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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.

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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.

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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.

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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.

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

Why MSI?

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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!
 
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Interesting. The origin bypassing the game settings heavily implies the origin will be unavailable to AI.

How will the origin interact with civics that normally start you with a special building? I see that they have no free building slots to put them in.

Other notes:
  • I count 29 starting pops, with no more than 3 from most species, 8 from what appears to be the primary species, and 9 from one other species. Interesting that your species starts as a minority in your own empire.
  • I'm guessing that the other high density species will be shared with the Payback empire.
  • In addition to all the tech and infrastructure deficits, most of your pops start with 20% habitability on your starting planet. Oof. You're not kidding about challenging here.
  • I wonder if you start with the rescued from slavery pop happiness modifier at least?
  • I also see that you don't get the 3 starting Corvettes. Not too big a deal by itself, but there's a good chance that means you also don't start with a science ship. Maybe not even an upgraded starbase.
  • Specifically mentioning that "the demands of various factions will need to be appeased" implies you'll start with a randomized assortment of pop ethics in addition to the randomized species.
Good notes. There's lots to juggle!
 
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Playing as Escaped Slaves who have to start from Scratch again? Basically playing a Pre-FTL Empire? God, my heart. I always loved the Concept of playing a Pre-FTL Empire, and now that you aldo can establish communications with other Pre-FTL Empires, its like a Wish came True.

Much love to the Devs!
<3
 
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  • In addition to all the tech and infrastructure deficits, most of your pops start with 20% habitability on your starting planet. Oof. You're not kidding about challenging here
The best part is: since it isn't your homeworld even your primary species will most likely "only" have 80%

I guess you have to get ftl, find new worlds and then forcefully relocate everyone to worlds more to their liking, which would help raise those new worlds quickly but would lead to a lack of workers on the capital

At least automatic pop growth will favor those who actually like the world, so you don't have to worry about drowning in unhappy populace
 
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I have some questions:
1. Will the homeworlds be under MSI control, or will they spawn as individual (subjugated?) empires?

2. How will the number of starting species scale with galaxy size? From the screenshot it looks like this origin will have nine species, ten with the MSI. For smaller Galaxies this would be way too many, if they were to get an empire each.

2. Do the MSI and potential other empires count towards the number of empires set at galaxy creation?

3. Can random AI empires spawn with this origin?
 
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Looking at the picture, i strongly suggest that randomly (i assume that your non-main species and their number of pops are randomly generated) generated species in this origin are unable to get the Decadent trait, as this Origin's restrictions, rightly fitting as they are, also mean that they cannot get slaves and thus you'd start with one or more species with a no small happiness penalty, which would lower planet stability if they're one of the species with the most pops in your planet and thus lower your likely already low production to begin with.
 
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If I was to make my main species humans, would the game correctly recognize that the Sol System is supposed to be our homeward? I would presume that since we escaped a slaver ship in the origin that our capital world in this playthrough is not the same as our actual homeworld, just like how the lost colony empire capital is different than their ancestral homeworld.
 
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Do you ever intend to make the MSI playable?

Not currently, but I expect a mod will do that within 5 minutes of release.

What effects does the Ladder to stars origin have for the MSI nation?

They start with a relic world plus a few other things.

Is the Origin challenging only at the start or will you gain benefits you normally wouldn't in the long run to compensate for the low-tech start?

I'd consider the wide array of randomly generated species you get to be the primary benefit of the origin.

is "your ladder to the sky" just a marker for minamar or does it do stuff for them? like does their AI get different parameters from it? DO they behave slightly different?

MSI also has a unique AI personality.

How will the origin interact with civics that normally start you with a special building?

You won't get those buildings.

. Will the homeworlds be under MSI control, or will they spawn as individual (subjugated?) empires?

The majority of your species' homeworlds are pre-ftl civilizations.

How will the number of starting species scale with galaxy size? From the screenshot it looks like this origin will have nine species, ten with the MSI. For smaller Galaxies this would be way too many, if they were to get an empire each.

Do the MSI and potential other empires count towards the number of empires set at galaxy creation?

They don't count towards galaxy generation settings, but the origin only force spawns two other empires (MSI and a Payback empire).

Can random AI empires spawn with this origin?

They're currently blocked.
 
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The best part is: since it isn't your homeworld even your primary species will most likely "only" have 80%
Finally, an incentive to start with the Extremely Adaptable trait! Assuming this origin allows picking your species traits, anyway. I see they don't have any in the teaser image.

Another thing I just noticed: Minimar has the Benevolent Corporation personality, which is new. Fingers crossed that this means there's a chance we'll finally have more than two megacorp personalities, and it's not just a special one just for them!
EDIT: welp
MSI also has a unique AI personality.
 
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Additional question - can we get a homeworld modifier similar to Lost Colony's colonial spirit to represent the solidarity built from the shared "bonding experience" of mutinying from Mimar, as fellow revolting slaves finding freedom?

Not necessarily in the same effects, mind you - just some sort of modifier. It would be flavorful, and might offer some slight additional aid for facing the challenges ahead.
 
so what happens if multiple players in a multiplayer session take this origin? does one of the randomly generated species get replaced with eachother's species and a single MSI spawns?
 
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Does the fact that this origin forces Payback to spawn as well imply that the Payback Origin will force an empire with Broken Shackles to spawn?
 
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I'd consider the wide array of randomly generated species you get to be the primary benefit of the origin.
I expected that.
So especially with low count of guaranteed habitables this would probably be a good advantage over other empires.
 
I like it - it sounds like it's about the most "primitive" you can make an origin without making it outright punishing.

If you're going to give an origin this many starting species, though, I hope that there will be some UI improvements to the species tab. Mechanically it would go well with Xeno-Compatibility, but unfortunately the UI and performance issues have made that AP a no-no for many players.
  • Specifically mentioning that "the demands of various factions will need to be appeased" implies you'll start with a randomized assortment of pop ethics in addition to the randomized species.
Quite possibly, although if you make a Xenophile empire, standard game mechanics are going to work heavily in your favour for factional alignment. (I suppose one countervailing factor is having primary species pops enslaved somewhere else in the galaxy.)
 
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