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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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I think developing these leaders like this is the right course of action, compared to generating them. I do hope that they will continue to add them, especially for Gestalts (but that requires a bit of a different approach). Modders can also just pretty easily create these it looks like, disregarding the required artwork which will be hefty ;)
I'm surprised they didn't have reviving a dead hive mind queen for a leader or taking over a preythorian one. The Sphere thing that makes a universe could be something for machine gestalts!
 
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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?

Certainly if you play the same ethics every time, you’ll run into repeats quicker. And I agree that it’ll eventually get old. I think that’s really the tension between pre-designed and random. Stellaris already has a lot of random elements and now we’re getting a few pre-designed ones (like we did with the corporation in the last story park). We need both to keep it from feeling too generic.

like — ideally we could have unique random stuff but that’s just harder and more expensive. I’d love it If the dynamic stuff felt really immersive.
 
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I've got to agree with the people who feel more heavily scripted content is the wrong direction for Stellaris. And for the people who say it isn't any different than the events we already have, it is. I don't particularly have issue with special event leaders (although it feels kind of weird to have so many scripted species that don't actually exist in the galaxy): my issue with it is that every hour devs put into developing scripted, linear stories is an hour they aren't putting into developing dynamic systems which can support better emergent narratives. It just feels like the wrong direction to be going in.

And I'm not saying the recent development of the game has been bad. I love that they're giving us a better leader system, and the council looks really cool. I'm just disappointed to see them spending time making the game more like other "hero-focused" strategy games. I didn't come here to play those games: I came here to play Stellaris, and I feel like they've been slipping away from the vision that made this game so strong in the first place.
Having Paragons (or like said, " 'hero-focused' strategy games") is a natural step in Stellaris evolution to a better game. And scripted species make far more easy to create unique characters. Honestly, I don't understand why so many people dislike of that. We already have too much randomness in Stellaris! It's about time of we to have a feature that let us to craft our own galaxy.
Just creating our own empires get boring after a time without the option of making them more interesting and unique. :(
Can we get Kai-sha species to use? :D
Did you stopped to think that maybe her species is too much xenophobic, secretive and isolationist? ;) Hell, as far as we know, they could be hidden between us... and preparing themselves to conquer the entire galaxy! :eek:
 
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Having Paragons (or like said, " 'hero-focused' strategy games") is a natural step in Stellaris evolution to a better game. And scripted species make far more easy to create unique characters. Honestly, I don't understand why so many people dislike of that. We already have too much randomness in Stellaris! It's about time of we to have a feature that let us to craft our own galaxy.
Just creating our own empires get boring after a time without the option of making them more interesting and unique. :(
We're not making these Paragons. How is this "crafting our own galaxy"?
 
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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.

I'm a bit worried about that.
It sounds like having 3 ethics (3 non-fanatic instead of 1 fanatic + 1 regular) will allow an empire the chance to get up to 6 Renowned Paragons instead of "just" 4.
Choosing a fanatic ethic is already more disappointing than not (usually), so I hope I'm understanding this wrong.

Also... I may have just missed it, but what happens if we change ethics after getting any Renowned Paragon? I mean, do they leave if we no longer have their ethic? Or... maybe some treason?
 
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I've got to agree with the people who feel more heavily scripted content is the wrong direction for Stellaris. And for the people who say it isn't any different than the events we already have, it is. I don't particularly have issue with special event leaders (although it feels kind of weird to have so many scripted species that don't actually exist in the galaxy): my issue with it is that every hour devs put into developing scripted, linear stories is an hour they aren't putting into developing dynamic systems which can support better emergent narratives. It just feels like the wrong direction to be going in.

And I'm not saying the recent development of the game has been bad. I love that they're giving us a better leader system, and the council looks really cool. I'm just disappointed to see them spending time making the game more like other "hero-focused" strategy games. I didn't come here to play those games: I came here to play Stellaris, and I feel like they've been slipping away from the vision that made this game so strong in the first place.
I mean, I feel that getting some pre-scripted heroes is not bad, especially taking into account that the amount of leader customization we're getting this update looks to be pretty huge. It's not like Archeological sites and anomalies are procedurally generated. I do agree that there needs to be improved emergent narratives, but I don't know what you're talking about with the "emergent-narrative" focus that "made this game so strong in the first place".

The emergent storytelling has never been stronger than it is now.

The problem is that many systems have been added over time (the tech system, the happiness system, the planetary stability system, the crime system, the leaders system, the factions system, the civics system and the crisis system) and they are kind of tacked on top of each other because of the old problem of "no internal politics", something which we are closer to beginning to solve for the first time in 3.5 years or so with the creation of the empire council and new leader system, which, mind you, isn't even supposed to be the actual internal politics update.

Hopefully they'll go full hands on deck and the next DLC will pull that off the herculean work of getting an actual comprehensive, lived-in internal politics system.

PD: Just make a more complicated version of the Imperator Rome politics system. Nothing to balance the meta like giving wide players the time of their lives with gigantic Civil Wars. GET F**KED WIDE PLAYERS.
 
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I'm noticing a theme from these Dev diaries and it seems to be "Sorry Gestalts!" ☹️ The rest of it looks really great and nice. Just a bit disappointed that it seems like there's really nothing for Gestalts in this DLC at all, the only thing Gestalts are getting is the individualist empires' mechanics with the best parts removed. It would be really nice to see the Custodians go back and make this a more fleshed out DLC for Gestalts.
 
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You know that for the most part you will still have normal leaders, right?
Of course. But i want my leaders to become legendary and move thru the galaxy, with events tied and flavor with different leaders each game. theres so many issues with static 20 special leaders every game. It breaks alot of rp with random species and if ur fighting a pacifist empire late game oh boy i wonder if they have one of the two special leaders for their ethics! Its predictable
 
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Can we dismiss or decline to recruit the paragons? There are a few species that are instantly purged of ever end up in my Empire. Blorg is instantly bye bye. Ratlings if encounter their 6 planets tomb worlds construct a base there to prevent them spawn in game. And those shadow aliens.
 
We're not making these Paragons. How is this "crafting our own galaxy"?
By having more control over the creation of your empires. For example, I would kill for a feature that allow me to create a Federation composed only by Aquatics/Plantoids/Necroids/whatever right at the start of the game. How to do that? Simple: by updating the Common Ground/Hegemon origins in a way that let us choose between randomic chosen empires for our Federations/Hegemonies (like normally happens when we choose one of these two origins) or empires chosen and picked by hand (including player-created empires).
Of course. But i want my leaders to become legendary and move thru the galaxy, with events tied and flavor with different leaders each game. theres so many issues with static 20 special leaders every game. It breaks alot of rp with random species and if ur fighting a pacifist empire late game oh boy i wonder if they have one of the two special leaders for their ethics! Its predictable
Legendary leaders are legendary for a reason: they are unique and have unique abilities. Doing things your way would simply ruin that.
 
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Is the general a spymaster?
Maybe general and envoy are integration?

A bit unrelated, but last game I realized that thematically (without gameplay considerations) it'd make more sense for espionage on purifiers/swarms/exterminators to require generals (to represent commandos and operations) rather than envoys.

Envoys do make a lot of sense though for diplomacy-allowed empires, not sure how a general-envoy merge would work. I'd rather have full leader envoys myself.
 
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I've got to agree with the people who feel more heavily scripted content is the wrong direction for Stellaris. And for the people who say it isn't any different than the events we already have, it is. I don't particularly have issue with special event leaders (although it feels kind of weird to have so many scripted species that don't actually exist in the galaxy): my issue with it is that every hour devs put into developing scripted, linear stories is an hour they aren't putting into developing dynamic systems which can support better emergent narratives. It just feels like the wrong direction to be going in.

And I'm not saying the recent development of the game has been bad. I love that they're giving us a better leader system, and the council looks really cool. I'm just disappointed to see them spending time making the game more like other "hero-focused" strategy games. I didn't come here to play those games: I came here to play Stellaris, and I feel like they've been slipping away from the vision that made this game so strong in the first place.
But, and I am probably stating the bleedingly obvious here, we will be able to level up randomly generated leaders as we always have? I mean, 700+ traits is obviously not applicable to just these new static leaders!

I don't think having these 20 odd static leaders is going to be an issue, I'm sure we'll be able to level up our own random leaders and add them to our council if we wish (or assign them to science ships etc.) I guess the question (which has probably already been answered, I haven't read through all the threads here) is, do we have to take the paragon leaders when the opportunity arises?

I'm looking forward to May the 10th!
 
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A bit unrelated, but last game I realized that thematically (without gameplay considerations) it'd make more sense for espionage on purifiers/swarms/exterminators to require generals (to represent commandos and operations) rather than envoys.

Envoys do make a lot of sense though for diplomacy-allowed empires, not sure how a general-envoy merge would work. I'd rather have full leader envoys myself.
Personally, I would like any leader to be used as an envoy. Maybe that's how it works now, but maintaining a limit on how many leaders can be sent on diplomatic missions either to other empires or to the galactic senate. It would remain to be clarified if the first contact would continue depending on the "envoys".

It would be interesting that the leaders acquire traits that help in the improvement or deterioration of diplomatic relations, even bonuses that increase the diplomatic weight in certain resolutions related to the leader's profession. This could also work thanks to the level of the leader himself, being very feasible to send one of your great governors, scientists or generals / admirals to the senate for a short period of time to guarantee your interests in the galactic community. The same could function in the same way with the cohesion in federations of each type. I think it would be a more interesting system than just placing envoys and then forgetting about them.

Lastly, it would actually make more sense for the generals to take over the spy networks, as it would finally give them some use.

Edited: The ability of a leader to improve or worsen relations with another empire could be related to the ethics of the empire in question and that of the leader himself, making it so that we don't send a leader with egalitarian ethics to "improve" relations with an empire. authoritarian empire. I would give something useful to ethics in each leader.

Edited 2: This system of envoys based on leaders and their levels would reduce the amount of total envoys needed since it would depend on the level of the envoy itself instead of the amount. An interesting detail would be to have a tab in the galactic community where we can see which leaders are envoys in the senate and their empires. Your leaders and those of your rivals would have true relevance to other empires outside of the battlefield.
 
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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.

This has been something I've wanted out of Stellaris for a long time. I like its procedural galaxy, so you aren't fighting over the same patch of land every time. But I also feel like Stellaris takes things kind of too far, where everything is so random that it's all kind of the same.

My perfect answer would be procedural rules for how things become significant. Like in EU, how countries have important territories that matter to them. Those are pre-defined in EU, but in Stellaris I would love it if different ethics had pre-defined rules for what makes a star system important. When major battles occur, huge discoveries, spiritual awakenings, etc., the system can become a key system to your empire's identity.

Leaders feel similar. Don't get me wrong, personally I actually think the paragon and champion system looks cool, but it is kind of more Endless' or MOO's vibe than Stellaris'. With Stellaris, it seems like it would fit more to have procedural rules about what could lead to a leader emerging as a great champion.
 
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I think that the "First contact" with a civilization could happen to not need an envoy. Instead of the current system it could work just like "situations", having different ways to progress the situation to its conclusion. It would be even better if the situation worked for both empires simultaneously, allowing each to take a position that determines how quickly to PROGRESS OR BACKWARD towards first official contact. The Fear of the Dark origin would make much more sense by avoiding by all means that other empires manage to contact you.
 
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Once more, Gestalt are neglected and only get the scraps from features added to normal empires instead of having their own unique additions.

-Regular empire starts with a 3 seats council and can expand to 5, whereas Gestalt, while based on evolution and adaptation, are stuck at 4.
-Regular leaders have both veteran and destiny traits, Gestalt leaders just have more veteran trait.
-No gestalt Paragons.

It's sad cause the Hive mind is currently the only ethics with an origin designed around leaders : the progenitor hives.
I hoped that a DLC focused on leaders would truly add something for the empires based on a single minded entity, as they offer a lot of free space for imagination and innovation. But instead they just have a less interesting copy of the regular features, and not something else.

Gestalts deserve better than being a simplified standard empire.

If they split out the hive mind content out form Utopia,
and remake it into a much better/ more contents for Gestalt, would you support it?
If yes, they might have the motivation to create a whole new better system for gestalt.

Right now , the only chance Gestalt would get updates is from Custodian Team ,
while DLC is hardly to be updated (too much coupling between each DLC content will causing you have to buy this to unlock new DLC features, though current few DLC is the same between each others)

Maybe a company policy is limiting this because they might really cant add too much content to the old DLC without increasing its price.
It might cause a huge uproar from players and asked even more add-on contents for existing DLC. I think they are trying to avoid that?
 
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Of course. But i want my leaders to become legendary and move thru the galaxy, with events tied and flavor with different leaders each game. theres so many issues with static 20 special leaders every game. It breaks alot of rp with random species and if ur fighting a pacifist empire late game oh boy i wonder if they have one of the two special leaders for their ethics! Its predictable
You will likely still have normal events, at least for scientists. And once they reach level 8 they are equal to renown leaders or mayb even better
 
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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?

I came here to write a similar post.
I'm not a huge fan of set characters, which are always the same. It is not fitting and they made the same decision with the payback origin and the Minamar Specialized Industries. I don't want to meet the same species and empires every playthrough and I don't want to meet the same paragons every playthrough. It doesn't feel like Stellaris for me. I don't enjoy this direction.
 
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