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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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Also, it's pretty subtle, but is that new city artwork for planets, or is it unique to broken shackles? What qualifies it?
i think it's existing Primitive city artwork.
 
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Why do I get the slight feeling part of the reason MSI has fixed portrait is the real MSI might have been angry if the random portrait chosen was the dragon portait.

I noticed MSI has indentured assets. Will they just be using that for slavery, or will they enslave all xenos and 40% of their own population (ie, does MSI use species wide slavery, or "just" the percentage slavery)

Does MSI have their personality locked regardless of ethics, or if they shift ethics at all, or lose an ideology war do they change personality?
 
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i think it's existing Primitive city artwork.
I think they mean the artwork for the city district, which if you look at it is pretty clearly supposed to be the crashed slave ship.
 
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Now THERE'S a tease!

You all know me well enough at this point to notice the precision of my phrasing. :D

Is there any way we can make sure certain species are part of the Broken Shackles? E.g., if I want human slaves?

You'll have to play the humans if you want to ensure that humans will absolutely be part of Broken Shackles. Now, since humans can show up as a pre-FTL society, they might show up anyway, but if the UNE and COM or one of the other variants of humans show up, they won't unless you're forcing it by making humans your primary species.

I like the non black-white morality you are going with for the megacorp empire.

They're pretty dark, to be honest, but mainly from your perspective. With Broken Shackles, they're annoyed that a shipment got lost and it hit the balance sheet negatively, but they don't hold it against you too much. (@CGInglis ' greeting text when you first meet MSI captures their arrogance perfectly.) As for Payback... well... they're a little more upset.

  • Something like this origin has been requested for a long time, but what was the thought process behind going for a specific storyline with a set empire (with a set name) instead of leveraging the randomisation system?
  • Even though there is a set story, this diary is mainly mechanics focused, I can't really tell how extensive the story/event content is. Would you compare it to something like On the Shoulders of Giants, Knights of the Toxic God or Remnants?
  • There's no opportunity now for a less scripted version of this origin in the future, I suppose?

The more variables that are introduced, the less coherent the narrative will be.

Emergent narratives should still occur - in the game I just got out of, I'm on the opposite side of the galaxy and didn't meet MSI until the GalCom formed. Right now I'm jockeying to form the council so I can strike them down with a political hammer.

We're mostly showing the mechanical side so you'll be able to enjoy the events yourself. I'd probably place it closest to OtSoG of those three, though a lot of it is self driven - if you don't seek out your homeworlds, or they get eaten by a devouring swarm, then things will turn out a little differently. You'll also sometimes get the choice of whether you have a truly free society, or if you're actually just a bunch of hypocrites no better than MSI. And sometimes those choices may backfire.
 
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Huh. I would have bet money that MSI was going to be a pseudo-civ like the Caravaneers or Marauders.
 
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I just gotta ask, how freaking massive was that slave ship that it was big enough to give X pops on a planet they crash landed on?! Do they use juggernauts or something? Is there salvageable tech and ship logs from the crash landing site to at least boost research and mapping the stars?
 
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Nice, but what if MicroSoft Incorporated gets destroyed before the broken shackles or the Payback origin can do anything?

If the payback origin prepared a fleet to finally get their payback on MSI but then they find them conquered and assimilated by a Catalog index it can be underwhelming. Even more if the Catalog Index tell them when asked about the MSI: "Lol, this is awkward. Sorry i took your revenge from you. Feel free to get assimilated if that make you feel better" :p
 
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Finally, an incentive to start with the Extremely Adaptable trait!

Probably the inverse, I suspect- Extremely Adaptable would be a trait point sink, since you'll have 80-hab pops of nearly any given biome regardless. Adaptive is usually better the higher a % of your empire the adaptive species is, but here it's low and will be forever low. You're talking less than 10 starting pops being boosted at game start, which is considerably worse than, say, Adaptive on a Lost Colony origin, and then no meaningful gain on all your other planets where the RNG species have 80% hab. Given that your macro-strategy will have to compensate for weaker econ regardless, the trait gain is pretty marginal.

Instead of adaptive, Leader traits may actually be the unexpected standout. Get a leadership caste early, and let the RNG species do the heavy lifting on the economy with their likely variety of job modifiers.
 
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Helmets in the boardroom.
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MSI gets fancy outfits, meanwhile our regular empires are stuck with… this.

Have you considered revisiting the outfits and hairstyles of other humanoid portraits, or hell, even the hairstyles on the legacy human portrait? It feels like they could use some work.
 
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I just gotta ask, how freaking massive was that slave ship that it was big enough to give X pops on a planet they crash landed on?! Do they use juggernauts or something? Is there salvageable tech and ship logs from the crash landing site to at least boost research and mapping the stars?

As a Barbaric Despoiler, and a Nihilistic Acquirer, I can assure you that even a single Corvette is sufficient to carry 28 pops from a primitive planet to anywhere else in the galaxy.
 
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As a Barbaric Despoiler, and a Nihilistic Acquirer, I can assure you that even a single Corvette is sufficient to carry 28 pops from a primitive planet to anywhere else in the galaxy.
Good point and proof that not everything is shown to scale in Stellaris, Corvettes are functionally bigger than Habitats with that logic! (Gameplay>Realism applies I know).
 
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So, tabulating first thoughts.


Econ Expectations: Weak and Slow for a Diplomacy Game

To start- it's unclear how hard the start is due to the lack of clarity on what the unique jobs/modifiers/base output of the homeworld is. However, it does seem likely that the initial tech gap will include what are starting techs for most empires, and so colonization will be a decade or so behind other empires. This means lower growth, and lower output, for a good part of the early game- meaning, in turn, that unlike Knights of the Toxic God, where you could actually leverage some of the startup dynamics for a circumstantially strong economy, this one is going to be stillborn by comparison.

Not only will be early expansion be throttled, but so will early pop productivity (probably). Between habitability on the main world, and implied ethic diffusion, the early pops will be a challenge to manage until you can both get ethic cohesion for a happy policy spread, and the right sort of worlds for them to live on. Until then, habitability and happiness penalties will slow an already behind early game.

Which means, by extension, that the origin will survive or die by its the macro-strategy, not early-game economy. Which means diplomacy, not pop-efficiency, which will be too RNG-scrambled to have a coherent build.

In so much that this origin has an economic upside, I suspect it's in two main areas: immediate access to a variety of 80% habitability species for most/all biomes, which will allow faster colonization growth once you get to that phase, and an expedited path to finding primitive civilizations, which will be able to boost your power via conquest/uplifting/the other mechanics of this DLC. This later one may be significant, but it's also likely more mid-game than early... meaning you have to survive early enough for it to matter.

Which, again, means macro-strategy, and diplomacy. And spying, to catch up on techs, or research agreements, to get them faster. Which, in turn, means more influence on espionage than expansion.


This will certainly be a slower game, and not for power-fantasy types.



Ethic Implications: Xenophile

The dominant ethic synergy will be Xenophile. With universal opinion buffs for regional safety, extra envoys for macro-strategy safety for mitigating threats/building allies/striking research agreements / conducting espionage, and of course a high-cohesion ethic to make everyone happy, this will be a dominant safe early game and means to catch up.

Secondary ethic synergies will be pacifist, egalitarian, and spiritualist, in that general order. As your empire will be too weak to pick fights for some time, pacifist is nearly pure gain for the player, and the stability and happiness options are much-needed econ boosts. Egalitarian can assist by using it's unique edict to halve your early-game ethic incoherence, and it is a natural partner with xenophile, but it's higher-than-average CG upkeep will be an early game issue made worse by habitability issues. Spiritualist is another high-cohesion ethic, and with a very weak early science game, high-unity could be a high-value alternative for early economic-tradition growth.

Militarist and Materialist will be weak/anti-synergies. Militarist will take much longer than usual to be applicable as an offensive build, and it's faction demands don't mesh nicely with the 'nicer' ethics. Materialist isn't directly opposed, but the much later delay to getting robotics as a tech, and the planets to build factories on, and the fact that you'll have significantly higher organic growth given the demographic spread, and Materialist's main benefit is likely to be the selective use of Academic Living Standards.



General Strategy: Federation Builder

You're small, weak, will have a slow expansion. Your best way to catch up to the pack is via research agreements for the tech cost reduction, or by stealing it, while having defensive allies to assist you.

The way to get all of these at once is the Research Federation, with allies who can help you stand up as you use the research agreements to catch up to their head start, and use your envoy advantage to conduct espionage elsewhere. While you use the research agreement discounts as catch-up, your unity economy is to hurry the ascension costs so that by the time you reach tech parity, you're ahead in traditions.



Opening Strategy: Prosperity, Diplomacy, Vassalization

Your economic strategy is probably going to be Prosperity, not Mercantile. While a trade build has advantages in it's CG rebates, trade builds are most useful with low-habitability builds, and you're functionally a high-habitability build. Further, the trait RNG will generally mean you're lacking in thrifty, but have a variety of job-specific modifiers that can be boosted with Prosperity tradition.

Diplomacy for Federations will be your second natural tradition, at least to the point where you can start Federations quickly. This may be an opener to swamp your first contacts with envoys to build favors and alliances, but this is both risk-mitigation and a way to start reaping first contact influence to make up for slow early expansion.

Vassalization may be a very useful thing for you as a weak early-game player. Being able to exploit an overlord for within may be what you need if you dedicate to the bloom.

Due to general early tech and economic weakness, expect military traditions to be low-value. If you have to fight, you functionally lost.
 
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Ehm... your ladder to the star Origin? Does this mean we could play as MSI?
I'd love to be a benevolent corporation. bound to assist the poor savages on their way to the stars (for a fee)
 
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PDX.

You need to rename your corporation away from the name MSI as that is a very well known maker of mainboards and graphic cards. Add a letter in there or something, but you really need to take better care of your naming.

MSI isn't some small fry.
 
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View attachment 942049

MSI gets fancy outfits, meanwhile our regular empires are stuck with… this.

Have you considered revisiting the outfits and hairstyles of other humanoid outfits, or hell, even the hairstyles on the legacy human portrait? It feels like they could use some work.
I'm still waiting for the hoods like the Overlord trailer for the foxes
 
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Good point and proof that not everything is shown to scale in Stellaris, Corvettes are functionally bigger than Habitats with that logic! (Gameplay>Realism applies I know).
I mean, with the expansion tradition and the Yuth relic we can put three regular pops on one colony ship. Slaves have lower housing requirements, servants in particular only need a quarter of a free pop, so you could put twelve of them on one ship. If we then factor in that these slaves are cargo and not passengers, we can squeeze some more in, let's say double. That puts us at a nice and comfy 24 pops on one ship.

At least that's how I handle my slave logistics.
 
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You'll have to play the humans if you want to ensure that humans will absolutely be part of Broken Shackles. Now, since humans can show up as a pre-FTL society, they might show up anyway, but if the UNE and COM or one of the other variants of humans show up, they won't unless you're forcing it by making humans your primary species.
.......................

They're pretty dark, to be honest, but mainly from your perspective. With Broken Shackles, they're annoyed that a shipment got lost and it hit the balance sheet negatively, but they don't hold it against you too much. (@CGInglis ' greeting text when you first meet MSI captures their arrogance perfectly.) As for Payback... well... they're a little more upset.
If you force-spawn your species, would the original species empire have a bad opinion of MSI? The UNE and CoM might not be all that friendly towards a nation that enslaved a good chunk of humans. Although if the UNE and CoM spawned... it would mean that MSI captured one of the colony ships. Would there be integration with pre-made empires and their stories?

As for the Broken Shackles' interaction with MSI, it is reasonable, I mean they lost the shipment, but that happens often in the Stellaris galaxy, and hey there's now an established society with many many more pops to do business with.
 
PDX.

You need to rename your corporation away from the name MSI as that is a very well known maker of mainboards and graphic cards. Add a letter in there or something, but you really need to take better care of your naming.

MSI isn't some small fry.

Alternate name suggestion: Minamar Outreach Xeno Industrial Enlightenment

M.O.X.I.E.
 
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I mean, with the expansion tradition and the Yuth relic we can put three regular pops on one colony ship. Slaves have lower housing requirements, servants in particular only need a quarter of a free pop, so you could put twelve of them on one ship. If we then factor in that these slaves are cargo and not passengers, we can squeeze some more in, let's say double. That puts us at a nice and comfy 24 pops on one ship.

At least that's how I handle my slave logistics.

Also... a Colony ship presumedly contains a lot of pre-fabs, that wouldn't be on a slave transport, que the slavers (after protential litho-braking) having to scamble with primitive settlements instead
 
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