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Stellaris Dev Diary #288 - Payback and Insights

Nothing unites people more than a common enemy.

You know how the story goes: space invaders attack, and the people of the world unite, casting aside their differences to stand together against a shared threat. Together, they defeat the more advanced enemy, who foolishly underestimated the plucky underdogs.

But what happens after the story ends? The former invaders are still out there, and they won’t be fooled again. An awkward reunion is unavoidable.
I'm CheerfulGoth, a content designer on Stellaris, and this is the story I wanted to tell with Payback.


Payback is the “sibling” of Broken Shackles, two origins united by a common threat: Minamar Specialized Industries, a megacorp that provides pre-FTL enlightenment – for a price. While Broken Shackles focuses more on reconnecting with your past, Payback empires only see one thing in their future: revenge.

Payback Origin Tooltip


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The means of achieving that revenge are up to you. Annihilate your enemy? Turn your slavers into your slaves? Or battle them on the floor of the Galactic senate, outlawing their very business model? Even Pacifist empires will have the means to obtain their vendetta without betraying their ideals.

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Revenge doesn’t have to be synonymous with violence.
Don’t be too hasty in your quest for revenge, though. Rest. Take your time to rebuild. The war against MSI left you with a devastated planet... And the remnant of a battleship to be repurposed for your own needs.

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Make new allies (Broken Shackles empires might be particularly inclined to help you). Remember: revenge is a dish best served cold. Don’t wait too long, though, because the Minamar Specialized Industries surely won’t let you alone.

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You want to make them pay? The feeling is mutual.

We’re not so different, you and I​

The galaxy of Stellaris is already filled with extra-dimensional invaders, space dragons, and all kinds of unimaginable horrors. With Payback and Broken Shackles, we wanted to pit players against an enemy not so different from themselves. Minamar Specialized industry starts as a developed empire with extra colonies and resources, but otherwise behaves like a normal empire with a well-defined personality. They will make their own alliances, join their Galactic Community, wage their wars... and might even fall before you can get your due.

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What will you do when even revenge is stolen from you?

Many of our narrative Origins present a fixed story. With Payback, we wanted to create a less linear narrative, providing players with multiple tools to accomplish their goal. Sometimes things don’t go as planned, but we believe that’s what will make this origin more interesting and replayable.

We give you an enemy. You tell us how you want to pay them back.



Insights​


Now for the return of PDS_Iggy who desperately wants you to stop invading pre-FTLs.

A common issue that has been brought up in regards to this DLC is “Why shouldn’t I just invade the pre-FTLs the moment I meet them” and I am here to present a counter offer. What if I give you unique techs?

Insight Technologies are gained when you study pre-FTLs without making them aware of you. They are unique paths their society take which you have dismissed as dead ends. This is all tracked through a situation which, once completed, will make a future observation event grant you a new Insight.

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We can learn from anything and anyone.

If you haven’t completed the situation when you get an observation event instead you gain even faster progress to the next Insight.

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I am sure it’s nothing.

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These Insight technologies are designed to have unique and flavorful effects. So let me share a few with you.

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Let’s see how close we can get with our observation station.

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A smart hunter lets the environment aid their hunt.

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How were the pyramids built? Let's check!

As you can see these technologies grant you partial Envoys as well as a unique benefit. Therefore, the more you spy and study the pre-FTLs, the more you can do it!

Next week, Alfray Stryke will finally tell you about cloaking, and I might be back to help him explain the new civics!

 

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Maybe it's just the media I've been consuming recently, but the origins here feel like they're kinda sorta about decolonization. Was that intentional, or did it just sort of fall out of the necessary story setup for the origins?
 
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Receiving a couple, flavored, "unique" techs doesn't weigh up the loss of an entire system (+ several planets if there are any). What's the point of NOT invading a pre-FTL species UNLESS it's really just one planet in that system?
This DLC is shaping up to be disappointing IMO. A lot of fluff and no changes to the pre-FTL mechanics (bar the integration into the Intel, Diplomacy and Espionage system).
Yeah i too cannot BELIEVE they had the gall to work on an underdeveloped mechanic people have been asking for content for years and then even added roleplaying options and events for it on a role playing game instead of leaving it as glorified invasion fodder for easy pops so you can disregard roleplay altogether and grow your population for free and further minmax your empire.
THE AUDACITY OF IT!
 
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I wonder if AIs that spawn with the Payback origin and are militarist/xenophobic will take the become the crisis ascension perk?

The Great Trial waits for no one after all...
 
Does your hyper-relay mod keep the network effects without causing bypass lag? If so, how'd you do it?

1. You must structural the Mod so that it only interacts with the minimum possible elements. It is not the same to interact with each ship as with the entire fleet. An event trigger for each ship consumes many more resources that trigger a single event for the entire fleet that contains them.
2. You should always avoid the recursive events that constantly check an element. Don't use events that call themselves constantly or with the condition [Mean_time_to_happen]. Always use [is_triggered_only = Yes] and calls these events through "on_actions" event triggers that are only activated when an incident associated with the element occurs (for example, when a fleet has entered a new system during its movement). Then, the Mod instructions are only executed at the time just when a fleet enters a system, enters an orbit or when a new ship or hyper-relay is built, I think I remember... and as long as it does not happen, the Mod does nothing, he only stays waiting.
3. In my signature you will see the link to my Mod. There is an option on that page to download it, you do not need to subscribe to unpack it and take a look. I hope you have fun with it.

 
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Hi, I have a question regarding multiplayer with the new DLC. If a friend picks the payback origin and I pick the broken shackles origin, will they generate other paybacks and broken shackles in the galaxy or will they recognize they already exist? Thanks!
 
Hi, I have a question regarding multiplayer with the new DLC. If a friend picks the payback origin and I pick the broken shackles origin, will they generate other paybacks and broken shackles in the galaxy or will they recognize they already exist? Thanks!
no, player origins take priority so you'll spawn as eachother's payback and broken shackles empires.
 
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no, player origins take priority so you'll spawn as eachother's payback and broken shackles empires.
Is that an existing mechanic? I seem to recall it working that way when I played with a friend as two vassals to the same empire.
 
Why is Payback allowed to be Xenophile? The point of it is that other aliens ruined them.

Why is Payback allowed to be Corporate? The point of it is that a MegaCorp ruined them.
 
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Yeah i too cannot BELIEVE they had the gall to work on an underdeveloped mechanic people have been asking for content for years and then even added roleplaying options and events for it on a role playing game instead of leaving it as glorified invasion fodder for easy pops so you can disregard roleplay altogether and grow your population for free and further minmax your empire.
THE AUDACITY OF IT!
Now it's even more glorified invasion fodder.
 
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Why is Payback allowed to be Xenophile? The point of it is that other aliens ruined them.

Because they're aware that not everyone has to be an asshole. Perhaps they've got the xenophile trait because they like other species on their own planet, and are still happy to work with anyone who isn't looking to screw them over.

That or the devs don't want to unnecessarily shut off an entire corner of the ethics grid.


Why is Payback allowed to be Corporate? The point of it is that a MegaCorp ruined them.
Because just because another corp tries to ruin you, doesn't mean you give up capitalism yourself.

Think of it as MSI failing a *really* hostile takeover, and the corp with this ethic deciding to go get some customers, since they now know others exist... and with some expansion and diversification they might be able to take corporate revenge and break MSI.
 
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Does your hyper-relay mod keep the network effects without causing bypass lag? If so, how'd you do it?

I want to make it clear that I don't understand what you mean with "bypass lag". My mod does not run anything before, during and just after using a bypass. Run its code 1 to 4 days after a fleet uses a bypass, never during or just after using it, since I intentionally decided not to execute code when a fleet uses a bypass because it causes problems of instability in the game. If you have "bypass lag" problems you should check if any other mod, to which you have subscribed, cause you that problem.
 
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I only use custom empire pool from which all AI empires are picked. If I create custom empires with this origin, can the AI use it? If yes, can there be more than one empire with this origin?
 
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THE FIRST ALIEN THEY MET ruined them.

Xenophile:
"MSI is proof we are not alone out here, and we found the hidden messages in their panphlets. They have enslaved others. It is our duty to save those who tried to warn us."

Corporate:
"Trade is the universal language, we speak it, they speak it. We had a chance to study their corporate structures, we can make them work for us."

Pacifist
"They abused us, they pushed us to war, but it was costly and we have so many dead to bury. We must become strong, must focus on building up to make attempting revenge unappealing, and fighting wars with other star nations is ultimately a waste and a distraction"
 
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Can I....force Payback by failing go invade a primitive early space age world, or does it need to generate at start(as in, only MSI can 'cause' this origin to occur)?
it's explicitly tied to the MSI so probably not

speaking of primitives, do they get the Insight tech you got out of them once they make it to the space age? they DID progress that way unlike you after all.
 
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