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Stellaris Dev Diary #285 - Observation and Awareness

Hello!

Before I delve into the new systems for interactions with pre-FTL civilizations, I'm handing over to one of our newest Content Designers @PDS_Bojj to discuss an example of the types of events that will feature in First Contact.

Watch the Video Dev Diary here:

Pre-FTL Observation Events​

Hey, I’m PDS_Bojj! I’m a Content Designer on Stellaris. I’m jumping in to talk about the new observation events we have in First Contact!

The new Story Pack introduces a bunch of new events for those who build Observation Posts in orbit of pre-FTL worlds. These events give you the opportunity to gather research on pre-space-faring civilizations in various technological ages, and- if it takes your fancy- interfere with the development of their society.

Your chosen ethics will affect the types of events you can be presented with, along with the choices you will face when dealing with the inhabitants of these worlds. There are a variety of rewards to gain from studying the pre-FTLs, including the brand new Tech Insights.

While surveying the galaxy, if you discover a pre-FTL civilization world in any of the ten technological ages (Stone, Bronze, Iron, Medieval, Renaissance, Steam, Industrial, Machine, Atomic, or Early Space Age) - then I’d recommend claiming that system and building an Observation Post in orbit of the planet. That’ll add the module for that Post in the Observations section of the Outliner, and allow you to toggle between Passive Observation and Aggressive Observation.

There are also some brand new non-age-related events that have a chance of firing in any technological age, but I’m particularly hyped about the age-specific events which give you a chance to better understand (or manipulate) the pre-FTL civilizations within your borders. There is some cool content for players to sink their teeth into.

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... Is for us?

So… When I became a developer on Stellaris, one of the first things I noticed was the lack of options for committing an interplanetary train heist. Well, I’ve fixed that. If you’re observing a civilization in their equivalent of the Steam, Industrial, or Machine ages, there is a chance they will construct a network of land freighters for transporting cargo across their planet. What happens next is largely up to you, but just to be clear: you can officially now commit an interplanetary train heist in Stellaris.

I hope you have fun playing through these events. It’s been a lot of fun developing them, so I’m very excited to see how they are received. That’s all from me for now.

Awareness​

Hello again! As part of the First Contact Story Pack, we wanted to make sure that interactions with pre-FTL Civilizations were connected to all the various systems that they were previously not part of. As @Eladrin mentioned a few weeks back, most of the previous functions of Observation Post have been moved to overt Diplomacy or covert Espionage interactions with the civilizations in question.

A core part of how interactions with pre-FTL Civilizations now function is their Awareness. Mechanically-speaking, Awareness is a country-level value that ranges from 0-100 in five stages.
  • 0: Completely Unaware
  • 1–30: Low Awareness
  • 31-60: Partially Aware
  • 61-99: High Awareness
  • 100: Fully Aware
This can be influenced in a variety of ways and has the appropriate script effects, triggers and values in the defines file for our modders to make use of.

Narratively-speaking, Awareness is a measure of not only the civilization’s observations that “something is out there”, but them correctly attributing it to interstellar, alien life. Thus Renaissance-era (or something akin to it) astronomers might observe your uncloaked observation post in orbit of their world, but are unlikely to attribute its presence to an alien civilization. On the other hand, an Early Space Age civilization that has constructed a planetary array of radio telescopes will almost certainly correctly attribute the light pollution and radio traffic from your colonies in their solar system to be evidence of alien life.

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Our recent test firing of our planet cracker may not have gone unnoticed.

Although there aren’t any events directly triggered by a change in Awareness of pre-FTL Civilizations, aside from them reaching out to contact you if they become Fully Aware, Awareness itself is used both to determine which events can fire while you are observing a pre-FTL Civilization and can be influenced by the events themselves.

In addition to the numerous new events alluded to above, we’ve gone back and ensured that all of the existing observation events tie into the new systems of First Contact, for example shooting down a rogue asteroid on course to impact a pre-FTL world may increase their Awareness.

In order to engage with either Diplomacy or Espionage with pre-FTL civilizations you will need an Observation Post in orbit of their homeworld and the types of interactions your empire has access to is determined by your relevant policies on both Interference and Enlightenment.

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As an Observation Post in orbit of an Early Space Age civilization, currently engaging in Passive Observation. We could switch to Aggressive Observation and gain more knowledge, but our interference could cause long-lasting effects.

Before we reveal ourselves to the Sathorians, we have the opportunity to carry out a number of Espionage Operations. However, once they are Fully Aware of the existence of alien life, some of these Operations will not be available to carry out.

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The various Operations available to carry out against the unaware Sathorians that our Observation Post is in orbit of.

After a pre-FTL civilization becomes Fully Aware of alien life, be it by their own observations or a spacefaring empire revealing their presence, the Observation Post in orbit of their homeworld will stop observation efforts and instead be repurposed as an embassy.

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Our Observation Post has been turned into an Embassy.

One of the new additions to the list of pre-FTL interactions is being able to form a Commercial Agreement with them, this will have a minor upkeep in minerals, but your Observation Post will generate some local trade value. The benefits of such a partnership will scale with how advanced the civilization you’re trading with is, so it might be useful to teach a Stone Age society what exactly economics is before trading with them. Additionally, if a civilization is in the Atomic or Early Space Age, signing such agreements will allow MegaCorps to open branch offices on these pre-FTL worlds.

1675265408938.png

The Sathorians are experiencing some minor culture shock due to us revealing our presence. We should probably send an Envoy to Improve Relations, so they’ll be willing to accept a Commercial Agreement.

Of course, it wouldn’t be fair to be able to decide on how to interact with the pre-FTL civilizations within our borders without the Galactic Community having an opinion. As such, the GalCom now has access to three mutually exclusive Resolutions.

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Turns out the Galactic Community is not in favor of passing the Equal Standing Act, which is a good thing since we’d be in Breach of it!

Each of these Resolutions makes different types of interactions considered to be in breach of Galactic Law and refusing to comply will impact the usual sanctions and fines.

Next week @PDS_Iggy will be showing off a new style of starting system unique to Fear of the Dark origin alongside some archaic Custodian updates from @PDX_Cosmogone.
 
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Do Criminal Syndicates have a different set of rules to regular Megacorps when it comes to placing their branch offices? I would hope that Criminal Syndicates throw out the rules when it comes to their Branch Offices in Pre-FTL space. They're not exactly fussed about the law, after all.
Also they can't sign Commercial Pacts
 
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I would hope that Criminal Syndicates throw out the rules when it comes to their Branch Offices in Pre-FTL space. They're not exactly fussed about the law, after all.
It would still take some preparation to establish activity (perhaps through an espionage operation), but it could be interesting if Criminal Heritage empires could establish branch offices without establishing communication.
 
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I really like the new awareness system. This is something that is likely to be expanded upon
 
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Do Criminal Syndicates have a different set of rules to regular Megacorps when it comes to placing their branch offices? I would hope that Criminal Syndicates throw out the rules when it comes to their Branch Offices in Pre-FTL space. They're not exactly fussed about the law, after all.
Also they can't sign Commercial Pacts

They don't need the commercial pact to open the branch office, but do still need an observation outpost.

Oh, and if the pre-ftl civilization is not fully aware, there's a chance they'll gain awareness from the criminal branch office.
 
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Nah, being pre-FTL that would be practically impossible. With our current level of technology, it would take tens of thousands of years to send a probe to the nearest solar system!

I mean, even reaching 0.5 light speed is pre ftl, and at that speed it might take maybe a decade or so. Definitely a long road getting from there to here, but definitely doable for a motivated civilisation
 
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They don't need the commercial pact to open the branch office, but do still need an observation outpost.

Oh, and if the pre-ftl civilization is not fully aware, there's a chance they'll gain awareness from the criminal branch office.
Seems hard to imagine.
Try to picture an episode of CSI:Miami, where one of the team suggests that the perpetrator is not a local crimeboss but a front for an interstellar criminal enterprise :)
 
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The AI should be assigning envoys to federations (and I thought they were), will check with the AI programmers how their priorities are set.

The good news I do have is the diplomatic pacts with pre-FTL civilizations do not require an envoy (just improve/harm relations) and all the espionage operations require a relatively low level of infiltration.
Thanks for the response! The main consideration I had was whether a long duration espionage operation (e.g. today uplift or infiltration can take a *long* time) ties up envoys for a substantial chunk of the game.

As far as I can tell, the behavior of the AI empires for Federation envoy usage is that each AI empire will assign exactly zero or one envoys to the Federation. Usually they will assign 1, but only if other things (first contacts, I think?) don't seem to bump it from the priority list.

But that still (frequently) leads to situation where you have a few AI empires each assigning 1 envoy and then the player empire has to go and assign all 5 or 6 to keep the cohesion up, leading to a huge burden on the player having to basically permanently sink all their envoys in.

(There are, as you might imagine, other suboptimalities with how this envoy management works. Notably, if an AI-only Federation kicks an empire, that's basically the end of the Federation's advancement as that hands out a big whammy of cohesion down to -100 but the AI empires still muddle along with only giving 1 envoy to the Federation which is usually only barely keeping it from *losing* cohesion, let alone recovering very fast. And, similarly, it's not uncommon for AI-only Federations to stall in advancement (e.g. Hegemonies etc.) because they vote in laws that take too much cohesion for the meagre amount of envoys (0 or 1) that each participating AI empire is willing to assign to the federation.

Ideally, the AI would be willing to assign more envoys if things are "in trouble" and cohesion is bad or isn't managing the break-even point, but it seems to just have a basic rule of just a max of 1 envoy per participating AI empire, if the AI empire can spare the envoy, no matter how bad things are getting for the federation.)

Now, if you an get a mega-huge Federation where the penalties for ethics (or the AI empires always voting in "max Federation centralization immediately [even if it puts us in the hole Cohesion-wise]!") are cancelled out by having enough Federation participants (like often happens with the League of Non-Aligned Worlds), the player may not actually have to carry all the weight for holding the Federation together. But that's a very unusual state of affairs in my experience unless one is abusing things by creating zillions of mini-vassals or the like.
 
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Regarding the train heist: I'd love it if it was a complicated series of events, and the reward would be ... 1 unit of minerals or something. Because even wealthy primitives are not that impressive to an interstellar civilisation.
I was going to say, it sounds like spending twenty dollars to steal a kid's milk money... in your thirties.
 
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I was going to say, it sounds like spending twenty dollars to steal a kid's milk money... in your thirties.

While the benefit might not be much for your empire as a whole it seems perfectly within the realm of scifi that it won't cost more than you gain. Stellaris uses the Star Wars/Star Trek approach to space travel where it's cheap as chips, with antigravity allowing car-sized shuttles to get to orbit and back with less effort than driving to the next town over.

All some researchers have to do to pull of a heist is fly a cloaked shuttle down and tractor beam out some cargo. Sure the cargo isn't going to do much, maybe it contributes to a building one colony world over, but it's not like it would be a significant expense for your empire either.
 
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I was going to say, it sounds like spending twenty dollars to steal a kid's milk money... in your thirties.
To be fair, if that milk money consists of 500 years old Italian currency, it would probably be worth it.

Like, say you steal a bunch of raw iron ore. That ore would probably be extremely expensive in your market because genuine, real hand mined by primitives iron ore would be EXTREMELY rare.
 
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The AI should be assigning envoys to federations (and I thought they were), will check with the AI programmers how their priorities are set.

The good news I do have is the diplomatic pacts with pre-FTL civilizations do not require an envoy (just improve/harm relations) and all the espionage operations require a relatively low level of infiltration.
It may have been asked before but I'll do it as well.
Are there any plans to split the current Envoys into diplomats and spies?
Maybe even expanding upon them so that they gain traits which would enhance or hinder their perfomance?
In short make them a) different and b) proper leaders?
 
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They don't need the commercial pact to open the branch office, but do still need an observation outpost.

Oh, and if the pre-ftl civilization is not fully aware, there's a chance they'll gain awareness from the criminal branch office.

That's pretty cool! I'm also curious about building slots, though I think one of the other dev responses might cover that. I will double check. Also, planting advanced tech so that you can get this civilization to the tech level needed to start with the Pirate Free Havens... I'm really happy that Espionage is getting some more meat on its bones with this expansion.

Do they even have a way to deal with the Crime, or access to Deal with the Crime Lords (maybe dependent on Awareness)?

I was going to say, it sounds like spending twenty dollars to steal a kid's milk money... in your thirties.

I would think that the chain might imply the primitives have access to something truly special, like a unique Relic or a stash of unique or rare resources.

Unique event chain to heist 1945 Earth for something that belongs in a museum, perhaps?...
 
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I would think that the chain might imply the primitives have access to something truly special, like a unique Relic or a stash of unique or rare resources.

Unique event chain to heist 1945 Earth, perhaps?...
I like this idea. This heist event should give something meaningfull instead of 500 alloys or 3000 society research.
All some researchers have to do to pull of a heist is fly a cloaked shuttle down and tractor beam out some cargo. Sure the cargo isn't going to do much, maybe it contributes to a building one colony world over, but it's not like it would be a significant expense for your empire either.
True but this could be achieved mechanically by a new mode of observation or expanding upon the existing ones.
Like if you do aggressive observations maybe getting some sort of trade value or depending on your policies, harvesting slaves?
 
It may have been asked before but I'll do it as well.
Are there any plans to split the current Envoys into diplomats and spies?
Maybe even expanding upon them so that they gain traits which would enhance or hinder their perfomance?
In short make them a) different and b) proper leaders?

I kinda think they'd be super sus on splitting them up because espionage and diplomacy go hand in hand so often. Honestly, I'd say that turning the Envoy in Subterfuge into a Spy would be a huge, and unwarranted, nerf to Subterfuge.
As far as proper leaders go... I honestly kinda think it'd be more of a pain than a good thing. I don't want to have to fiddle with 12 envoys as they cycle in and out of assignments based on traits, as they die, etc. Micromanaging the 6-7 Envoys that you send to the GC and the 2 that you send to your Fed would be a nightmare.

Additionally, the spy networks that you build will level up in a way on their own, anyway; that's kinda what Assets represent. Come to think of it, practically every assignment other than Improve or Harm Relations has a levelling mechanic associated with it; Intel & Assets, the way the GC develops, and federations just straight up level up lol.
 
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So, the pre-FTL Hive Minds are confirmed, bit what about the Machine Empires? Can they appear from pre-FTL empires?
 
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The Infiltration Government operation is the old Covert Infiltration observation post mission, you'll annex the pre-FTL civilization into your empire (assuming that you're a regular empire and they're not a hive mind - pre-FTL hive minds can be targeted by the equivalent Infiltrate Hive operation.)
Missed this small part!
 
Of course, it wouldn’t be fair to be able to decide on how to interact with the pre-FTL civilizations within our borders without the Galactic Community having an opinion. As such, the GalCom now has access to three mutually exclusive Resolutions.

View attachment 943743
Turns out the Galactic Community is not in favor of passing the Equal Standing Act, which is a good thing since we’d be in Breach of it!

Each of these Resolutions makes different types of interactions considered to be in breach of Galactic Law and refusing to comply will impact the usual sanctions and fines.

How will these resolutions interact with the unchained knowledge tree? From tier 3 up the science resolutions ban passive observation. Will having Advanced Xenostudies block Equal standing/Non-interference or will one over write the other?

Personally I wouldn't be opposed to the science resolution tree having the passive studies ban removed. It feels more restrictive than other trees since it means only xenophobe/authoritarian materialists can push science diplomatically.
 
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I am more interested in the jacket... so when is it on the store? or is it already?