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Stellaris Dev Diary #296 - Announcing Galactic Paragons

Over the past year we’ve been working on several things in parallel. While PDS Green in Stockholm was building the First Contact Story Pack, our colleagues at PDS Arctic in Umeå were working on a major project as well.


I’m extremely pleased to announce that Galactic Paragons, an expansion focusing on leaders and their impact on your empire, will be released alongside Stellaris’ seventh anniversary on May 9th.

Galactic Paragons Logo

Galactic Paragons is now available to wishlist.

I’m turning the diary over to Petter Nallo, who directed the development of Galactic Paragons, to explain their vision and provide a list of features.

The Vision of Galactic Paragons​

Amidst the great empires of the galaxy, there are luminaries who rise above the masses. They take on many forms: cunning rulers, ruthless warlords, devout prophets, bold explorers, and visionary scientists. These leaders leave indelible imprints on their empires, etching their names into the annals of history and the collective consciousness of the people they ruled.

The Galactic Paragons expansion focuses on these extraordinary individuals, seeking to capture the essence of their epochal reigns.

Event Image from Galactic Paragons

Tell us their stories​

The new level up system will allow you to shape your leaders in a whole new way. Pick traits, select between Veteran Classes and find them positions where they may excel. They are also tied to the galaxy in a new way with a home planet, a previous profession and their own ethics. Follow their journeys and witness their unique destinies unfold.

Leveling up Dolores Muwanga

The Council​

A new ruling council is introduced, where characters in the highest positions of your empire may take their place. Powerful traits have immense influence over all that lies within your empire's borders. And from here, you can unleash political agendas.

The UNE Council

Legendary leaders​

Out there in the void you may discover powerful paragons. These may seek to join your empire depending on your ethics. Here, may be approached by greedy governors who grovel in the dust, cunning spymasters, prophets who disseminate knowledge of the Shroud and so on. But as you explore the galaxy you may also encounter truly legendary beings that may change the core of your empire.


And then the rest…​

There will be a new origin, several new civics, tradition trees, agendas, council positions and much more.

More will be revealed in the near future.

Galactic Paragons

What’s Next​

You may notice that May 9th isn’t very far away, so we’ll be continuing a twice-a-week dev diary schedule until the anniversary and Galactic Paragon’s release. There are a lot of features to get through, so be prepared for some longer than usual diaries.

This Thursday we’ll explore the Council, Leaders, and Agendas.

See you then!

Wishlist now!
 

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On the one hand this looks great, and i’m all for more leader mechanics and more depth to leaders themselves, and giving them a backstory, homeworld etc is a boon for stellaris’ own emerging storyline focus.
On the other one, legendary leaders feel a bit game-y as a concept, especially if they end being too common within different playthroughs.
Also which pre-existing events like the Knight’s Quest get said leaders as well? Will pre-existing important characters like Grey or the guy stuck in the Tiyanki Matriarch be legendary paragons now?
 
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Wait, whoa?

We're getting a general portrait rework? These look amazing!
No, it's just for the new "Paragons". And maybe some event leaders too. But normal leaders will keep using the same old portraits.
 
To add to the previous bit, will there be a way for regular leaders to catch up to paragons? what's stopping us from fielding nothing but Paragons as our Leaders instead, then?
granted, it's far too early for speculations but one of my biggest fears about Paragons is that your end will end being comprised of nothing but em, which would inevitably end making games extremely same-y on account of you fielding nothing but special shiny leaders instead of your usual hired leaders, which could potentially harm the game's emerging narrative approach imo.
 
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So this looks really amazing, but I hope some/most of the Paragons will be randomly generated (from your species or other galaxy species) instead of being prescripted as members of an event species.
 
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On the one hand this looks great, and i’m all for more leader mechanics and more depth to leaders themselves, and giving them a backstory, homeworld etc is a boon for stellaris’ own emerging storyline focus.
On the other one, legendary leaders feel a bit game-y as a concept, especially if they end being too common within different playthroughs.
Also which pre-existing events like the Knight’s Quest get said leaders as well? Will pre-existing important characters like Grey or the guy stuck in the Tiyanki Matriarch be legendary paragons now?
Gray is a Legendary leader, Reth is a Renowned Leader.
 
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The update i waited for. :D
One question: will the player be able to rename the councillor titles? Just in case someone wants the council to consists of secretaries, ministers, commanders, other titles or a mix of all of them?
 
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I think it would be cool now that we have a council that you could simulate a constitutional monarchy. The head of state would be a hereditary lifetime position, but a prime minister is routinely elected by the people.
 
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Can we have buildings/ships (castles really) that our council can work in and be more effective (but maybe more vulnerable to being toasted by enemies). Could be somethings like multibuilding castles with say 3 (or 4 or 8 or whatever) buildings making our clerk paragons really kick out the bureaucracy others making things like habitats and such sized things multisystem capable (albeit slow as frozen dark matter) with the right drivers. (eg you could need to get a dune warp driver (Paragon) that is zro or it ages quickly, but the zro turns it into a worm that wants more zro but gets better at the job (jumping across the galaxy, the more it gets).

The capability with this new dlc is incredible, and the mods must be sloching their mouths)

As for hive/gestalt leaders that must be on their capital worlds to be effective, say the queen space bug likes to f*** on her home planet, and increases the egg laying by 100% on that planet while she's there, that's someone you want to protect right? Leader robot likes to think about things on its home system and doubles the tech on that home planet...you all know the deal.

Such an enormous capability for stuff in these ...
 
I'm slightly worried about the "Policies and Edicts" tab seen in the government screen. I hope this isn't a case of burying those interfaces behind extra clicks. Hopefully they are still available from the main dropdown menu as usual.

Stellaris does have an UI issue of sometimes using too many separate interfaces for stuff that could have been more efficient as a single interface. Another example is the planet window - the building tab and the pops tab could have been a single tab with some more clever UI design, which would have made things a lot smoother to manage.
 
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The new level up system will allow you to shape your leaders in a whole new way. Pick traits, select between Veteran Classes and find them positions where they may excel. They are also tied to the galaxy in a new way with a home planet, a previous profession and their own ethics. Follow their journeys and witness their unique destinies unfold.

Heh, so if their home world say, exploded - would they be vulnerable to substance abuse or become unable to work due to stress? Perhaps they rage-quit and sign up for military service in order to get revenge.
 
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If leaders will die like flies, then idk if anything can help them.
Also, it would be good to be able to read about our gread leaders after their death, learn what they done and remember some of thier merits. I suggest to introduce The Archives
 
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Heh, so if their home world say, exploded - would they be vulnerable to substance abuse or become unable to work due to stress? Perhaps they rage-quit and sign up for military service in order to get revenge.
Then the Doomsday origin is about to get much more traumatic.
 
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Perhaps it is a far-out hope, but I hope that you moved some older stuff under the lid on how classes and traits work with this leader update - last time I checked (wanted to do important leaders in a mod), it felt that much of the system was hardcoded there: you could write up a new class, but there is no way it will be visible for requiting. Traits would be available, but leaders could not be assigned on different positions because of defaults; even tho leaders actually do something very close to this in base game, when they jump from ruler to scientist/governor/admiral and vice versa and have different relevant traits for different positions.