• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #284 - Broken Shackles

Free at Last!

I’m incredibly excited to introduce ‘Broken Shackles’, one of the new origins featured in the upcoming First Contact DLC.

Watch the Video Dev Diary here:

From the very beginning of the project, @Eladrin stressed the word ‘utopian’: First Contact celebrates the discovery of strange new worlds, and all the ways in which different cultures (and different species) interact with and support one another.

As I set out to design an origin for the DLC, this was the spirit and tone I was striving for. What’s more utopian than a rag-tag group of slaves who band together in a daring bid for freedom? Thrown together by the insidious Minamar Specialized Industries, these former indentured assets seize control of their captor’s ship and survive the chaotic crash landing on a habitable planet.

brokenshackles.png

You’ll have to make do with using the remains of your hijacked ship as infrastructure at the start of the game.

While the origin is challenging (players start out at a technological disadvantage, and will need to work hard before they can progress very far into space), a diverse population means that there is ample opportunity to colonize new worlds.

1674559516595.png

More species = better parties.

As your empire progresses, you will also have the opportunity to seek out each of your former home worlds. Reaching these planets not only represents a triumphant homecoming, but may also propel your people to new heights.

1674559548527.png

There’s no place like home.

However, not everything is peaches and cream. Different species mean diverse points of view, and the demands of various factions will need to be appeased if players hope to maximize the potential of their burgeoning empire.

Interactive Narrative

Broken Shackles represents a new paradigm for Stellaris origins: along with ‘Payback’, it comprises one half of a full story. But what’s a story without a good villain?

Enter Minamar Specialized Industries, or ‘MSI.’ This ‘benevolent corporation’ prides itself on helping ‘less developed societies’ reach their full potential. They kickstart development by loaning new technology to pre-FTL societies – loans provided at what they promise are very generous rates.

What happens when the bill comes due is another story. Indentured servitude is just one of MSI’s tools of debt collection.

1674559585085.png

“Enlightenment may not be free. But at MSI, it is always worth the cost.”

Why MSI?

1674559611505.png

Helmets in the boardroom.

Back in the earliest days of development, there was a discussion about how present the “evil slaver empire” would be. We decided on an advanced empire that can be stumbled across at any point in the game – sometimes they will spawn near your home cluster, while at others they show up on the far side of the galaxy. This random placement can have radical effects on a playthrough.

Initially, we envisioned the antagonist of ‘Broken Shackles’ and ‘Payback’ as a generic authoritarian slaver empire, but as the origins took shape, their motives and nature changed.

Minamar Specialized Industries styles itself a benevolent corporation that provides technological enlightenment for a nominal fee. Some might say that they take advantage of the naivety of the species they propel to the stars, but business is business. In any case, it’s likely that the rank and file at MSI believe the company line, even if the Board of Directors considers itself above such petty issues as morality.

In regards to their erstwhile assets, the ‘indentured servants’ who comprise the starting pops of the Broken Shackles origin, MSI claims not to hold any grudges. In fact, we intentionally shied away from styling MSI as ‘an ultimate evil’ that can’t be reasoned or dealt with. From the perspective of a Broken Shackles empire, MSI may indeed represent the worst instincts of sentient life, but to the rest of the galaxy they’re just another greedy Megacorp.

There isn’t much Megacorp related content in Stellaris in general, and what does exist is all locked behind the expansion of the same name. Playing with the ‘evil corporation’ trope allowed us to give MSI a distinct personality and flavor. To me, they feel like the perfect foil for a utopian origin, and I can’t wait for the release!
 
Last edited by a moderator:
  • 128Like
  • 58Love
  • 11
  • 4
  • 3
Reactions:
If you make empires with those origins and allow them to spawn would they still be blocked or would then the normal 5% chance apply?
Because if so that would be the easiest and most obvious solution to having them spawn in "randomly"
 
  • 1
Reactions:
That’s also stupid, it should just be an option in the galaxy settings.
I think the main issue with allowing it for random AIs is that it overrides the pre-ftl species and advanced start settings. Possibly also whether or not they want you to be able to randomly spawn a megacorp without having the megacorp DLC?

The (currently) they gave for this makes me think that maybe they're considering enabling it in the future though; I figure you'd want an "Allow Minimar Specialized Industries" toggle that's disabled if the pre-ftl civ setting is too low or advanced start AIs are disabled.
 
Last edited:
Yeah, negotiating about systems never works even if you have the most friendly relationship with an empire. I don't know the algorithm behind it but it's completely obsolete in the trade screen. They won't even accept a 2:1 trade, even if the systems you offer are more valuable. It surely needs rework - with this origin coming up more than ever
It's because the AI is essentially incapable of judging the relative value of systems, especially their long term strategic value as opposed to raw production. For example, a system that acts as a choke point or blocks off a section of space from anyone else expanding into it is **far** more valuable than just totalling up the resources and planets would suggest.
Plus there are exploits where you basically just gradually buy an empire out from underneath itself, a system at a time until it's weak enough that you can just take everything back.

It's still present in the trade screen mostly for MP so that humans (who can make these value judgements) can trade systems and neaten things up.
 
  • 2Like
  • 1
Reactions:
Eladrin: We need an utopian Origin!
Glingis: Okay, so there is this evil slaver empire. And you were one of their victims and now you can go to war with them! But your tech level is super low and there is political strife on your planet! And then at the end you take an arrow and shoot it right into the heart of the Megacorpses President!
 
  • 7Haha
  • 1Like
Reactions:
It's because the AI is essentially incapable of judging the relative value of systems, especially their long term strategic value as opposed to raw production. For example, a system that acts as a choke point or blocks off a section of space from anyone else expanding into it is **far** more valuable than just totalling up the resources and planets would suggest.
Plus there are exploits where you basically just gradually buy an empire out from underneath itself, a system at a time until it's weak enough that you can just take everything back.

It's still present in the trade screen mostly for MP so that humans (who can make these value judgements) can trade systems and neaten things up.
I wouldn't call it an exploit but another way to play the game. Does it always have to be warfare? History is full of examples where one nation bought or traded terrain. It would also strenghten a focus of an empire on economic strategy. I can't see how this wouldn't just make the game richer and more interesting.
 
  • 4
Reactions:
I wouldn't call it an exploit but another way to play the game. Does it always have to be warfare? History is full of examples where one nation bought or traded terrain. It would also strenghten a focus of an empire on economic strategy. I can't see how this wouldn't just make the game richer and more interesting.
It's entirely an exploit. You used to be able to buy everything but their last system.
 
  • 2Like
Reactions:
Was that ever a thing? I'm not a day one player but I think within reason this should still be an option. If the price is good enough, why not sell out a few systems? AI should get reluctant at some degree of course, but in general why not?
It wasn't a few systems.
You could literally buy your way from one side of the empire to the other.

The AI isn't (and can't really be) smart enough to know when the player is taking advantage like this. It can't evaluate tactical value properly. It doesn't understand when you're cutting it up into pieces by buying systems. That's not something practical to teach the AI for a game like this, especially when it's potentially running two dozen or so empires at the same time *and* all the background stuff on the same home computer.
 
  • 3
  • 1
Reactions:
Eladrin: We need an utopian Origin!
Glingis: Okay, so there is this evil slaver empire. And you were one of their victims and now you can go to war with them! But your tech level is super low and there is political strife on your planet! And then at the end you take an arrow and shoot it right into the heart of the Megacorpses President!
That's basically Marxism in Space.... so yeah it's Utopian.
 
No lo llamaría un exploit sino otra forma de jugar el juego. ¿Siempre tiene que ser una guerra? La historia está llena de ejemplos en los que una nación compró o intercambió terrenos. También fortalecería el enfoque de un imperio en la estrategia económica. No puedo ver cómo esto no haría que el juego fuera más rico e interesante.
When in real life, the US wanted to buy Spain its last territories in America, Spain said "no" and the US sank one of its own ships to have a causus belli and take them away.

History is also full of scams or attempts to scam other countries by selling useless or difficult-to-govern territories.


So until the AI knows how to do it well, staying between players is something.
My friends and I use it for temporary trades, we pass systems where we build a mega structure that the owner cannot make or afford (like a portal) and we return it to them once finished, for example.
 
  • 1Like
Reactions:
It wasn't a few systems.
You could literally buy your way from one side of the empire to the other.

The AI isn't (and can't really be) smart enough to know when the player is taking advantage like this. It can't evaluate tactical value properly. It doesn't understand when you're cutting it up into pieces by buying systems. That's not something practical to teach the AI for a game like this, especially when it's potentially running two dozen or so empires at the same time *and* all the background stuff on the same home computer.
You miss my point. I don't want a mechanism back that has been faulty. I want another option to play the game besides warfare.

How did they do it in Civilization 4? The diplomacy, culture, religion and trade system in this game was superb.
 
Last edited:
  • 1
Reactions:
Honestly, would be pretty neat if the curator team could go back and create unique portraits or even just clothing sets for all the enclaves, the marauders, the Khanate and it's successors, the nomads, the caravanners, the fallen empires, the Daemonic (don't know if the name is random or if it has a set one because I've never gotten them and information is scarce, the Awoken, the Prikkiki -Ti and Ketling Star Pack.
This is one of those “would be cool but I’d rather they focus on other stuff” kind of things.

Specifically, it’d be cool if the older enclaves got custom portraits but not while plantoids still don’t have a unique room and while there’s still such a small variety clothing options for playable empires.

They also mentioned they wanted to add more diversity to the new human portraits, which would be great considering they’re basically the same guy wearing different spray tans. I’d rather this happen before enclaves got new portraits.
 
  • 1
Reactions:
Yeah, since it's unlikely that the AI is going to learn how to evaluate system trades anytime soon. Best we can hope for is that our founder species home system is locked behind an event that spawns it in so that it doesn't get gobbled up by another empire and leave un unable to potentially complete the event chain for the origin. Likely for all the non-founder species in our empire, we'll just have to deal because they did say that it's going to consider every primitive civilization for the makeup of our empire. Maybe we get lucky and it makes a point of spawning some set number of them clustered around our empire for easier access.

On the note of the AI likely never learning how to do proper system trading. Still hoping they go back and give federations the means to at least setup fellow members with gateways and hyperrelays.
 
If you make empires with those origins and allow them to spawn would they still be blocked or would then the normal 5% chance apply?
Because if so that would be the easiest and most obvious solution to having them spawn in "randomly"
I was surprised that an Imperial Fiefdom empire I played previously was able to spawn in my multiplayer game, since I thought IF had been explicitly blocked from randomly spawning. But it does seem that player-created empires can appear with those origins, so if it works for Imperial Fiefdom, I don't see why it wouldn't also work for Broken Shackles. (I did not force the empire to spawn.)