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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.


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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.

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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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

View attachment 939137
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.



Will this be accompanied by an Envoy change separating Diplomacy and Espionage envoys into two separate resources, as opposed to using the same Envoy-unit?

Currently, one of the issues of the espionage system is that envoys are just too valuable a resource for how many you have. Between Federation cohesion, bilateral relation manipulation for allies/rivals/vassals, the galactic community, and early-game first contacts, espionage tends to sit pretty low on the priority list. While this is due to the strength of most operations, it does mean that envoy usage really only becomes available closer to the mid-game, after early-game first contacts, even as primitives are a generally early-game discovery. If it takes an envoy to engage in the primitive system, that's just adding another competing use of already limited envoys.

Envoys are pretty restricted as well, as while you can get up to 4 via techs, most ways to get addition require a commitment of ethics or civics (1 of 3), tradition (fewer free since the ascension rework), or Federation (generally locked behind a tradition).

But... if the espionage and diplomacy envoy-resources are separated, and so aren't in as much direct conversation, a fair deal of this tension goes away. Even if you just took the two Envoys and split them into 1 Diplomat and 1 Agent, just by giving them generally different roles you'd be reducing their overlap and thus improving engagement across the systems. They could have some similar overlap in some things- say First Contacts (whether it's your diplomatic corps or spy agencies leading the effort) or rivalries- but having an agent whose only job is espionage would mean it's not in competition for higher-payoff diplomatic/federation power building, leaving the resource available for lower-payoff espionage and/or now primitives. (It'd also rebalance the power of ways to get new diplomats/agents, as you could give one or the other based on tech / tradition without having the full power of the current envoy system.)
 
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Now that we essentially have the equivalent of a space submarine with cloaking devices, and a stealth frigate will replicate the role of a modern day attack submarine, are we going to get weapons of mass destruction so we can arm stealth cruisers and / or battleships, and make them the equivalent of a modern day ballistic missile submarine?

Could we get some environmental effects on detection, such as having defensive cloaked frigates get a boost to their ability to hide if they are in an asteroid belt or around certain types of planets? That would finally add some tactics to space combat and make combat a lot more interesting.
 
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All these things honestly seem to go very well together with an espionage rework that many of us has feel has been needed for some time. And I do hope they happen somewhat in unison otherwise it might be twice the work for the same results.

I don't yet know how cloaking works but I feel it needs to be seamlessly integrated with Intel Level.

Also, if Minamar Specialized Industries is a regular Megacorp I hope this doesn't mean that we will encounter the same empire every time any empire has an origin linked to them.
 
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Also, if Minamar Specialized Industries is a regular Megacorp I hope this doesn't mean that we will encounter the same empire every time any empire has an origin linked to them.
Yeah, it would feel kind of silly if in all the potential galaxies the game makes possible there was always the same megacorp going around enlightening sapients for a modest fee.
 
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why is minamar such an issue? we also meet the same enclaves and caravaneers every campaign
and while they aren't guaranteed to spawn the racket and prikki-tikki are neverchanging as well
and fallen empires and marauders only have like 3 to 5 personalities each

adding one more mega corp to the mix of that wouldn't really change anything in my opinion
 
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I've been thinking about the Origins of Civilization and Primitive Worlds mods now, and I really hope it's possible to at least mod into the game a system for non-lateral progression for pre-FTL societies. Also, having pre-FTL worlds with features from various origins (or be able to develop them) would be neat.

Say, discovering a pre-FTL world with multiple sapient species on it, à la-Syncretic Evolution, or have a society develop fully-fledged robots before their Space Age to become a Mechanist-origin pre-FTL society... Which could then potentially spill out into becoming a pre-FTL Machine Society. (Such as a Rogue Servitor, or Determined Exterminator).

There's so much potential by just... dropping the lateral development of their society. Society does not develop laterally.
 
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Would we, through our actions, be able to influence the origins and give some special origin bonuses as well? Also, with overlord...
Could be nice to incubate a few primitives...

Could we also incubate a new primitive species through uplifting?
 
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This sounds very nice.
I'm still very critical, always been, on certain directions the development team takes, doing my best to push my pessimism out of the way and be constructive though, failing sometimes tbh.
I'll admit, strongly, for a while now (since Custodian team maybe? Memory is effed) it's getting better and better and better. So Thanks for that guys!

Now, I got a nice little suggestion for this story pack:
- This suggestion is a small one based on the screenshot with the dragon: I know it's still a WIP

A Tribal, stone age like society shouldn't necessarily refer to "you" (the space people) as "aliens" as they very likely may not even understand the concept.
Different "names" they could use? Mythological like Gods, Demons, or such? Sky-people (Pandora-like)? This is an open door for being as creative as you want.
This could, and should in my opinion, be applied to the different stages of civ'.
Picture a paleo/neo -lithic human tribe being contacted by space-faring Reptiles: "Aliens" is not the reaction they'd have, for sure. It's an alien concept to them (pun intended).
Now it's a rather small detail but one that could add much flavor into said interactions: could even get into it with more depths but that's another question.
Ethics obviously could play a role. (A medieval religious civ' could think you are the angels, or the demons; xenophile/phobe example, maybe?)
Again, if it's only the "name" they use when referring you (in relation to the attitude even better; hostile, wary, similar thinking) would already be a -very- nice touch.
 
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I'm very amused that the talk is about moving from a less dystopian view of the future after a couple sort of violent packs.

Annnnd the very first origin is escaped slaves, and the second is fighting off an alien invasion.
 
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This sounds very nice.
I'm still very critical, always been, on certain directions the development team takes, doing my best to push my pessimism out of the way and be constructive though, failing sometimes tbh.
I'll admit, strongly, for a while now (since Custodian team maybe? Memory is effed) it's getting better and better and better. So Thanks for that guys!

Now, I got a nice little suggestion for this story pack:
- This suggestion is a small one based on the screenshot with the dragon: I know it's still a WIP

A Tribal, stone age like society shouldn't necessarily refer to "you" (the space people) as "aliens" as they very likely may not even understand the concept.
Different "names" they could use? Mythological like Gods, Demons, or such? Sky-people (Pandora-like)? This is an open door for being as creative as you want.
This could, and should in my opinion, be applied to the different stages of civ'.
Picture a paleo/neo -lithic human tribe being contacted by space-faring Reptiles: "Aliens" is not the reaction they'd have, for sure. It's an alien concept to them (pun intended).
Now it's a rather small detail but one that could add much flavor into said interactions: could even get into it with more depths but that's another question.
Ethics obviously could play a role. (A medieval religious civ' could think you are the angels, or the demons; xenophile/phobe example, maybe?)
Again, if it's only the "name" they use when referring you (in relation to the attitude even better; hostile, wary, similar thinking) would already be a -very- nice touch.
wouldn't your auto-translator pick up on those nuances and correctly translate the literal meaning as alien anyways?
it's not like anyone in space aside from humans actually speaks english
hell, even humans may speak french, spanish, chinese, russian, etc. instead
 
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wouldn't your auto-translator pick up on those nuances and correctly translate the literal meaning as alien anyways?
it's not like anyone in space aside from humans actually speaks english
hell, even humans may speak french, spanish, chinese, russian, etc. instead

Honestly, this answer feels like this...
Ackchyually!.png


because yes, technically you are correct, but I feel like this is just kinda missing the point. You, as a spacefaring civilization. can embrace and worship Gods, right now that's unfortunately limited to The Shroud. But not once are the entities in the Shroud depicted or suggested to simply be "more advanced aliens". They were created by the combined mental power of God-like Aliens, but the entities themselves? Not exactly aliens. The difference between them and you, is at least as wide as the difference between you and a Stone Age civilization.

Plus, it's just kinda dumb to see a caveman say "oh my god! Aliens!?" as opposed to...anything else.
 
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Will this be accompanied by an Envoy change separating Diplomacy and Espionage envoys into two separate resources, as opposed to using the same Envoy-unit?

Currently, one of the issues of the espionage system is that envoys are just too valuable a resource for how many you have. Between Federation cohesion, bilateral relation manipulation for allies/rivals/vassals, the galactic community, and early-game first contacts, espionage tends to sit pretty low on the priority list. While this is due to the strength of most operations, it does mean that envoy usage really only becomes available closer to the mid-game, after early-game first contacts, even as primitives are a generally early-game discovery. If it takes an envoy to engage in the primitive system, that's just adding another competing use of already limited envoys.

Envoys are pretty restricted as well, as while you can get up to 4 via techs, most ways to get addition require a commitment of ethics or civics (1 of 3), tradition (fewer free since the ascension rework), or Federation (generally locked behind a tradition).

But... if the espionage and diplomacy envoy-resources are separated, and so aren't in as much direct conversation, a fair deal of this tension goes away. Even if you just took the two Envoys and split them into 1 Diplomat and 1 Agent, just by giving them generally different roles you'd be reducing their overlap and thus improving engagement across the systems. They could have some similar overlap in some things- say First Contacts (whether it's your diplomatic corps or spy agencies leading the effort) or rivalries- but having an agent whose only job is espionage would mean it's not in competition for higher-payoff diplomatic/federation power building, leaving the resource available for lower-payoff espionage and/or now primitives. (It'd also rebalance the power of ways to get new diplomats/agents, as you could give one or the other based on tech / tradition without having the full power of the current envoy system.)
I know it might not be too high on the priority list, but I would love for Envoys to be a full-fledged leader class with levels and such. Or at least being able to hire as many as I want. I can get a few from the Interstellar Assembly and Orbital Embassy, but its' still not enough.
 
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