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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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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.
The connection is that they are plantoids and you have to be plantoid or fungoid to truly understand terraforming, as can be seen by the restrictions of the gaia world civic
 
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I think for everyone complaining about static & recurring leaders, they have a point.

Whilst the legendary ones are fine imo - as they're bringing unique mechanics, basically like enclaves (the old enclaves before unique resources got axed) with extra steps.

The less-legendary ones, seem to just be leaders with unique art, purple borders, introduction/recruitment text and pre-set names - but no special mechanics in and of themselves, beyond seemingly coming with a destiny trait pre-loaded(maybe before level 8?).

I don't mind them, but they really feel like an opportunity cost:
  • There are only 20, you're going to get 3-4 a game (assuming non gestalt and not shifting ethics just to get them) and depending on when they show up (midgame?) They might die of old age - or in battle if theyre an admiral/general/scientist in a ship exploring*
    • and it's not been answered if renowned leaders will spawn a linked parent species yet, I hope so. It'll be real odd getting orphaned leaders otherwise.
  • That's a lot of work for something that isn't going to show up often, tbh, and the unique art will just stand out even more - not necessarily in a good way - as it highlights the worse older (mostly base game) portraits and clothes by comparison.
  • I think, whilst renowned leaders seem serviceable for 1-2 playthroughs, I'll probably mod them out once I've tried them all (and mix any unique traits they have - if any - into the wider leader pool), as they stand out too much** (whilst lacking the mechanics of the 4 legendary ones to justify standing out) and I'd have more appreciated
    • a mechanism for promoting existing basic leaders into renowned ones more (e.g. an admiral has a chance to become renowned after killing leviathan, or lots of ships).
    • And more outfits or effects for the wider pool of existing portraits (purple swirly psionic shaders, synthetic digital rain overlays for synths, new clothes, hats,hair face paint and skin colours etc).
*Actually, now that governors are more tightly planet-bound, can they be killed via planet bombardment?

** It doesn't help that AIs can't get these special leaders. Feels a little too powercreepy and gamey for me... I feel like a lot of the not AI available content should be a game start setting (precursors are another example) - but a topic for another thread.
 
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The AI cannot recruit any renowned or Legendary paragons.
Thats imo a shame as it means you are basically guranteed to get all legendary and all matching renowed leaders each game.

Empires should compete for those leaders (maybe through the galactic community?)
 
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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!
Its possible to either decline to recruit a paragon or dismiss them afterwards if you change your mind.
 
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It's going to be a success or fail with how many times it repeats each playthrough. I have to ask as I tend to replay certain ethics.
 
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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.


I kinda forgave them making MSI a static empire - but now it seems this is being repeated, quite a big turn off towards this DLC now. More so that the AI won't even use them... I hope they advertise that clearly on the DLC store page or a few people may want their money back on finding it out.
 
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I asked in the other thread and I'll ask again, what impacts Gestalt Civics have in the Nodes?
The civics will in addition too what it already did gives extra experience to a node type
ex
Ascetic
.....
Growth Node Experience Gain: +25%
 
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@Tremnei And can you share some insight in reguard of normal leaders with exceptional traits like the chosen one (or the covenant chosen)? Will they have a unique status too (i.e. renown or legendary)?
Currently no but we are looking into this idea , no promises though.
 
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Though I would agree in some aspects that some systems should’ve been better tailored towards leaders becoming more of their own, unique if you will, however that would require assets I don’t believe the studio was equipped to handle such an undertaking.

Consider the following, there is roughly around 200 portraits from all the DLC combined, each one possessing customization options ranging from complex human portraits with around dozens upon dozens of options to that say Necriod #07 (the one with the mask) who has only 4 color options and no gender specific assets. They would have to add so many art assets to make the leaders stand out from the normal portraits it would not be feasible.

A leader should look unique espically if they become legendary like. If you ever played a tabletop game with miniatures or any other video game really, leader characters typically have more work done on them to stand out. (better painted or more detailed) What if didn’t they put in the work of making unique leaders’ portraits? Personally, I would not want my council to made of 5 of the same portraits with quite literally a color swap to separate them because the species I play often isn’t well supported, but would you? I would love to see all my leaders to be unique but that isn't going to happen because of the it would beyond the budget for a DLC.

I think this situation with them taking existing portraits and making them more special leaders, “heroes” is a step that can help remedy this problem with not being able to make ton of assets. It is far easier to make 20 unique leaders then it is to create hundreds if not thousands of art assets to support all the existing portraits in the game, let alone going forward creating more work for the development teams either it be the Crisis team or the Custodian team. I would love it if they added and updated all the portraits in the game to fit the newer style like the humans and the paragons have, but alas it is not feasible in DLC pack that only costs $15 USD

I am surprised no one among the complaining crowd has asked for a simple solution to this, Request the developers to put in a toggle option on galaxy generation just like xeno compatibility or simply refuse them to join your empire. If it bothers you that much, just don't buy the DLC or if you want the DLC but not that feature, mod them out. I am sure there will be a mod just for that purpose.
 
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heres a question:
gestalts?
 
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heres a question:
gestalts?
they have a superior council and get more specialised specialists (because destinies are something for people rather than drones with no souls or only micro-personalities at best)

no paragons though, probably because each paragon is supposed to belong to the alignment they are available for and it's literally impossible to have a singular gestalt entity running around, especially not when there are two completely different versions of gestalts in the game

they may get access to the big 4 though? who knows...
 
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Wow that's some great character art, kudos to the artists.

However I must confess I'm not a big fan of fixed content. Stuff like Knight of the Toxic God, Become the Crisis, etc - it tends to get old pretty quick compared to purely mechanic civics/origins like Void Dwellers, Barbaric Despoilers and others that you can apply to a variety of concepts.
The biggest appeal of Stellaris to me is that it acts as a framework to play out my own stories and the more content is specific the less I feel I'm allowed to do that.
Hope we'll get another big pack of mechanic-focused content in the future, as that's my favorite. Also I'm always bummed when a cool portrait or shipset is reserved for AI use only.

Again great job but I think I will sit this DLC out.
 
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Wow that's some great character art, kudos to the artists.

However I must confess I'm not a big fan of fixed content. Stuff like Knight of the Toxic God, Become the Crisis, etc - it tends to get old pretty quick compared to purely mechanic civics/origins like Void Dwellers, Barbaric Despoilers and others that you can apply to a variety of concepts.
The biggest appeal of Stellaris to me is that it acts as a framework to play out my own stories and the more content is specific the less I feel I'm allowed to do that.
Hope we'll get another big pack of mechanic-focused content in the future, as that's my favorite. Also I'm always bummed when a cool portrait or shipset is reserved for AI use only.

Again great job but I think I will sit this DLC out.
you do realise that the DLC's main feature is a massive overhaul to ALL leaders?
the paragons are just a small part that's being highlighted so much because you can't fill half a dozen dev diaries with the council and the new skill system

the paragons are the same as the oracle, the exile, the marauder admirals, the tiyanki hunter, the enclave leaders, Grey and all the other random guys for hire you can already find in the game
 
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Ok, but can paragons become the rulers and if yes, what happens if I elect a paragon to be the ruler of my empire and then switch to Imperial authority?
 
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you do realise that the DLC's main feature is a massive overhaul to ALL leaders?
the paragons are just a small part that's being highlighted so much because you can't fill half a dozen dev diaries with the council and the new skill system

the paragons are the same as the oracle, the exile, the marauder admirals, the tiyanki hunter, the enclave leaders, Grey and all the other random guys for hire you can already find in the game

I do yes but I'd imagine that some of those systems will make their way into the game with the patch releasing alongside the DLC.
If it's just some extra council positions and leader traits I'm missing out then it's not that big of a deal. I'm not that big on leader characters anyway.
 
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