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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.

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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.
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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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Presumably Diplomacy is meant to be the cooperative side with Federations and Pacts, while Politics is about pushing your empire's agenda and gaining diplomatic influence. The names could probably make this more clear, though, like if Diplomacy were renamed to something like "Collaboration" and their effects were more differentiated.


I think it's fine that Statecraft exists, as long as once the fabled Internal Politics DLC arrives they update Statecraft with that content instead of making another tradition tree with the same theme.
Yeah, I get the nuance between Diplomacy and Politics, but I totally agree on the name change and wishing their effects were differentiated.

Ah, you reminded me! I forgot to mention that I really hope a future "internal politics" DLC would overhaul the Statecraft tree instead of adding another tradition tree that's just "Statecraft v2" thematically. That's really my problem: a growing number of DLC-locked traditions that are largely only relevant to DLC-locked mechanics of the same DLC, and that don't feel like cultural traditions. They could instead be civics (which a lot of them already kina are) or dynamic events.
 
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The absurd idea of Gestalts leaders being "an individual of collective" only works in Star Trek (the Borg Queen). A real gestalt is the hive mind itself, not some "individual of the collective". Unfortunately, the leader system in use in Stellaris don't permit such thing (a real hive mind).
The real 'hivemind' aka swarm intelligence is a collective behavior of individuals.

It is only in fantasy (read scifi) that hivemind means one mind controling everything like RTS player.

So if you want to talk about absurd, unrealistic, etc. then get the fact straight.

Anyway moving on, what I want to know is what change is done to philosopher king civic? Or nothing at all?

I'm died inside a little everytime I used it, fully know that it is absolutely suboptimal and just handicapping myself.

So it would be great if it will be buff to graduate from strictly rp civic.
 
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The real 'hivemind' aka swarm intelligence is a collective behavior of individuals.

It is only in fantasy (read scifi) that hivemind means one mind controling everything like RTS player.

So if you want to talk about absurd, unrealistic, etc. then get the fact straight.

Anyway moving on, what I want to know is what change is done to philosopher king civic? Or nothing at all?

I'm died inside a little everytime I used it, fully know that it is absolutely suboptimal and just handicapping myself.

So it would be great if it will be buff to graduate from strictly rp civic.
It's a pretty nice civic if you don't want to fire a leader every time they get a bad trait
Which would still be useful even with paragons
 
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With each update it seems that, more and more, Psionics are indirectly buffed.

From the Shroud update giving them their own Enclave, to the unique 5th (or 6th) tier tech that you can only get from Psionics which are better than their Dark Matter counterparts. From the espionage and first contact stuff being much more easy for Psionically Ascended Empires because of the better cloaking. And now Leaders possibly getting the Psionic Avatar trait. But I guess it depends on what being the Avatar gives, it was already really strong if you got your leader to be the Avatar, I can only imagine now what it will be on a council member. When will the love come for the other Ascension types and particularly Gestalts come? I suppose with Synthetic Ascension leaders being Immortal is an -okay-ish tradeoff.

Furthermore, I can understand why certain Gestalts cannot attain the unique leaders.

But maybe make it possible for Rogue Servitors and Driven Assimilators to get some (if not all for the Assimilators) of the unique leaders. It makes sense for the Pacifist or Egalitarian leaders to be somewhat drawn to the Rogue Servitors. Also, is the literal LAST of its kind leader not something worth pursuing and protecting as a Rogue Servitor? Maybe also interactions with the Ancient Caretakers perhaps? Or the Xenophilic FE which wants to preserve the uniqueness of the galaxy's life?

It also makes sense from a Driven Assimilator standpoint (evolution through diversity) to seek out prime specimens of organics. You can even reflavor the events by stating that instead of the leaders coming to you, you were able to locate a certain leader which you can "study".

Furthermore, there are already leaders that could be utilized by gestalts (both Hivemind and Machine) in the game such as the unique Warform, the Oracle, etc. Why not make use of them? They don't have to be on a council but I can still see the merits of the Oracle being a governor for a sector or the unique Warform being an admiral but with both being on par and with the same treatment as Renowned Leaders (unique portrait, a somewhat storyline, etc.)
 
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Do we know who that silvery looking guy is you can see in some of the promo images? I don't know if I've seen a trailer relating to him.
 
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Do we know who that silvery looking guy is you can see in some of the promo images? I don't know if I've seen a trailer relating to him.

If you mean this guy I'm also intrigued. He must be one of the renowned leaders given he has unique art. I'm guessing a synth of some kind. Maybe even Gray given that the old special leaders have been rolled into this update?

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If you mean this guy I'm also intrigued. He must be one of the renowned leaders given he has unique art. I'm guessing a synth of some kind. Maybe even Gray given that the old special leaders have been rolled into this update?

View attachment 976814

I was also wondering if it was maybe Gray. I know the Custodian team has mentioned they've updated some of the leaders we can find but I'd be surprised if they managed to add art too.
 
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I mean this in a loving way, because I'm very happy to get megacorp content that isn't just a clone of normal civics, but:
View attachment 976492
The name "Pharma State" and the description here just... they don't seem to be in the same style/voice as other megacorp civics. This reads closer to modded content.

Really I think it's just "Pharma State" being too on the nose, especially the word Pharma.
If we use other megacorp civics as a guide, one might expect "Monetized Medicines" or the like.

I just felt I had to say it; I accept my downvotes.
Definitely agree. I mean, just throw in a few buzzwords and it'll be more tonally consistent:
Medi-corp
Where health meets wealth. This trailblazing megacorporation is the first and last word in personal healthcare, delivering ground-breaking drugs, privatized clinics, and addictive marketing campaigns.

I have noticed a few strings are also a bit weird for modifiers from the stream, so maybe the text is not final?.

Notably the Ruler Happiness string, doesn't follow the syntax of the other pop modifier strings, as it misses out "POP"(and probably ought to be "Ruler Pop Happiness" rather than "Ruler Happiness")
Vs similar modifiers:

If we get really nit-picky, the "Planets in Sector" string should probably also be changed to "Colonies in Sector" - as planets, habitats and ring-segments are all colonies, but not all 3 are planets, per se.
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Can you spot what is wrong with this planet?
What's wrong is very clearly that you didn't use the new Empire Capital Forge planet designation that you introduced for precisely such a scenario! :p
 
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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).
Obviously it means per level and only for that specific council member. It might say "governors" but that only refers to which leaders can be assigned to that council position. As opposed to every governor getting that bonus which would be silly.

EDIT: I know nothing anymore.
 
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If you mean this guy I'm also intrigued. He must be one of the renowned leaders given he has unique art. I'm guessing a synth of some kind. Maybe even Gray given that the old special leaders have been rolled into this update?

View attachment 976814
This is not Gray
 
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Obviously it means per level and only for that specific council member. It might say "governors" but that only refers to which leaders can be assigned to that council position. As opposed to every governor getting that bonus which would be silly.
Ok, first: Governor is not a council position. And there is no "per level" written anywhere.
Second: Nothing in that specific tradition mentions council positions. And it certainly does not say it unlocks a new council position either.
Third: If it is indeed only for leaders on the council, then that effect for admirals and generals should really be a percent bonus instead.
 
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Wow this is a lot of changes and extra content... it will be once more a whole new game

naval capacity +2 per admiral is nothing - it looks bugged. Did you mean +25 naval capacity?

I like the empire size reduction on the governors. Might be interesting to create a build around those!
 
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Oh, new video showing the exact consequences of going over leader capacity:

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Assuming it doesn't change until release.
 
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Oh, new video showing the exact consequences of going over leader capacity:

View attachment 976991
Assuming it doesn't change until release.
Oh. It's starbase scaling. So... ~1000 unity per month to reduce empire size to zero with 40 governors (and Gray Eminence).

I guess empire size isn't a thing anymore. By the time you're large enough to care, you can just pay enough unity to remove it. Assuming you don't care about playing with non-level 1 leaders after the leader-focused expansion, at least.

Though, since both reductions are probably capped at 90%, that probably means you're "only" reducing your size to 100-200, and "only" leveling up at 1/10 the rate. That means you'll be able to use events or agendas to powerlevel your most important (council) leaders while leaving everyone else at 1 or (eventually) 2.

Zroni Archive stealth buff: it may be the only way to level up leaders in a reasonable amount of time, so you use the leader position to power level your scientists/governors.
 
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Oh. It's starbase scaling.
Is it though? I'm finding the loc confusing here (again):
Is it really +25% unity upkeep for each leader above the cap, or is it showing the current effect while being at 3 leaders above the cap?

Haven't gone over starbase cap in a while, but that one shows the current effect (IIRC).
Edit: yeah, this is what shows at 2 over the cap:
1683298835615.png
 
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Is it though? I'm finding the loc confusing here (again):
Is it really +25% unity upkeep for each leader above the cap, or is it showing the current effect while being at 3 leaders above the cap?

Haven't gone over starbase cap in a while, but that one shows the current effect (IIRC).
Edit: yeah, this is what shows at 2 over the cap:
View attachment 977005
Oh no. It's even weaker than starbase scaling...

So they used fleet scaling (15/12=1.25, therefore 25% increased upkeep). That means that at the very least, with 6 leader cap, you'll have only 16% extra unity per leader.

With Colonial Centralization and The Collective Self (both techs, so you should always get both), it's 12.5% per leader over the cap.

Edit: If you need 45 governors to get to -90%, and you have you starting admiral/scientist (and 3 field scientists to survey), that means 50 leaders. 42 leaders over the cap, at 12.5% each, is +525% increased upkeep. 6.25*(2*4)*50=2500 (assume level 4 average, though that's quite high). 2500 unity if you go the hard way, though probably more like 1250 if your average is only level 2.

If you wait until you get the destiny trait that reduces empire size by 20% (Gray Eminence, I think), you only need 35 governors (and your other councilors will be higher level, too). 32 leaders over the cap means +400%, and 5*(2*4)*40=1600 if the average is level 4, or 800 if your average level is 2.

It will not cost a lot of unity.

Edit 2: after checking their stream again, the Leader Conditioning agenda gives +1 level to all level 1-3 leaders as a launch effect, so the average may be more like 5. The unity upkeep will be slightly higher, but the leader XP effect is much less of an issue than I originally thought.

Edit 3: much, much later, I realized that the base leader upkeep is one unity per level, not two. So cut all these numbers in half (1000 unity if your average level is 5, or 500 if you're not running leader conditioning and the average stays around 2).
 
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