizations into the Space Age for a small fee.

1673956540158.png

PDS_Iggy explores the fine line between paranoia and prudence in Fear of the Dark. We initially considered this one a Challenging Origin as well, but as we added more and more to it we decided it’s different, rather than difficult.

How do you think we would react if one day Venus… Exploded?

Do Not Believe Your Ocular Organs​


It’s hard to maintain a low profile when your Observation Post is clearly visible, hanging in the sky. You can try to rely on the people you’re studying mistaking it for the domicile of the gods, but a more reliable solution would be to hide it from view.

1673956549602.png

By performing research into new areas of Field Manipulation your Scientists can discover methods of generating cloaking fields around observation posts and science ships, and while peaceful uses are nice and all… Your Admirals will salivate at the idea of a fleet of cloaked Frigates sneaking up on an unsuspecting Starbase.

Cloaking was one of the remaining major sci-fi tropes we hadn’t explored yet, and seemed like a natural fit alongside the infiltration and observation themes of the Story Pack. Once we’ve managed to decrypt his notes, Alfray Stryke will be sharing the details on Cloaking and Detection.

Contact is Coming​

We hope you’ll enjoy First Contact as much as we did making it. See you next week with information on Broken Shackles.

Click here to wishlist the First Contact Story Pack!
 
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Cloaking was one of the remaining major sci-fi tropes we hadn’t explored yet, and seemed like a natural fit alongside the infiltration and observation themes of the Story Pack. Once we’ve managed to decrypt his notes, Alfray Stryke will be sharing the details on Cloaking and Detection.

Cloaked raiding ships for Barbaric Despoilers and Criminal Syndicates, would make for an excellent way for them to become more of threat in the game. Especially, if you allow such empires to disguise their ships as pirate fleets that allow them to raid neighboring systems worlds for slaves and resources without needing fully declare war.

Pirates could also become more useful, as they could stay in hiding and need to be flushed out with patrol fleets, rather than stupidly coming out of hiding and then getting themselves wasted by the nearest fleet or defense platforms.
 
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We’ve added a lot of Origins since Federations, and three more will be in First Contact. While Knights of the Toxic God may still be the most verbose Origin, all three of these are lower tech starts with strong narrative and mechanical themes.

1673956522061.png

Broken Shackles is one of the ideas that started back in our Federations Origins brainstorming documents, then called Escaped Slaves. Originally conceived of as a mechanically focused, Challenging Origin with unique starting conditions, we nearly put it into Overlord before deciding that there was so much more potential to explore with this story.

CGInglis will show you where it went since then, telling us more about it next week.

1673956530310.png

The Payback origin was first conceived as an origin to fulfill the trope of a plucky civilization defeating an invading alien force. The event art associated with this should be familiar if you’ve watched the announcement trailer. This one’s also a Challenging Origin, and CheerfulGoth will be telling you all about it.

During development we thought “wouldn’t it be interesting if these two Origins were linked, with the same empire as their nemesis?” This brought us Minamar Specialized Industries, the galaxy’s most noble Megacorp, selflessly taking it upon themselves to bring countless civilizations into the Space Age for a small fee.
Shouldn't it be called Minamar Sapient Industries to represent their specialization in uplifting sapient beings that have not yet achieved space travel? :p

That said, you said you wanted a more utopian theme, but from the sound of it you just want them to be a slaver Megacorp?

A "slave ship" sounds like something a generic authoritarian empire would use while forcing species into chattel slavery, whereas a Megacorp would just exploit people through mounting debts for them to "work off", with a pretense of legality to it.

1673956441367.png


Work in Progress view from our Observation Post.
This Early Space Age civilization hasn’t detected us yet, and will be joining us amongst the stars soon. We can’t do any overt Diplomacy with them without revealing ourselves first.


7cTdTjJZYnGSxR3QmRXY3Q6rX6fFwkFL5rzlT3kkWtTLGtgUE1_N1Eb3JpUXYVElc0sSr8ySjIkUZoQAh1Va0wdSJyfZL_Y8OiFE3Zsrwe-bvMnIWpWcf4xWEEo4W0x1zXJI1KlqtIcgmyFBylKVxys_ze9jsSPz3uIKtM3ySpYQhtzQ_fsWfqEz5X7RWA


This Stone Age civilization suffered a bit of Stellar Culture Shock when we revealed our presence.
I love the new emblems and backgrounds! They add some nice flavor.

Early Space Age societies seem like they'll be tricky to interact with, cause at our current stage of development we'd surely notice if aliens began building infrastructure in our solar system; let alone an observation post right above our planet. That "Completely Unaware" would, I imagine, change very quickly if the observation post had been built without cloaking.

Also, have you decided to give pre-FTL Human civilizations a second look? Will there be some unique interactions with them? And maybe some new flag designs? (I don't particularly like their current ones, truth be told).
 
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Can you offer any comment on how galaxy settings will impact spawning AI civilizations with these origins. I assume that the Minamar will be an advanced AI. If the galaxy settings don't include any advanced AI starts, will that prevent AI civilizations from having the Payback and/or Broken Shackles origin?
 
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Finaly! I can finaly build dyson sphere to troll primitives thinking their sun is going to die only to watch in horror how they freeze to death, then harvest their planet for ice
 
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This DLC sounds amazing. Is there any scope for allowing an empire to "expand a nebula they inhabit", couple of players I RP'ed with at one time or another wanted to live behind a veil. I only ask as it seems relevant to the whole cloaking thing and would be really cool to encourage players/AI to have this "playstyle".
 
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7cTdTjJZYnGSxR3QmRXY3Q6rX6fFwkFL5rzlT3kkWtTLGtgUE1_N1Eb3JpUXYVElc0sSr8ySjIkUZoQAh1Va0wdSJyfZL_Y8OiFE3Zsrwe-bvMnIWpWcf4xWEEo4W0x1zXJI1KlqtIcgmyFBylKVxys_ze9jsSPz3uIKtM3ySpYQhtzQ_fsWfqEz5X7RWA

This Stone Age civilization suffered a bit of Stellar Culture Shock when we revealed our presence.
[/QUOTE]

So I love the setting, but could this be rewritten? You are aliens at a stone age society - surely they will ask if you are gods or demons?
We hope you’ll enjoy First Contact as much as we did making it. See you next week with information on Broken Shackles.

Click here to wishlist the First Contact Story Pack!

No "start as a primitive society" then, eh :(
 
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I've been hoping for cloaking tech ever since Nemesis dropped, and it's super exciting to see it coming soon to the game. Are the tradition trees going to get any updates from this? I can see cloaking fitting perfectly in the Subterfuge tree.
 
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Early Space Age societies seem like they'll be tricky to interact with, cause at our current stage of development we'd surely notice if aliens began building infrastructure in our solar system; let alone an observation post right above our planet. That "Completely Unaware" would, I imagine, change very quickly if the observation post had been built without cloaking.
Thats the basic idea behind it. If you have a heavy industrialized system with one colonial world and one primitive world you will have problems.
Gallileo Gallilei might not have noticed the gas extraction plant in jupiters orbit, but he might have wondered about the green mars.
Todays earth? Yeah, as soon as we got space tech we would have sent probes to green Mars (Minerva in one of Turtledoves novels) and we would have noticed them settling there.
Imagine cloaking your entire space industry from the prying eyes of the savages on Sol III.
Cloaking technology will be necessary and it will fail.
 
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Would this also mean that you are adding more interactions leading up to and perhaps after a nuclear war event? It felt weird that Xenophiles would just give up after the natives nuke themselves, why not give them the option to scour the planet and orbit for survivors - even if it turned out to be fruitless? Totally to give the survivors a chance to live out their lives in comfort and not put them in a zoo.
 
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Isn't it that they can't become space faring only if you're actively observing them?
If there's no observation post, they (supposedly) become a real empire and politely ask you to grant them the rest of the system
So if you want them to normally develop just dismantle the observation post once they reach the early space age
Really? I'm a little burned out on Stellaris, so I'm playing other stuff atm, but I'll try that next time.
 
Would this also mean that you are adding more interactions leading up to and perhaps after a nuclear war event? It felt weird that Xenophiles would just give up after the natives nuke themselves, why not give them the option to scour the planet and orbit for survivors - even if it turned out to be fruitless? Totally to give the survivors a chance to live out their lives in comfort and not put them in a zoo.
If you are a true Xenophile then you have just violated the Prime Directive.
The rules are clear unless a race has developed FTL you are not to interfere in their natural development.
We love those poor savages soo much that we want to protect their way of life even if it would cost their lives :)

Joking aside, I can see somehow this being something voted upon in the Galactic community. Some sort of Rule preventing us to interfere with xenos at all costs
 
Would this also mean that you are adding more interactions leading up to and perhaps after a nuclear war event? It felt weird that Xenophiles would just give up after the natives nuke themselves, why not give them the option to scour the planet and orbit for survivors - even if it turned out to be fruitless? Totally to give the survivors a chance to live out their lives in comfort and not put them in a zoo.

Refugees with stellar culture shock would be cool for that scenario.

It's likely beyond the scope of this update, but I do wish that homeworlds had some sort of homeworld labelling that could be used for events. E.g. if you get refugees from a planet which is purged (or, as in this case, self anihilates) and you take it back, terraform it, and release as a vassal with the original primary species there is some sort of acknowledgement event.
 
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If you are a true Xenophile then you have just violated the Prime Directive.
The rules are clear unless a race has developed FTL you are not to interfere in their natural development.
We love those poor savages soo much that we want to protect their way of life even if it would cost their lives :)

Joking aside, I can see somehow this being something voted upon in the Galactic community. Some sort of Rule preventing us to interfere with xenos at all costs
Well, their species may be dead anyways if we're unlucky. And I'm the kind of Xenophile that holds off on invading simply so I can infiltrate and take over without upsetting the Xenophile faction too much, because the only thing that matters is having as many species as I can in my empire. My species pie chart should be as BLACK as the VOID!

Refugees with stellar culture shock would be cool for that scenario.

It's likely beyond the scope of this update, but I do wish that homeworlds had some sort of homeworld labelling that could be used for events. E.g. if you get refugees from a planet which is purged (or, as in this case, self anihilates) and you take it back, terraform it, and release as a vassal with the original primary species there is some sort of acknowledgement event.
An idea would also be the possibility of abducting/saving pops that are undergoing native genocide if the species is Xenophobic. Sure the act of swooping down and breaking down their concentration camps, and 'saving' all those poor pops would let the other pops know that something is amiss with their view of the universe, but they're primitives. What can they do to me and my fleets?
 
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With regards to stellar shock values. I think that some very primitive civilizations would never experience it because they simply would not recognize what was going on.

and in the case of more advance cases, say where they have a written language, it really comes down to each FTLs ethics and in many cases how far the diverge from the empire contacting them - you could also throw in some shock if the appearance is radically different - have something like we have three major classifications of biome type we could have a compare specie looks and the further away from each the more shock that is possible

what I am getting at is some very advanced egalitarian empires may be far more accepting of an advanced empire popping up versus a xenophobic FTL or similar

I just don't want what we got with Overlord which is fixed costs that did not even consider the ethic differences and more... seriously don't get lazy again
 

Look to the Stars, and Tell the Heavens Your Story​

The Pre-FTL experience in Stellaris has generally not been a wonderful one. Utterly at the mercy of more advanced civilizations, they were eaten, enslaved, purged, and once in a while, peacefully integrated. When left to their own devices, they often destroyed themselves in a blaze of nuclear fire or met their end to asteroids. It was a tough life.

The asteroids part makes me think. The current meta has the natives being oblivious of incoming asteroids, and when you destroy them, it mentions that they won't know.
dAHxrz9 (1).png

But with this new system, would they know? Especially Early Space Age civilizations that might see their doom coming and try to do something about it - like sending miners on primitive space shuttles to drill nukes into it to blow it up?

I also remember there was a Reddit post about a player saving a primitive civilization from a asteroid as a afterthought, and decades later the same primitives (now uplifted) protected one of his colonies from a asteroid. Can't find the post now, but knowing that there is a possibility that they would know that we saved them from Armageddon would be uplifting.

And on the other end of whatever MSI is doing, there's also the event where the scientists crash their observation post into the asteroid.

znel2lk4hau71.png
 
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Ugh, cloaking...the tech version of 'And now I have to stop everything to deal with this bullshit' part of the inevitable scifi 4X experience. The worst part is that to mitigate it you have to make it ultimately pointless long term. If cloaking tech gets repeatables cue everyone just taking sensor repeatables to counter it...making a weird cloak/sensor cold war meta.

Please Please, just give us the ability to not allow cloaking technology to spawn in game....it's one of those frustratingly annoying counterable but if not countered too stronk things that don't make playing fun since it forces the player to rush certain techs just to overcome one tech. It's meta defining and game changing and it's gross...strong dislike. Or at very least limit cloaking tech to non-military ships...because if I have to deal with the AI spamming cloaked warships in combat...I'll delete the game.
 
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Apart from the potentially esoteric gains from protecting pre-ftl civilizations, it seems like they could also be a significant source of unity for some civilization (Star Trek Federation-like cultures, an alternative type of bio-trophies for caretakers or even as glorious hunting grounds for Predator like cultures)

And they could be sources of political prestige, diplomatic power and influence if the galactic society or fallen empires decided to support that sort of thing (sort of like how the galactic society in the Uplift books, decided that uplifting was the primary source of influence)
Yes and how like in Stargate the aliens were treated like gods as they used the primitives as hosts for their necrophages without conquering them outright instead taking tributes or sacrifices.
 
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I had 2 thoughts, can my megacorp set up a black market with a primitive civilization, and can my necrophages extract a tribute or sacrifice of pops from a primitive civilization without conquering them or uplifting them.
 
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