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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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It would be cool if the exile could be become one of these special leaders with unique portrait.

Correction: I was actually thinking about the stranded alien scientist and not the exile.
 
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What are you gonna do about pregenerated leaders we currently have in the game like Oracle, Whale Hunter, The Exile etc?
most of em were turned into Paragons as well, i made the same question a couple DDs ago and was told this, they were still accounted for when making the DLC.
Wonder if there’s a difference between Paragons and Leaders or if they meant Renowned/Legendary Paragons with it.
Either way it’s good to see Reth ans Grey getting more content/mechanics, they had always been kinda there so hopefully they’ll get their own storylines now too, although that is likely hoping too much.
 

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Are the paragons completely static then? The same characters every playthrough? That seems weird considering Stellaris' consistency with random, emerging story elements. It's actually what makes the game stand out to me compared to other space 4x games that always have the same fixed countries and leaders.

I think it's fine to have some statics things occasionally? because easier to create stories / plots deeper.
Maybe some lower rank paragons would have random traits. But for legendary I think it's great concept.
Also maybe developer is trying something new , instead of all randoms.
 
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I Love them. From the slightly altered nudge nudge copy right glance to the fluffy tinkerer to the adorable slaver.
why do I get the feeling that with this mechanic in place future dlcs will bring more of those paragons, making the dlc worth it.
i love it
 
Hum all thoses new races still too much humanoid but well. I suppose the race used by thoses portraits are exclusive?
 
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Will the AI also be able to hire renowned leaders? It would be great to be able to establish contact with some aliens and be greeted by a renowned ruler, for example.

Also how frequent will these renowned leaders contact u? Can it happen that they all die from old age. Basically all renowned leaders in the galaxy going extinct as they "run out"?

Will the AI now be able to use Gray as a ship, if they manage to get them first?
 
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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.
 
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The game needs some kond of mechanic to keep them alive. I can easily decuce that any mechanical/robot legendary leader would be OP compared to everything else, just because it would not die and be with you for the rest of the game.

Perhaps some aditional resource? like the Dust from the endless?
 
How are fanatic purifiers (and other xenoxide civics) deal with those special leaders? Do they just purge/eat them?
Also, what about gestalt in general, are the leaders integrated into the hive?
 
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So have envoys still not been converted into regular leaders? That was one of the biggest things I was hoping for from a leader-focused update/expansion.
 
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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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Where is the leaders level shown on this recruitment window?
For the times when you might get different levelled leaders applying to you (in future mods, If not vanilla).​
Or even show their homeworld somewhere there too?
And possibly swap out that blue planet to match their (continental, relic, Gaia, ring, habitat etc) homeworld type.​

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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This is a really clean layout.
  • Is it possible to swap out the planet behind the leader dynamically/via script, like with the event image? (E.g. having it update to reflect the planet or starbase an event is happening on [it's scope])
  • Or is this integrated as part of the UI layer itself and is unchanging at runtime?
Also how is trading leaders going to interact with these characters, can they be poached this way? will AI refuse to trade the legendary ones?

Lastly... I'm more than a little sad that we're not getting any mention of new clothes for existing alien portraits / 'non-renowned' leaders.
As nice as renowned leaders are, there are only 16 of them, and 4 legendary ones, and there are many more basic leaders with copy pasted clothes.​
This is going to be more apparent with the new bigger leader ui windows, highlighting the same small pool of basic leader art/clothes/hats etc, going forward.
 
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2 types of Military leader still, but Envoys (Diplomats) remain the unwanted stepchild of the leader pool. Generals really serve no purpose and ground forces should be rolled into fleets and operated by Admirals.

Also this, and MSI, really start to make me worry about Stellaris turning into Endless Space - A fixed universe with nonsensical situations like sole members of species being these amazing figures you'll see time and time again, and strategies will start to metastatise around getting certain ones. It's a drift away from what I feel was the core appeal of Stellaris - A different galaxy every time, full of different species and emergent gameplay creating stories about the dynamically generated leaders. The direction of the game is wrong. Instead of making these Original Characters Donut Steel, you should've invested that effort into ways to dynamically elevate leaders that perform well into these 'paragons'
 
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Curious to see what the Xenophobe paragons are.
I suppose one of them will be more supremacist and the other isolationist. It would be a bit weird though having a xenophobic paragon working for you who is (presumably) not of your species.

Actually, I wonder: what kind of access will Fanatic Purifiers have to Paragons? Maybe they're ruled out on the same principle as Enclave interactions?
 
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Hmm, I don't know if I like the fundamental idea behind this. On the one hand, Stellaris already has pregenerated species. The crisis is the biggest example. But having such rigid species portraits feels like it'd take away some of the randomness behind it; especially if you encounter a species that happens to share the leader's portrait.
 
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Are the paragons completely static then? The same characters every playthrough? That seems weird considering Stellaris' consistency with random, emerging story elements. It's actually what makes the game stand out to me compared to other space 4x games that always have the same fixed countries and leaders.
100% agree. I want to recruit and grind leaders from my species, name and customize them. I want events like my admiral is flying thru a gov space and theres an altercation between two leaders im personally attached too. Not just static same 20 characters. Really disappointed.
 
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