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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.

1675264463044.png

... 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.

1675264653862.png

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.

1675264696103.png

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.

1675265368217.png

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.

1675265390104.png

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.

1675265429277.png

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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without spoilers, would you say there is anything in the story pack if you deactivate all primitives in the galaxy? some new unannounced mini leviathan for example? some archeological sites? something?

i do not want to deactivate primitives, just curious if its "only" about primitives.
 
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without spoilers, would you say there is anything in the story pack if you deactivate all primitives in the galaxy? some new unannounced mini leviathan for example? some archeological sites? something?

i do not want to deactivate primitives, just curious if its "only" about primitives.
Good question. My guess is that if you deactiviate primitives there wouldn't be much left in the DLC to make it worth it,
There will be probably a few minor things but as it is a story pack and not a full expansion there is nothing much in there.

Imagine the toxoid pack. If you never play toxoid they only thing you gain is the aibility to terraform toxic planets...
 
Good question. My guess is that if you deactiviate primitives there wouldn't be much left in the DLC to make it worth it,
There will be probably a few minor things but as it is a story pack and not a full expansion there is nothing much in there.

Imagine the toxoid pack. If you never play toxoid they only thing you gain is the aibility to terraform toxic planets...
And ruthless industrialists iirc. And a few species traits
 
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And ruthless industrialists iirc. And a few species traits

From what we know so far a First Contact playthrough with no primitives would give you cloaking, and maybe a new starting system/origin with Fear of the Dark (unlike the other two it hasn't been mentioned that it will spawn primitives regardless of settings).

Not a lot admittedly, but it would be strange to buy a primitives focused DLC and disable primitives.
 
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Do we know more about Cloaking?
So far everything seems to point the cloaking tech towards the primitive interaction.
I might be wrong here.
Not a lot admittedly, but it would be strange to buy a primitives focused DLC and disable primitives.
I have to agree here. Anyone playing without primitives, which is okay, each to ones own, might want to stay clear of this DLC. It doesn't seem to worth it's money for the chosen playstyle
 
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.

View attachment 943734
... 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.

View attachment 943735
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.

View attachment 943736
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.

View attachment 943740
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.

View attachment 943741
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.

View attachment 943742
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.

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.

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.
"No one could have dreamed that they were being scrutinized as someone with a microscope studies creatures that swarm and multiply in a drop of water"
 
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So like some other have mentioned before me, is there a chance for empires for example to plant Life Trees, Organic Havens as Rogue Servitor, Gaia Seeders etc. or just give them the more benevolent holdings in general as non-megacorps or some similar interaction?

Also secondly, how much influence will it cost to influence pre-FTL civilizations? Will it cost as much as doing so against a regular empire because in that case I worry it will disincentivise people using the system as much as it already costs envoys to maintain a spy network on them.. and generally expansion is a much bigger priority for much of the early-mid game.
 
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Apart from the role playing perspective, how will this extra layer of micro benefit my empire. Will it not be easier just to make 4 armies and endure the stellar culture shock for those extra pops.

There needs to be a very good reason for me not to invade natives rather than just spending years studying, following event chains etc after my first play through with the dlc.

Would the reward/resources gained by following event chains and interaction with natives outweigh the benefit of invasion and growing planets as one of your own and using those pops to colonise other planets they are compatible with habitability wise.

Maybe make invading primitive planets harder or give a chance of getting big debuffs - for example, chance of fallen empire punishing you, your own population rioting/unhappiness, high population deaths during invasion, chance of picking up a negative trait in some of your own pops etc.

Or Good rewards for following primitive interaction, perhaps hidden techs, hidden traits that you can use to modify your race late, positive relations/ favours on the GC, big resource buffs. Pop happiness buffs.
 
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Apart from the role playing perspective, how will this extra layer of micro benefit my empire. Will it not be easier just to make 4 armies and endure the stellar culture shock for those extra pops.

There needs to be a very good reason for me not to invade natives rather than just spending years studying, following event chains etc after my first play through with the dlc.

Would the reward/resources gained by following event chains and interaction with natives outweigh the benefit of invasion and growing planets as one of your own and using those pops to colonise other planets they are compatible with habitability wise.

Maybe make invading primitive planets harder or give a chance of getting big debuffs - for example, chance of fallen empire punishing you, your own population rioting/unhappiness, high population deaths during invasion, chance of picking up a negative trait in some of your own pops etc.

Or Good rewards for following primitive interaction, perhaps hidden techs, hidden traits that you can use to modify your race late, positive relations/ favours on the GC, big resource buffs. Pop happiness buffs.
Well you bring up valid points. But these points seem to imply that you rarely play as a xenophile or pacifist empire.
If you are always playing enslaving despots or purifiers, then yes, this DLC is not giving anything to you.
But for an empire that loves the xenos and abhors the war, this DLC will bring additional options and boni not to sneer at.
 
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Well you bring up valid points. But these points seem to imply that you rarely play as a xenophile or pacifist empire.
If you are laways playing enslaving despots or purifiers, then yes, this DLC is not giving anything to you.
But for an empire that loves the xenos and abhors the war, this DLC will bring additional options and boni not to sneer at.
I play as all empire types, if am playing pacifist I will be going extra hard to min max as there nothing else to do. I just don’t want it to go the same way as espionage, where many of the options don’t offer the benefit of clicking on the menus to instigate the operation as it takes time away from improving planets and expanding.

Parodox need to shift the focus of game away from planet development and resource gathering and tech rushing. I would love nothing more than to have template system that I can customise on main menu, say this building get built when this slot opens when I select this planet designation. (I don’t like the current planet automation) Same thing goes for fleet development so I can enjoy these events more.

I want this game to be exciting again so these interactions will be more impactful have surprise synergies for my empire.

Regarding purfier play through, why can’t that friendly spiritualist Xenophile race develop into a purifier after certain impactful events tigger over the course of a 100 in game years depending on that galaxies story.

Why can’t that slaver hide their nature and pretend to friendly when you can only find out their true intent via espionage and those secret slave worlds they have in the dark corners of their empire, which is a bit too late for your pops that migrated to them when you signed that migration treaty all those turns ago.

I will buy this DLC of course, I just hope it’s impactful all events are exciting for me no matter what empire type I am playing.
 
There needs to be a very good reason for me not to invade natives rather than just spending years studying, following event chains etc after my first play through with the dlc.

There will be benefits we get in terms of tech insights and the events but it seems unlikely anything is going to compete with the more pops/plants = more good problem. That's a larger issue that, IMO, is more to do with how stable Stellaris empires are (recent buffs to revolts notwithstanding)
 
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I don't really like the name of the "Equal Standing Act" stance, considering that unless GalCom frowns on treating fellow members poorly then treating the primitives with an equal amount of "dignity and respect" would quite possibly fall very much short of "Don't be mean to them!". Something like the "Enlightenment Act", "Integration Act", or "Protection Act" would perhaps be more fitting.
 
"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."
OK, so Paradox IS capable of adding interesting content sometimes.

It's still mostly needless meddling with the game. If Paradox wants to update something, they should decrease Stellaris's ram needs. Stell is listed as 4gb ram, but needs somewhere over of 16 gb of ram.
The late game slowdown has never been a secret, and lessening-fixes have happened. But they've never lasted, have they? Because Paradox keeps adding bits, breaking modifications, and never undoing the pop-centered update that caused the problem.
 
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Speaking of First Contact, any chance we could pacify Amoebas as Rogue Servitors and Empath Hives upon first contact with them?

You could just replace is_xenophile = yes with values_others = yes in the story.101.cc event option.
 
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Im curious with the introduction of an espionage system will there be some sort of ability to create assets to make the missions easier. Obviously with there only being 1 operation category such assets would be heavily simplified, but without them I question what impact the different difficulty operations will do (since the player will have no way to change their capabilities.
 
(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.

I both like the introduction of hiveminds pre-FTL's, and somewhat worry about how this might effect my interactions with these civilizations in the future. Currently my criteria for even considering uplifting a pre-FTL civilization (which like most players I usually don't anyway, but I at least sometimes consider it) is whether or not the civilization exists in a critical area of expansion or not. If I discover a pre-FTL civilization a few systems near my empire, its just inevitable that I'm going to annex it into my civilization. If its near the edge in an area I have less interest in, I might consider it becoming a vassal as an eventual buffer state.

Pre-FTL hiveminds screw with this consideration, in a very similar way to how they currently screw with my considerations when currently playing as Machine Empires and Hive Minds, who in most cases cant really integrate Pre-FTL civilizations. If theyre in an area I cant have a vassal, my only choice is to kick the can down the road or eventually wipe them out. The game's drive for expansion and progress outweigh any ability for me to ignore the problem.

There is however a third solution. A solution with a terrible history of its own but yet would fit so well and so interestingly to the players gameplay if it was considered: relocation. There is of course precedence both in science fiction and history. The US faced the issue with the removal of native americans. This story was repeated in the Star Trek the Next Generation episode Journey's End, where Picard faces his own family history in the removal of natives who now are forced to once again relocate. It then becomes the plot of Star Trek: Insurrection, where Star Fleet attempts to relocate an entire population to another planet without them noticing. If Stellaris wants to truly explore the genre of first contact of Pre-FTL civilizations, it should consider implementing a system to allow for the relocation of these civilizations to other planets better suited for the needs of the empire. This should not be done lightly, and players should feel the weight of their actions, but ultimately it would greatly change the ways of which players interact with pre-FTL civilizations if they could have some determination on where those civilizations where.

The rules of the system would be somewhat simple, civilizations should only be able to be relocated to an identical planet class (or perhaps only same climate at the risk of devastating consequences to the relocated civilization, the relocation itself could have varying degrees of effects depending on how carefully the empire goes about carrying it out ranging from just forcing the civilization to get on ships to secretly rebuilding an exact replica of the society on another planet. Finally, it should ultimately effect your own society too (either by driving an ethics shift or hurting the diplomatic power of your empire).
 
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nothing from this entire dev diary gives me any hope for machines
again

sigh
 
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