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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 hadn't thought about it, but I wonder if we can send invasion troops to garrison a pre-FTL planet.

How a secret planetary defense corps ensures that an Invasion of a system that has a primitive planet does not end with the attacker occupying the planet for dessert.
 
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How will the new story pack interact with Rogue Servitors?

I often play Rogue Servitors, but I want them to serve only one species, not "adopt" every sentient in the galaxy as bio-trophies after conquering a system.

In the past, that meant if I wanted to steal a planet from a primitive race and then colonize it with my own preferred pet species, I couldn't invade the primitive world or they would "flip" to become bio-trophies.

So, in the new primitive interaction system, are Rogue Servitors limited to choosing whether to adopt primitives and incorporate them as bio-trophies OR can the Rogue Servitors do some dark "house-keeping" to eliminate the local primitives and clear room for the empty planet to become a playground for their pet sentient species?
Honestly Servitors should have the ability to classify aliens outside of your master's species (and anything in the same pack) as pest animals and wipe them out. Aftert all, these orcish barbarians are a threat to my masters and must be E X T E R M I N A T E D for their safety. Not even smart enough to be classed as anything but animals with their brutish ways. Servitors should be able to get really dark by rerouting how they reach conclusions. AI could absolutely wipe out human life be adjusting a few definitions within itself. "What is harm" "What is Human?" "What is life?" as much as i genuinely love utopian rogue servitors this could add an interesting dark side that is only hinted at normally.
 
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Please create an emergency special session of the Galactic community General Assembly resolution condemning a specific current war in order to create an infrastructure for ending conflicts, increase war fatigue among the aggressor, and so on, and most importantly, increase the role component of the galactic community. I would also like to discuss the model of peacekeeping intervention. Thanks!
 
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A slider dedicated to one singular pre-scripted empire seems a bit overkill, but given that there are now several origins that come with essentially pre-scripted 'parent' empires, perhaps a checkbox or slider to determine the amount of empire spawns that come with such baggage attached? This would in my view then also encompass Hegemon, Federation, Lost Colony, and the Overlord origins. This would allow us to decide just how many extra empires spawn in, and (depending on just what gets included in the list of "spawn/no spawn") perhaps also how random the galaxy is.
I would personally like the ability to "Force Spawn" the pre-made empires. I wanna do my Galactic Cold War between the UNE and the CoM!
 
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Yes - and while I understand the concerns, it's a choice we made for a reason.
Many of our narrative-heavy origins (Shoulder of Giants, Toxic God) focus on giving your empire an unique background. This time we wanted to try something different: giving players a memorable enemy, and letting you free to decide how you want to deal with it. It's like having your own personal mini-crisis, in a sense.

By making the MSI a regular empire, instead of an enclave, players can write a story through their own actions instead of having to go through a pre-scripted storyline. We hope this choice will ultimately make the origins more replayable.
Then it would be nice if they had a unique portrait, as the trailer suggests
 
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You mean you haven't already saved custom versions of all of them to fix a few glitches and flag colors that were driving you crazy? Weird.
It ruins the immersion when the UNE and CoM don't get their special diplomacy boost, and don't recognize each other as humans.
 
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Please create an emergency special session of the Galactic community General Assembly resolution condemning a specific current war in order to create an infrastructure for ending conflicts, increase war fatigue among the aggressor, and so on, and most importantly, increase the role component of the galactic community. I would also like to discuss the model of peacekeeping intervention. Thanks!
If you become the emperor you can literally outlaw war within the community, it's a long way, but galactic peace IS possible!
 
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With cloaking tech being a component, I wonder if we are going to be able to design our science ships and not have a one size fits all, automatic upgrad Science ship.
Gameplaywise it is a good thing that my science ship on the far side of the galaxy is getting the PS Jump upgrade, from an immersion point it is hard to accept that a science ship 70.000 LY away from the nearest friendly starbase gets the latest empire technology for free
 
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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.

I'm so very bad at being utopian...

Ah, but it's about fighting an alien invasion and winning! An uplifting, heartwarming story! About revenge!

Luckily however, my content team is awesome and can find the silver lining in any cloud.

With cloaking tech being a component, I wonder if we are going to be able to design our science ships and not have a one size fits all, automatic upgrad Science ship.

We experimented a little with it and it didn't feel great, so we kept automatic upgrades for the civilian ships.
 
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While I think it's a cool DLC I think it's high time to not introduce more ways to start a game (origins etc.) before focusing on finally making late and end game more enjoyable. Currently you will always win if you have the biggest fleet. And then you get the most boring ending screen with a single score. I played more than 1k hours and only finished the game twice because starting the game is always the most enjoyable part. Once you reach mid-late game Stellaris becomes a dull experience.

So please - do something about that for a change. Introduce e.g. diplomatic, economic, cultural, spiritualistic EDIT: goals winning conditions like in the Sid Meier's Civilization series. Make trade more strategic and meaningful. And please give us a better ending than this horrible final screen which feels very unrewarding.
 
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I'm so very bad at being utopian...
Can you really call it Utopia, if you don't have a variety of (preferably adorable) slaves to tend to your every need while you look down at their former homeworld turned slave colony from your orbital ring? No, no you cannot.
 
Can you really call it Utopia, if you don't have a variety of (preferably adorable) slaves to tend to your every need while you look down at their former homeworld turned slave colony from your orbital ring? No, no you cannot.
Don't forget that with a little effort you can have the slaves also be the light snacks that serve themselves to you on your new resort worlds.
 
Don't forget that with a little effort you can have the slaves also be the light snacks that serve themselves to you on your new resort worlds.
Mara's size variety mod is great for this. You make a populace small enough and they're even more fun to eat. Set them to chemical bliss standards and they won't even know what bit them
 
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Does cloaking would work like timed buff (ship keep all radiation it emits and should uncloak to cool down or it start taking damage from overheating) or it would be an arm race (for each lvl of cloaking there is same level of special radar or something (which like cloaking module occupy weapon slot so we can have common ship with gun in each slot or stealth ship with less firepower or recon ship with ability to detect stealth ship, but also with less firepower or stealth-recon ship, but with small amount of firepower)?
 
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Okay I absolutely love this! I've always been oddly fond of my pre-FTL servants....I mean workers....I MEAN FRIENDS! I can't wait to see more in-depth interaction to justify all my poking around the stars for them and wars over observation posts
 
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We experimented a little with it and it didn't feel great, so we kept automatic upgrades for the civilian ships.

I played some mods that allowed for it and i made the same observations as it gets tedious and too micro intensive.


I appreciate any new content for Stellaris, will definitely buy this one too, but is there any hope for a Military DLC in the future? We never had one of those before and it would really stoke me and my friends up to know there is something coming that shakes up the whole ancient system of moving big numbers around.


Also i want to point out i really enjoy the MODJAM event. Really cool idea and great results so far. Best part is the constant Galaxy spanning events that happen with Consecutive Crisis enabled. Really makes the game less isolated and more exciting in the silent mid game parts.
Will we see some of it tickle over to the game with the Patch coming with First Contact?