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Stellaris Dev Diary #299 - Civics, Origins, and Traditions

Hello and welcome back to my little corner in the Arctic! It’s Marek again, and today I will showcase some of the new empire creation stuff we made for you. I bet you already suspected from the title that it will be about Civics, Origins (or, Origin to be precise) and traditions!

Watch the video Dev Diary:

Civics focused on leaders… but not always
Doing our design run on the potential civics, we had to take into account a few different things:
  • We should focus on civics, effects and modifiers targeting leaders in some way
  • We also want to add new ways for players to play their empire
  • We need to remember to strengthen the fantasy for certain playstyles, that are still not present in the game

So we decided to do everything - instead of being content with just going 1-2 civics per empire type. That’s why we ended up with… 8 unique civics (if you count copies of civics which are just an adjusted version for different empire types - then the number is 12), sprinkled around Standard Empires, Megacorps, Hive Minds and Machine Intelligence.

Vaults full of knowledge
For our most iconic civic, we picked the one which allows you to store the knowledge of your leaders, to enhance your future leaders. To sum it up a bit, every leader who manages to survive up to level 8, will give a bonus to the unique building provided by the civic - where the story, experience or knowledge of this leader will be stored for future generations.
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All this knowledge, just enter the vault and search for it

They will be like us… either they like it, or not
The next civic, we decided to make something which would showcase some of our more fancy traits as soon as possible. But I also wanted to play an empire which embarks on a holy war to turn everyone into a proper clone of my ethics. And to have some war civic, which would not be useful for expansionists, conquer everything empires.

The whole idea around this civic is not being religious (hence you don’t need to be spiritualist to take it), but more a fanatic towards proselytizing your ethos to others. After all, they were converting people to their moral values on their planet, why would they stop doing that when in space?

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Zealot trait is one of my favorite Veteran Traits, and it’s the only reason I made this civic, so I will get it on every Admiral - the above is just an excuse

But what about the profits?!
Let’s not forget about these players who like to play the MegaCorp, as we also have something fancy. Megacorp themes are usually centered around dystopian corporations running the country, either at the forefront, or from the shadows. Here we wanted to add a new brick to this player fantasy, which we felt was lacking.
And this is how Pharma State was made, giving a boost to Medical Workers and also unlocking a new Corporate Building for your fancy Branch offices! Be it an illicit place making people go bankrupt by providing aesthetic surgeries for credit or a company focused on making lives better (with a hefty profit margin, of course), the choice is yours to take.
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We just invented new ways of preventing coughing! Instead of standard 7 days treatment it will take only 1 week to get rid of it, so definitely worth the 50% increase in price!

Profits are not everything! (what?)
The efficiency of the processes is also critical for any MegaCorporation success.
Inefficient work can lead to serious mismanagement, loss of profits (well, so there is the profit part) and a potential loss of “worker of the month” status. After all, you are not just a cog in the machine. You are a very precise cog, which keeps the company afloat!

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The superb organization skills of this MegaCorp allows it to hire more cogs, er I mean leaders.

Something for Gestalts?
Gestalts are, in a way, the opposite of Galactic Paragons DLC - which is centered around individuals, their growth and path to glory / power / wealth / levels. So we came with these two civics, focused on making their leaders a bit more “individual” compared to other gestalts. Both Hive Minds and Machine Intelligences with these civics will give more freedom of thought to their leaders, allowing them to focus their consciousness on different matters - which should also help a bit with leader Unity upkeep, as the base change from 2 to 1 is effectively 50% leader upkeep reduction (which is then put into easier to get resources).
It’s almost like delegating by consuming more nutrients!

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There is clearly no modifier after the upkeep change.

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This one was easier to make then the previous one, the hidden modifier is less obvious.

But that’s not 8 civics!
Well, where is the fun of speculating or exploring the civics by yourself? Here are some teasers about the missing ones (but also let me tell you that Vaults are present for every type of empire, just adjusted a bit for them).

There is no reward for guessing the civic and its effects, but you can always brag about it if you put your prediction in post and then it turns out to be true.

Can you spot what is wrong with this planet? I’m not asking about the Aristocratic Elite civic buildings.

1683162528054.png

Perfectly balanced building composition, as all things should be.

Here are some more, which we won’t go over super tiny details.
[EFFECT.RandomizeNamesOrder] Letters of Marque, Neural Vaults and Heroic Past.
1683162528070.png

Other civics, should be easy to connect them to the names below

To give them some descriptions:
Heroic Past
puts the empire into something like legendary / heroic figure worship, which is focused on creating better leaders faster than other empires. Taking this civic, the empire shows that it’s dedicated to growing their citizens into exceptional individuals who will lead it to a great future! (or to die when entering the system with Ether Drake by accident - we do not promise that your leaders will actually survive to become true legends)

Letters of Marque is our take on the fantasy around pirates working for big MegaCorp, helping them in dealing with anything which requires firepower. Why spend money on fighting piracy, where you can spend money on hiring pirates to do your bidding? Be it raiding your neighbors or… keeping other pirates in check.

The Neural Vaults are an adjusted version of Vaults of Knowledge, so you can extract memories from efficient drones and then use these memories in creating more powerful leaders.

Yes, I thought that giving 1 screenshot per civic would bloat the DD with too many pictures. And yes, I know that you can guess the MegaCorp civic by its color.

One to Rule Them All - Galactic Paragon ruler origin
Under One Rule is a semi-story origin, with a lot of different outcomes based on the empire composition and in-game choices. If someone asked me what was the inspiration, I would say a certain person from the Invincible series (his name starts with O) - and some historical characters, like Charlemagne.

But the main theme is about an empire interconnected with an exceptional individual who, instead of unifying peacefully, unified the planet by… other means. Imagine the New World Order First Contact event, but at a later date, with a ruler who actually succeeded in staying in power. This exceptional leader is the Luminary of the empire, the one who brought the new age, and promised the glory of the stars to his or her people (or it). I guess you get it by now ;)

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Beware of your actions!

As we had time to do only one Origin, we decided to follow the more story-like approach BUT! We tried to not go the way of the story-story only. It’s more of a road of the Luminary leader to fulfill his destiny, which is in the player's hands. There are 4 (or more, depending on how you count it) different outcomes based on the player choices, with a special route which I used to call “I don’t care about the story that much”, which bypasses a lot of story content by also bypassing a lot of potential power gains.

For those who will see the Dictatorial requirement and are baffled why they can’t be imperial with this Origin - as every story goes its own path, there are possibilities in game to pursue different goals than staying true to the Founding Myth (yes, this means that there are events which allows to change the Authority Type, and I’m not afraid to spoil them as they happen fairly quickly).

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This isn't even my final form.

But let’s talk about more mechanical aspects - the main feature of the Origin is to give the player a strong starting ruler, with a unique set of powerful starting council traits (all can be tiered up to tier III, so there is room to grow the leader). These traits, in opposition to standard council traits, are not based on Leader Class, but instead on Empire Ethics. To say it short - there are 14 traits to choose from.

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There are also unique negative traits which might put some “bad mojo” into your Luminary - and they are tied to Empire Ethics as well.

And remember to not be overly tyrannical to your people… or maybe there is a hidden power in being the evil ruler? Or maybe that’s just a trick from me so you will use colossus on your capital planet (but seriously, don’t do that)?

We are close to the finish line now, so as tradition would make us do, let’s talk about our last feature in this Dev Diary.

Tradition Trees, Aptitude and StateCraft
Our choice for themes of the tradition trees was quite easy, and let’s be honest with that. We have leader rework and new Council features. I bet you already see where it is going.

Let’s start with the Leader Tradition Tree, our Aptitude
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This was supposed to be a funny Aptitude-Altitude pun, but I deleted it and forgot how it went.

With the new Aptitude, your empires will focus themselves on leaders, giving them bigger and smaller buffs, with the EXP rate being the most obvious one. It's a solid tree if one wants to focus on leaders, but if it’s not your thing, then the tree is possible best to stay away from.

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Starting Traits make up for a potential stronger leader at the end, as they will be able to get 1 more trait compared to leaders without this bonus.

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Champions of the Empire is the fanciest one you can unlock from the tree.

Next one is the Statecraft tree!
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I see 5 pictures, and in 4 of them someone is doing something with their hands. I petition the 5th picture to also include at least one hand.

It’s easy to pinpoint it to Council feature, having stronger councilors and, somewhat, also boosting leaders. Although, if your empire is not focused on leaders, it might still profit from the non-leader oriented effects and modifiers to build up a strong government to run the show. So, to sum it up, it’s about… leading a state. Fitting name, is it not?

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Effective Councilor Skill is my favorite modifier in the whole DLC. I want to thank Karl who fought for this modifier.


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This bonus is pretty nice when you have a lot of leaders and play around with Agendas.

So! We are at the end of the road for this Dev Diary. And we are pretty close to the release date, there are a few things I would like to say to you: Speculate! Write posts on forums! Play Stellaris! And have fun doing so! :D

By the way, a gentle reminder to Wishlist Galactic Paragons on Steam!
 
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They do have diferent focus. Sure same field, but that would apply to Supremacy and Unyielding. Both are military focused traditions, yet different in the details. Same seems to apply here.

Aptitude cares more about the leaders directly, scales with having a lot of them for example. Statecraft OTOH focus on the council, hence does not really care if you have 10 governours.

So yeah both are fitting with the theme of the DLC. And nothing stops Paradox from adding more tradition trees in new DLCs, focused on different things.
I guess we’ll see when the full trees are revealed. For what it’s worth, I hope you’re right and they end up being significantly different from each other
 

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Starting Traits make up for a potential stronger leader at the end, as they will be able to get 1 more trait compared to leaders without this bonus.

View attachment 976190
Champions of the Empire is the fanciest one you can unlock from the tree.
What is that? Does it mean you can -100% empire size when you have 50 governors, Or just -2% empire size for planets they rule only?
 
Well I like that I can avoid all military traditions while also avoiding Diplomacy, Subterfuge and Politics; just stronger economy through internal means (now with more powerful leaders and council).

Expansion, Discovery, Prosperity, Statecraft, Aptitude, Harmony, Domination, Mercantile, Adaptability, Ascension Path; lots of traditions to play Sim City in space.
 
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What is that? Does it mean you can -100% empire size when you have 50 governors, Or just -2% empire size for planets they rule only?
The other bonuses are empire wide. If it was just for the sector, that would be fine, but also insignificant. I suspect it's empire wide, and they're relying on the soft cap to keep a lid on things.

I hope (for the sake of this feature) that the soft cap is extremely punishing. Much more punishing than even starbases. But then, it will be infuriating to only have 10 leaders in a late game empire with 20+ max size sectors.
 
Does the "+ Effective Councilor Skill" adds up beyond level 10?

A lvl 10 leader with +1 Council skill will multiply his Council "Empire Effect per skill level" bonus to x11, or is it capped at x10?

If it's the latter, then Aptitute and Statecraft wont have much of a synergy.
 
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I feel like there is people who care about story and there is people who care about numbers.

Who exactly is "no min maxing but also no story!" for? Or is that just a way to punish those filthy casuals who refuse to read your stories :D?
Totally.
Extra words so not moderator slapped.
 
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Or maybe that’s just a trick from me so you will use colossus on your capital planet (but seriously, don’t do that)?
I hear that if a War in Heaven starts and your capital is destroyed by an Awakened Empire colossus, your Luminary can be elevated to godhood!

Although, if you are going unity focused, I could see trying to go for 50 governors and just accept that your leaders will never gain experience.
Some kind of insane Shared Burdens build where your "leaders" are random joes picked at random to handle bureaucracy?
 
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It is a disappointing that normal leader customization we deserved is locked exlusively for only one origin, making the whole leader customization system absolutely irrelevant if you're going to pick any of other 30+ origins.
 
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It is a disappointing that normal leader customization we deserved is locked exlusively for only one origin
All starting rulers can be customized. The Luminary (from the Origin) has only in addition some special trait options depending on your ehtics and a extra council trait.
 
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we decided to follow the more story-like approach

PLEASE
MORE

Also, kinda excited how many of the new traditions and such are "More leader oriented!"
 
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It is starting to appear that it is the council positions that are unique, not the leaders themselves.

(Edit): yeaaahh I'm going to go ahead and say that's bad, mmmkay... see I was thinking that having a council would help me customize my empire. Say, place an alloy induatrialist expert in my economy seat instead of the previous guy who was an agronony expert, that sort of thing. But now it seems that it is THE COUNCIL SEAT that has it's preset bonuses, according to civic.

What diference does it make placing a guy there, then? Unless I understood it wrong, or, both "the chair" and "the guy sitting atop of it" add up their bonuses, the guy's bonus being his unique thing. Is it?

the effect of the seat is the same , theyr skills differ.

for what i understood, you will have skills usefull on the field , and skills that have repercursion only if seated on the council , so you will have your leader that give a bonus to "food production" and another leader that give different focus .

edit: i called them skill, i'm quite sure they are called differently ... triats? yea, those.



edit: i would like to remind that they did cap any cost reduction to 90% a couple patches ago. not sure if they remember to put it on empire size , but i'm quite sure the 50 leaders idea is pure madness , lategame only possible, not viable thing.
 
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The other bonuses are empire wide. If it was just for the sector, that would be fine, but also insignificant. I suspect it's empire wide, and they're relying on the soft cap to keep a lid on things.

I hope (for the sake of this feature) that the soft cap is extremely punishing. Much more punishing than even starbases. But then, it will be infuriating to only have 10 leaders in a late game empire with 20+ max size sectors.
Whether you are willing to exceed the cap depends on whether its benefits outweigh the costs. For example, When you have 1000 empire size, With this tree, 1 governor = 2% research speed. As we know, When you have 1000+ empire size, The benefits of continuing increases researchers are already low(assuming you don't use scholariums and fanatic pacifst).
The rest ways to efficiently increase research speed are either massive release scholariums or stack the empire size reducement bonuses like Fanatic Pacifist or the tree mentioned in this thread.
 
Can you spot what is wrong with this planet? I’m not asking about the Aristocratic Elite civic buildings.

View attachment 976192
Perfectly balanced building composition, as all things should be.
Why does that Ecumenopolis have its pre-ecumenopolis art? and does it extend to the planets orbital view? (its one of the few reasons i don't ecumenopolise Earth, i wanna keep the special earth texture)
 
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-x% upkeep/penalty features if out of control are ripe for exploits lol remember when we could make Alloys out of thin air?

Alloys out of thin air was funny, but not actually a balance issue. Now that it's capped at -90%, it means you need .05 pops working as miners per metallurgist, instead of 0. It's a largely cosmetic limit.

The sprawl reduction seems much more substantial, though.
 
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One to Rule Them All - Galactic Paragon ruler origin
Under One Rule is a semi-story origin, with a lot of different outcomes based on the empire composition and in-game choices. If someone asked me what was the inspiration, I would say a certain person from the Invincible series (his name starts with O) - and some historical characters, like Charlemagne.

But the main theme is about an empire interconnected with an exceptional individual who, instead of unifying peacefully, unified the planet by… other means. Imagine the New World Order First Contact event, but at a later date, with a ruler who actually succeeded in staying in power. This exceptional leader is the Luminary of the empire, the one who brought the new age, and promised the glory of the stars to his or her people (or it). I guess you get it by now ;)

View attachment 976196
Beware of your actions!

As we had time to do only one Origin, we decided to follow the more story-like approach BUT! We tried to not go the way of the story-story only. It’s more of a road of the Luminary leader to fulfill his destiny, which is in the player's hands. There are 4 (or more, depending on how you count it) different outcomes based on the player choices, with a special route which I used to call “I don’t care about the story that much”, which bypasses a lot of story content by also bypassing a lot of potential power gains.

For those who will see the Dictatorial requirement and are baffled why they can’t be imperial with this Origin - as every story goes its own path, there are possibilities in game to pursue different goals than staying true to the Founding Myth (yes, this means that there are events which allows to change the Authority Type, and I’m not afraid to spoil them as they happen fairly quickly).

Why start at a later date? Why can't we offer the leader in that event to join us and start his story now? He could even bring his planet along.

I can see a lot of ways for this story to go. We could go imperial, but I am also reminded that how the Great Khan can lead his people to a democratic future as one conclusion of the Horde mid-game crisis.
 
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Hey devs, this might already be planned/ has been mentioned/ isn't possible to implement or whatever.
But... It would be really cool to have a civic/ origin for rogue servitors, to tie it in more with Banks' culture novels.

(As I'm sure a lot have read) In the novels, the robotic Minds have 'control' over the economy etc, but they recognise the value of the rare brilliant biological being.
Special circumstances has people 'employed' as spies/ diplomats/ thinkers etc.
-> It would be really cool to play as a Rogue servitor where you could have some of your leaders be biological, but those particular leaders be buffed to high heaven (with relevant downsides, of course)

<3 This DLC looks nuts, I can't wait to get my hands on it.
 
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Wait, how does the empire size -2% work? If you hire 50 governors, you have an effective size of 0? With the new leader capacity that is probably prohibitively expensive, but still.
Plus, that seems way stronger than the alternatives (+2 naval cap is not a lot).
A couple patches ago they set a maximum on all values, you cant get more than 90% reduction on anything anymore. So 50 governors is no more effective than 45 governors.
 
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