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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

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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.


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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.

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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.

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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.

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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.

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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.

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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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I love that primitive species can now notice events happening in their system and everything else.

Does that story pack also include alternate developments of pre-FTL species? For example, developing hive minds, a primitive civilization eradicated by an emerging machine conciousness or Necrophages? In short, will it be possible for pre-FTL societies to develop into all possible in-game civilizations we can play as?
 
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So does the fact that this is Early Space Age (and by the looks of it, the "last" epoch for primitives) - and doesnt describe sub-light travel - mean that we will NOT be seeing any "Sub-FTL Primitive Empires"?
  • Maybe as a special case, rather than a mechanical norm - i.e. we find a primitive empire - and on nearby habitable worlds (in systems euclidian..ly "close") we find additional primitive splinter-colonies, or planet features with "crashed colony ships" (bit like the COM Starting origin) or "devolved societies" of primitives of the same species.

Additionally, I saw the hive mind civic last week - I am assuming primitive hive minds are a thing... but what about other origin-inspired or non-planetary primitives?**
  • Such as a primitive habitat empire (basically the voidborne origin... but just pre FTL - as is implied to have been that empires status quo for a while), primitive Gaian / Tomb world / Relic world or Ringworld starts - with societies that have regressed or just avoided bothering with FTL travel, in a lot of cases.
  • Or even a primitive machine intelligence (i.e. it just purged/assimilated/rogue-servitor..ed its creators and is in the process of figuring out hyperspace)
Also very curious about how you resolve the 2 colonies 1 primitive: player problem - where primitives assume direct control over a system which I have colonies in, if I uplift them -- that imo is usually their biggest flaw, and my number one reason to invade / integrate.

Lastly, distant stars came with a few new music tracks, will FC come with some new ones too? I need some new bangers, for when I'm throwing down crop circles...

** and a primitive machine empire (and several other special "primitive" origins) probably wouldnt go through the standard stages of planetary pimitives - early stone age machines are a funny idea though - so from a modding perspective, I would love to know if these stages (the bit the tooltip is hovering over in the pic) are scriptable/flexible? A la situation stages.
 
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Any chance that the galactic community resolutions that give negligible amounts of consumer goods or society research for having an observation post will be updated?
oh yeah i also thought about that when the DLC was announced
i assume they'll tie it to some of the new mechanics maybe? assuming they also added a way to exploit them i suppose, this is stellaris after all.
 
The way we implemented most of them is that lower ages are less likely to trigger Awareness increases for stuff going on in-system.

A Stone Age civilization might have a 1% chance to notice something an Early Space Age civilization with a Radio Telescope is almost certain to notice.
i assume there'll be ways to reduce awareness via espionage? will you also be able to stifle their progress through it?
 
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The way we implemented most of them is that lower ages are less likely to trigger Awareness increases for stuff going on in-system.

A Stone Age civilization might have a 1% chance to notice something an Early Space Age civilization with a Radio Telescope is almost certain to notice.
So if a Stone Age civilization nails it with that 1% chance, will the fact that they're stone age affect the way they react? Will tribes meet to discuss those lights the same way an industrial civilization will have a meeting between space agencies? Or will it be a minor flavor text difference? Or will the lack of globalization result in the truth being quickly forgotten in oral history, later being misinterpreted in mythos as the society develops?
 
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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.

This is all you had to say to get me in!

Anyway I love what I've seen so far of these new features and I hope to see more unique pre-FTL civilizations as others have said (Gestalts in primis, but also some special Origins ones)
 
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Cloaking was one of the remaining major sci-fi tropes we hadn’t explored yet

I thought our spy network agents sneaked in via cloaking? otherwise I cannot imagine how they'd have established a post in a devouring swarm empire.

In any case, will this interact with existing spy network mechanism in any way?
 
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"The last few years have featured a handful of relatively dark expansions - Necroids, Nemesis, Overlord, and Toxoids all leaned towards authoritarian or dystopian themes"

Reveal teaser post for this story pack has "don't trust this message, it's a trap" message hidden in morse code. Very cheerful indeed.

If you just conquer primitives, do we get some bonus event chains or insights after?
 
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We await additional input on how to serve these precious biologicals. ...except for the undesirables that are hive-minds.
 
Why would anything change on that end? just invade them and call it a day
or properly interact with them if you feel like handicapping yourself (or want that one new achievement XD)
The theme is basically the Goa'uld of Star Gate, not to mention the fact that if for some reason you are late in taking your guaranteed worlds they could be a pain in the ass, it would not be strange that you, intergalactic vampire with a divine complex, have special options how to present yourself how a god or something similar and of course the debuff of being conquered could now be revolts against space vampires trying to rule and devour the local population.

It could even happen that now we could assimilate them peacefully through dialogue, precisely with the deception of "we are gods and we come to ascenders" and that simply a short time later they decide that we are not such gods and that they were better off before that elevation chamber was built so pretty.
 
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