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Stellaris Dev Diary #298 - Renowned and Legendary Paragons

Hello fellow Explorers of the Void.

We're excited to share with you another Dev Diary, this time focusing on the characters of our upcoming DLC, Galactic Paragons. Today, we have Arctic Art Director Frida, and Arctic Game Director Petter to talk about the new handcrafted characters you may encounter.

Watch the Video Dev Diary:


Petter (Arctic Game Director): Paragon is primarily an expansion with new mechanics such as the council and the leader rework. But, in a DLC that centers around leaders it felt only natural that we would craft some exceptional characters for you to encounter out there amongst the stars.

The initial ideas for most of these characters were generated during a half-day workshop. We gathered everyone at Arctic and sat down to brainstorm what kind of characters we would like to see in the Stellaris galaxy. They got somewhat cryptic names such as ‘Sneakson’, ‘Big Woman’, ‘Harkon the Governor’, ‘Charming Pirate’ and so on. But the concepts became the foundation for our iterative process. Their backstories changed the art, and the art changed the backstories. We also got good input from the Content Designers on Studio Green that led to even more tweaks. So, the characters you will encounter have evolved organically.

We call these individuals “The Paragons”. Now, these paragons are divided into two categories: Renowned Paragons and Legendary Paragons. You will find out more about what these categories means (and some examples) below.

Frida (Arctic Art Director): From the Art team, we have meticulously hand-crafted numerous unique portraits for the Renowned and Legendary Paragon. Each leader is designed to have a distinct appearance that reflects their personality and story, making the galaxy feel more alive and diverse.

During the creation of the portraits, we wanted to elevate the art and storytelling aspects of the leaders, particularly for the Legendary Paragons. One way we have done this is by breaking up the static poses typically seen in the species portraits. Instead, we've incorporated dynamic poses, gestures, and expressions to make these characters truly stand out.

For the Legendary Paragons, we've moved away from the traditional three-quarter pose and experimented with more engaging and dramatic poses. This change not only helps to emphasize the importance of these characters but also makes their portraits visually striking.

The Renowned Paragons, on the other hand, maintain a pose closer to the original species portraits, but with added details and props that help convey their personal stories. Subtle elements such as hand gestures, smirks, scars, or unique clothing items help to give a glimpse into each character's background and personality.


The Renowned Paragons

Petter: Speaking of the Renowned Paragons. These are individuals who you don’t stumble upon out in the galaxy, instead they will seek you out! We have 16 of them in the DLC (two for each ethic - sorry Gestalt) and they will strive to join empires whose ethics match theirs: A pacifist paragon will seek out a pacifist empire, a militarist paragon will seek out a militarist empire, and so on.

The idea behind the Renowned Paragons is to give the sense of a living galaxy. Each character hints of a bigger world. And we see them as something that will spice up your playthroughs and give it a more distinct flavor. You will find that vastly different types of characters seek you out depending on who you are. Each renowned paragon can be seen as a possible representation of an ethic.

Each Renowned Paragon that you encounter has unique art, a personal backstory, and a powerful Destiny Trait from the start. But, they also have a negative trait that adds some flavor. And, they have a chance of triggering some events tied specifically to them that show more of their personality.
Here are some examples.

Kai-Sha, the Spymaster


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Gameplay-wise Kai-Sha is a General (specialized to sit on the council), with the Authoritarian ethic. She is the shadowy right hand woman you would want to have on your side as an Authoritarian ruler to deal with anything that threatens your power.

Frida: Funny story about Kai-Sha - she was actually inspired by our UX designer, Kajsa (also known as kc), purely by coincidence! As we worked on her design, we emphasized her features more, creating a unique look for this character.

Borin: The Friendly Salvager


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Frida: Borin's design was inspired by the salvager portrait from Overlord, and we had a blast taking that concept further, creating another character of that species. He comes from a salvaging community on an old space station and left to explore the wonders of the galaxy, ultimately joining your empire. In order to make him feel like an engineer, we incorporated yellow signal colors for relatability.

Petter: Borin is charming. His dream has always been to leave his Salvager enclave and travel across the stars. But he still has his mechanical skills and repairs all friendly fleets that are in the same system as him. Also, if you are lucky he might build you a robot that can join your empire. He is a quite warm, and almost spiritual, character for a materialist compared to the other Materialist leader, Xondar, who thinks flesh is weak. Again, trying to show how different the same ethic can be.

Vas the Gilded:


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Frida: With Vas the idea was to give her a unique and extravagant look. It was important her love for luxury was shown in her design, with extravagant clothing and accessories. Through the development of her outfit she quickly became similar to a certain Princess, so it took a few iterations to find a unique shape of her headpiece. Her pose is also calm and dignified, hinting at her expertise as a diplomat.

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Petter: Vas is one of the characters from the workshop that was pretty much the same the whole way through. But she was a bit more “courtesan”-ish for a while but now she is more noble and “senatorial”. It was our QA Daniel Teige that came up with her.

Q’la-Minder, the Ruthless Governor:


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Frida: Q’la-Minder is all about ruling and exploiting others, with a strong focus on industry and wealth. Personality-wise he is a bit of a submissive, butt-kissing worm. We took inspiration from the Harkonnens of Dune, designing him to be as slimy and unappealing as possible to match his character, reusing one of the species from the Aquatics DLC.

Petter: Q’la-Minder is truly revolting, but still quite lovely in a twisted kind of way. He is great to place on planets where you really want to squeeze the most of the working population. They won’t be happy. But they will work.


Legendary Paragons

Petter: The Legendary Paragons are encountered as you explore space and encounter new worlds. There are four Legendary Paragons in the game, each with their own unique abilities, relics, and stories waiting to be uncovered. The Legendary Paragons in many ways represents the different aspects of what Stellaris is: Exploration, War, Ancient Mysteries and Colonization.

Frida: Speaking of Colonization, one of the Legendary Paragons we'd like to introduce is Azaryn, the melancholy plantoid who is the last of her species.

Astrocreator Azaryn


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Here are a few thoughts on Azaryn from Linus (Content Designer): With Azaryn the initial design goals involved the terraforming mechanic, as well as themes of loss. Early on, she was called simply the 'Sad Plantoid'. Her path is one of redemption, and to achieve it, she will need the help of a larger civilization like yours.

Terraforming can be a powerful tool, and we wanted her gameplay to leverage that. Though it's still an expensive endeavor, Azaryn's terraforming has multiple unique points to it – but we'll leave you to discover those for yourselves. To balance those perks, the finite nature of her abilities come into play. Her power comes at a great cost to her, and may only be utilized a few times until dire consequences follow.

That finite, fleeting nature is something we hope will help to convey her humanity, her personality, and her story. It ties into a big part of what Galactic Paragons is about; to bring characters to the forefront of the experience, looking beneath the galaxy's grandeur, all the way down to the relatable, and letting their stories feed into your own.

Frida: Not to spoil too much of her story, Azaryn will begin to deteriorate and we provided four different states where her portraits change based on your progression.


New Recruitment window!

Frida: We now have a new window type used for recruitment, moving away from the standard diplomacy screen.

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New Event window!

Frida: We’ve also created a new type of event window, where the leader portraits are displayed to the side of the event art, making it clear that this is an event tied to your leader and that it’s clear which leader it is. From my point of view, it helps to engage with the written content, having the character present beside the text.

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Some final words

We all here at Arctic hope that you will enjoy Galactic Paragons. And that the many characters will be great seeds for stories in the galaxy.

That's it for today's Dev Diary! We're looking forward to your feedback and thoughts and we'll be back soon with a new Diary on Origins, Civics and Tradition Trees.

And don't forget to catch our Galactic Paragons First Look stream, with Game Directors Stephen Muray (PDS Green) and Petter Nallo (PDS Arctic) tomorrow, starting at 1515 CEST on
twitch.tv/paradoxinteractive!

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Until next time, stay stellar!

Frida and Petter and Linus
 
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What sort of bothers me here is that characters like Q'la-Minder set a sort of standard here that shouldn't exist. By making him a fixed, unchanging character that always has the same name and portrait in literally every playthrough ever after this patch comes out, you limit what the actual Aquatic portrait he's based on is.
Regardless of whether there is an empire in your game that uses Aquatic 11, that one member of that species will always exist, presumably just popping into existence out of thin air and in the middle of nowhere one day, and he'll always dictate what sort of naming convention will at least in part exist among the Aquatic portrait no. 11 species, regardless of what any lore of a player-made empire using that portrait would have, regardless of which Name List has been chosen for them. Should he still be called Q'la-Minder if every other man of his species goes by Steve or George, or Motile Organ 083?
That brings up another two things: Gestalts cannot use Paragons. What if the Aquatic 11 species is a Hive Mind, how come this guy is an independant individual? And would he still be a guy if someone made them all-female or genderless during Empire creation? If so, why?

Sure, you may not always encounter him. But he will always exist, there will always be the chance that just one Authoritarian Empire in your galaxy hires a leader from a species that either literally doesn't exist at all, or doesn't in the form that Q'la-Minder implies. He is basically bound to break immersion by merely existing.

The other Paragons suffer from a similar issue in that they are somehow members of unique species that you somehow encounter only a single member of, even if you have a fully upgraded Sentry Array set up that reveals that no, there isn't any more of them in the whole galaxy, with the notable exception of Borin and the salvagers, who at least have some precedent, as well as Azaryn, who is explicitly the last of her species and thus has an explanation for the absence of anyone like her.
I think its fine for things like the Legendary Paragons to be the same each game, but I would've preferred if becoming a Renowned Paragon could happen to any leader with any portrait. The portrait effects wouldnt be able to be as fancy, but it'd allow for much more emergent stories (e.g. the scientist of a Spiritualist empire becomes a Xondar-type Materialist Renowned Paragon, and abandons them to seek out a Materialist empire).
 
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The new legendary leader really sounds the last of baol to me, either the theme of loss and special power designed around terraforming.
 
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Hey, this DLC looks really nice, I love the legendary paragons a lot! I'm def gonna enjoy playing it, I have one question though, is it possible to change the name of a council position just like you can change the ruler title name? As a Stellaris roleplayer, I'll def enjoy if this is a possibility :)
 
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Maybe it's too obvious, but does anyone else think that two of the Paragons are too reminiscent of Senator Padmé Amidala and Jabba from Starwars? Even in their descriptions.
 
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Only if Starwars is the only thing you have ever seen.
Ha, no, it's not. I know that Stellaris has always been full of tropes and references to many sci-fi universes. Whether in their mechanics, civility or in the portraits of the species (and now of leaders) and I always consider it a good thing. I just want to highlight and recognize the good creative and artistic work behind these new portraits. For me it is a 10.
 
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I'd love to see a Paragon who just shows up outta nowhere and asks you "what do you want?" (aka Mr. Morden from B5). This could then lead to a secret pact between you and the incoming crisis.
 
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I asked in the other thread and I'll ask again, what impacts Gestalt Civics have in the Nodes?
pretty sure none at all


Only if Starwars is the only thing you have ever seen.
In all fairness to them, Vas DID almost end looking like a Padmé expy and in all likeness only didn’t due to the devs not wanting to give the Mouse’s lawyers any reason to get uppity about it.
 
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Went and watched the Legendary Paragon shorts that were linked earlier in the thread. I like those, actually, and I think they could fit into the rest of the game pretty seamlessly (notably more detailed and emotive portraits making the older portraits look a bit dated by comparison notwithstanding).

I still stand by what I said earlier about recycling earlier portraits meant for randomized or player-made empires into unique, self-contained characters though and ad hominems and petty insults
Did you all stopped to think that not random leaders make far more easy for the devs to create interesting backstories/events for these Renowmed and Legendary leaders? Not everything in Stellaris needs to be annoyingly random! I would love to craft my very own galaxy/universe by deciding what empire would be a vassal of other or what kind of species would be part of this Federation (from the Common Ground Origin)/Hegemony (Hegemon Origin), but noooo! Everything in Stellaris needs to be random! I hate that!
If you don't like of what you are seeing here, I'm pretty sure that you will find plenty of other, incredibly boring and completely non-random 4x games in the market.

You and the other two guys at the back of the room are the only ones here believing that Stellaris is at risk of becoming a fixed universe.
are not going to change that.
 
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Only things that are weird to me are:

- The thematic overlap between the Baol and the sad plant lady. Hopefully there’s a connection between the two.

- The slight awkwardness of when you get a paragon those portrait is based on your species portrait but they aren’t part of your species. Hopefully there’s some flavor text or something to reconcile this.
 
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Maybe it's too obvious, but does anyone else think that two of the Paragons are too reminiscent of Senator Padmé Amidala and Jabba from Starwars? Even in their descriptions.

I said the same in a post a couple of pages ago. I think they don’t make it ‘too on the nose’ but at the same time make such tropes ‘visually’ relatable to the widest audience and if applicable by text also.
 
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Vas the Gilded is super fun to me. Perhaps her design inspiration is on the evident, but they acknowledge that — and moreover it’s a good archetype. I like the character archetype of the regal senatorial diplomat!

I wonder if we’re able to make renowned paragons into our empire rulers. Certainly should be possible on all authorities other than Imperial, I should think? It would be fun making Vas the Gilded into the leader of my diplomatic empires.

Shame we can’t collect all the unique leaders like Pokémon since they’re tied to ethics…. Unless we can?
 
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I think its fine for things like the Legendary Paragons to be the same each game, but I would've preferred if becoming a Renowned Paragon could happen to any leader with any portrait. The portrait effects wouldnt be able to be as fancy, but it'd allow for much more emergent stories (e.g. the scientist of a Spiritualist empire becomes a Xondar-type Materialist Renowned Paragon, and abandons them to seek out a Materialist empire).
I had similar expectations after first hearing about Renowned leaders. It would make sense for them to be semi-dynamic, in the niche between static Legendary leaders and dynamic Random leaders.

Basically, there could be static, pre-written roles, but the characters occupying the roles would be dynamic. Roles would be like the Galactic Freedom Fighter or the Galaxy's best Salvager and so on. Characters occupying those roles would come from the species living in that particular Galaxy. A highly Authoritarian species could potentially give a birth to the Dictator or in equal measure to his opposite, the Freedom Fighter. The interaction and backstory texts could also be semi-dynamic. Same standard text, but the name changes depending on who exactly occupies the role. With such a system you could go further and write additional Renowned leaders that could appear under certain conditions. For example, if you remove Warrior Culture from your civic, a disgruntled Mercenary may approach your rival and get a full pirate fleet.

It is not too late to change to this system later on, without wasting the work on existing Renowned leaders. Just promote them to Legendary ones as they basically already are.
 
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I tend to prefer bespoke and hand designed to random and sandboxy myself — though I get why folks want leaders to emerge from gameplay too. Technically they do: they can get destiny traits and such as time goes on.

I just don’t want more fallen empires — things that feel like they should be unique but they’re the same as everyone else because they’re just random.

It’s paragons have unique art, backstories, interactions, and start with destiny traits. Which is pretty cool imo.
 
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I tend to prefer bespoke and hand designed to random and sandboxy myself — though I get why folks want leaders to emerge from gameplay too. Technically they do: they can get destiny traits and such as time goes on.

I just don’t want more fallen empires — things that feel like they should be unique but they’re the same as everyone else because they’re just random.

It’s paragons have unique art, backstories, interactions, and start with destiny traits. Which is pretty cool imo.
The same art every time. The same backstory every time. The same interaction every time. The same traits every time.

How is that more different?
 
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