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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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If we won't be spawning on our homeworlds, will we be spawning near them? Would hate to finally get a chance to look for our homeworlds across the galaxy only to find they've been eaten by gestalts, enslaved, or my allies won't give me the territory.
 
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If we won't be spawning on our homeworlds, will we be spawning near them? Would hate to finally get a chance to look for our homeworlds across the galaxy only to find they've been eaten by gestalts, enslaved, or my allies won't give me the territory.
Sounds like they're randomly distributed.
 
Scipped toxoids... Looked to me like hype selling. Crazy new origins, civics and stuff but the game loop stays the same... try to tech rush, to not get out teched because tech still rules everything => snowball into oblivion in some way or another => win

Lets see where this dlc goes. Maybe i get hooked again.

Story >>> broken new origins, civics, traits
I'm still not entirely sure what the point of the Progenitor Hive origin was.

Same for On the Shoulders of Giants origin – frankly, everything about On the Shoulders of Giants feels like it could've just been an event chain encountered through an anomaly.

Also, both Progenitor Hive and Clone Army continue to be ridiculously powerful in multiplayer.

And Knights of the Toxic God? It's still such a weird origin that for some reason does Habitats better than a Void Dweller empire.
 
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If we won't be spawning on our homeworlds, will we be spawning near them? Would hate to finally get a chance to look for our homeworlds across the galaxy only to find they've been eaten by gestalts, enslaved, or my allies won't give me the territory.
If I had to guess, probably the homeworld with our founding species will be something that spawns in with an event. At least I hope. Everything else is liable to be spread out, if the game is pulling from all eligible primitive worlds for the species that we aren't creating in the empire menu. Though hope we do get clarification here if these will all be spread out all over the galaxy, clustered or if some will be spawned in by event so that you get shot at having the event of reuniting with your people on the homeworld.

Granted, this all assumes that the payback empire isn't the empire that arises from your home system.

The new origins *are* story though, even if you only play through them a couple of times.

And this : "try to tech rush, to not get out teched because tech still rules everything => snowball into oblivion in some way or another => win" is essentially the game loop of every 4X game out there.

Agreed.

Honestly, story stuff has a ton of value in a 4X game that is pretty sandbox. For some people it gives them enough structure to get grounded and rolling. For others, it allows the game to offer fresh stuff because they normally don't play till the end game year. That might be a result of the pop numbers hitting a point where their computer runs really slow (my current predicament) or they just get bored with the game loop in the end game phase. Also sometimes their schedules mean that they'll start a game and put in several hours and then it's a sizable chunk of time until they can play game (this game doesn't really led itself well to short game sessions), so when they get back they'd rather just start from game start over loading a weeks or months old game.

As for the normal game loop. Only way I see that being broken is by adding in more win conditions that don't benefit majorly from tech rushing or can be achieved without. That of course probably means having a slider that lets people turn on and off win conditions. Be that they want to keep the sandbox nature fully intact or just don't care for some of the win conditions. As long as the two existing conditions are get the highest score or blow up the galaxy, tech rushing is kind of required because it's the only way to get your score high enough to be number one for the former and you pretty much need a certain level of tech to succeed in blowing up the galaxy.
 
This looks amazing and I can't wait to play it.

This unshalked origin, really seems an opportunity to bring in multi-species empires, change primary species during play or empires WITHOUT primary species.
Already play conditions often don't make sense to stick with static and permanent one species dominance over empires and nations, but this unshakled really points out the need for a different arrangement, for the broken shackled all the liberated slave cultures should have primary culture status, not just the one.
 
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If we won't be spawning on our homeworlds, will we be spawning near them? Would hate to finally get a chance to look for our homeworlds across the galaxy only to find they've been eaten by gestalts, enslaved, or my allies won't give me the territory.
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
 
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This looks amazing and I can't wait to play it.

This unshalked origin, really seems an opportunity to bring in multi-species empires, change primary species during play or empires WITHOUT primary species.
Already play conditions often don't make sense to stick with static and permanent one species dominance over empires and nations, but this unshakled really points out the need for a different arrangement, for the broken shackled all the liberated slave cultures should have primary culture status, not just the one.
I don't think they will be any different from regular xenophile or egalitarian empires though
at the beginning of the game all leader slots will be filled with your founder species and then you recruit more and more xenos for the other roles until eventually a xenos gets elected to lead the empire for a while

Unless you play xenophob or intentionally restrict xenos your founder species has no special rights beyond being noted as your founder species on the empire overview or when you get alarmed that they are being sold on the slave market

And considering how allergic some players are to notifications I assume there would be riots if they get warned for a dozen or so species whenever one of them is being sold XD
 
While "Broken Chains" are non-gestalt only for understandable reasons, does it apply to "Payback"? If Payback is available for gestalts, it adds some more options for storytelling.
People that are partially mind-merged (like Pandora critters, or like ME Asari) decided to merge entirely because of circumstances forcing them to do it.
Rogue Servitors that are warbots: Planetary Defence System decided that threats from above could be likely in near future, so it decides to prepare to protect its people by overthrowing all governments and focusing on retaliation.
Memorialist Machine Empire: MSI were repelled, but people died. We need to scribe, lest we forget. We need to avenge our creators, for it is the least we can do for them.
 
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I don't think they will be any different from regular xenophile or egalitarian empires though
at the beginning of the game all leader slots will be filled with your founder species and then you recruit more and more xenos for the other roles until eventually a xenos gets elected to lead the empire for a while

Unless you play xenophob or intentionally restrict xenos your founder species has no special rights beyond being noted as your founder species on the empire overview or when you get alarmed that they are being sold on the slave market

And considering how allergic some players are to notifications I assume there would be riots if they get warned for a dozen or so species whenever one of them is being sold XD
I was suggesting, this could be a good time to ADD that mechanic, not guessing that it's how that empire will work or needing an explanation or how founder species has worked the entire time.

It's an origin idea that would make more sense, with a different mechanic that been desired by many since the game launched, so maybe now would be a good time for the game to add it.

Hope this post is clear enough language for you to not get confused
Thanks
 
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.
say that I do play as human broken shackles. is the human homeworld always going to be earth around sol, and if left to their own devices, they will always become the UNE? also, will the commonwelth ever show up if we start this way?
 
Granted, this all assumes that the payback empire isn't the empire that arises from your home system.
It would be kind of cool if your home planet had a small chance of being the Payback empire!
 
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so for those of us that don’t like playing with advanced empires, or would want these origins for role playing a slightly different background?

also, for people playing in a small Galaxy, can there be an option to disable the ai picking this these Origins so that half the empires in the Galway won’t just be the same ones every time?
(I would also LOVE this option for the federative and scion origins)
 
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also, for people playing in a small Galaxy, can there be an option to disable the ai picking this these Origins so that half the empires in the Galway won’t just be the same ones every time?
(I would also LOVE this option for the federative and scion origins)
They've already said that it's (currently) disabled from being randomly selected by the AI
 
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