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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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Probably too late to get an answer to this question, but will this DLC finally tie pre-sapients into the primitive system? Will we be able to see Pre-sapients awaken to full sapience all on their own and advance onwards throughout the ages? Right now pre-sapients are solely for uplifting, but if they could naturally evolve during a game it'd make them a lot more interesting. Especially if they live on a world already colonized by the player, would they naturally evolve into something like Syncretic serviles?
 
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Does each era for primitives get a unique room when you open the diplomatic screen? That's pretty cool.
My... my primitive suggestion thread. It's... it's coming true!

Excuse me while I sob in joy.
Just took a look at the thread, it'd definitely be interesting if you could build holdings on their worlds to fufill your suggestion about using their planets for various activities. Or if it can be modded in.
 
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One thing I'd absolutely love to see as an event for this DLC is a rework/update of the Sanctuary system. Conceptually it's so cool, and it fits perfectly with this DLC.

I got it on my first ever playthrough and it's my all time favourite special system (to the extent that I've modded my game so it always spawns).

Alternatively what could also be cool is if we could make our own version of Sanctuary (ie collect pops on a ringworld ourselves, etc).
 
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Can we get a cloaking module for starbases that hides everything in a system regardless of your intel on their empire until it is surveyed e.g. by a cloaked science ship or you have sufficiently advanced in sensor tech?

Could be used to hide important assets (especially in multiplayer), like a backup fleet or a matter decompressor.

Would also fill the trope of the off limits black site system.
 
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I'm a little disappointed about that. I was hoping that there would be more options than a single linear line of progress that doesn't even make much sense (WTF is a "Renaissance Age" anyway? There wasn't even such a thing on Earth).

Regardless, that's some really cool stuff.
I’ve always wanted “diagonal” progression, personally.

Instead of Steam Age civilizations always progressing to the Machine Age, they might progress to a Steampunk Age and then straight to Early Space Age.

It’d add some interesting variety if primitives could take alternate routes.

Disagree on the Renaissance Age thing, though. It might be more appropriately named the “Scientific Age” in reference to the Enlightenment and Scientific Revolution, but the intent itself is clear: a representation of the early modern era just before the Industrial Revolution.
 
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Probably too late to get an answer to this question, but will this DLC finally tie pre-sapients into the primitive system? Will we be able to see Pre-sapients awaken to full sapience all on their own and advance onwards throughout the ages? Right now pre-sapients are solely for uplifting, but if they could naturally evolve during a game it'd make them a lot more interesting. Especially if they live on a world already colonized by the player, would they naturally evolve into something like Syncretic serviles?
well, for the most part those are just like whales or great apes, don't think there's really any evolution to observe in a span of just 200 years,
 
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It would be cool if we can make a galactic law that anyone interacting with primitives without ftl are in breach of galactic law.

Let the star track game begin with stealth ships enlightening primitives in secret.
 
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Interesting that there is no Renaissance age, only a Late Renaissance age.

Clearly this expansion will add Early Renaissance and Just On Time Renaissance.
 
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Interesting that there is no Renaissance age, only a Late Renaissance age.

Clearly this expansion will add Early Renaissance and Just On Time Renaissance.
Megacorp selling 'Advancement Passes'. Different from Enlightenment, because we will let the power of the free market dictate societal progress instead of direct involvement. Why fund science and research when you can pay a yearly subscription to Megacorp's Advancement Pass services, which will provide science and research in a gradual but meaningful manner, set at the pace that a species is able to develop value. Technologies may also be distributed based on wonderful surprise mechanics that mimic the randomness of innovative genius without requiring actual genius - ensuring a on-demand sense of pride and accomplishment!
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This reminds me of this event, which if you don't stop, ends up with the smugglers selling weapons and drugs to the natives - imagine giving weapons to Stone Age primitives in exchange for permission to exploit local resources or labor. Can recreate the Age of Colonization on the interstellar scale.
 
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I was sceptical, but now I'm really looking forward to this.

Now I'm a staunch Xenophile player, but I do like the idea of becoming the "gods" of a primitive society, so I hope that will be possible in some way, haha.
 
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Contact screens with primitives look great. I'm glad there will be more interactions, and that there's a more utopian focus (though the origins all seem a bit counter to that). Will there be any mechanics to help primitives catch up? Even if you feed protectorates all the systems around them they don't grow beyond pathetic by the late stages of the game.

I second this. I have a tendency to release sectors as vassals, and very quickly they will fall behind in research and never come close to catching up again. Looking at the feature where Patrons of Mercenary enclaves can offer to "sell" their technology to the enclaves, could there be a feature in the future where we could give our vassals or ex-primitives our technology? Hell, I'd be willing to pay a large sum of resources and/or time if it means bringing my vassals up to speed.
 
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Wonder if they'll put in Stealth Armor as a cheaper version of Cloak technology, doesn't seem like it would be a high-level tech, but it would be nice to have for smaller ships to use for those sorts of operations. Make them less armored and higher cost, but harder to hit in tactical for instance.

Also do think that shields and cloak shouldn't be able to work at the same time for lower tech versions.
 
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Interesting that there is no Renaissance age, only a Late Renaissance age.

Clearly this expansion will add Early Renaissance and Just On Time Renaissance.
It's just Renaissance Age, tbf.

You're thinking of Late Medieval Age.

The interesting thing is that the in-game Renaissance Age has minimal overlap with the real world Renaissance.

The description for the Late Medieval Age mentions the printing press, which was popularized around 1450, roughly 100 years after the Renaissance began, and thus, the Late Medieval Age encompasses most of the Renaissance as it occurred on Earth.

The Late Medieval Age seems to be 1300 to 1500, the Renaissance Age seems to be 1500 to 1700, and the Steam Age seems to be 1700 to 1900.
 
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I'm a little disappointed about that. I was hoping that there would be more options than a single linear line of progress that doesn't even make much sense (WTF is a "Renaissance Age" anyway? There wasn't even such a thing on Earth).

Regardless, that's some really cool stuff.
Dude...
 

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