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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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No but if there was it would be Multi Level Marketing inspired, these pyramid schemes are well known for their fierce representatives
Multilevel marketing civic would be hilarious but I am wondering how it would work, is like convincing your vassels or tributaries to get trade agreements with others then most of the profits go to the mega corp overlord ?
 
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Multilevel marketing civic would be hilarious but I am wondering how it would work, is like convincing your vassels or tributaries to get trade agreements that most of the profits go to the mega corp overlord ?
Multi Level Marketing.

Can establish branch offices on other Megacorp planets, but only on those. You don't sell products to actual customers, only your downline.

Gain "recruit" casus belli which is a Liberation War/Subjugate combination and converts the target into another megacorp vassal. The recruited corp has the option of choosing to adopt MLM or some other civic.

50% of the energy from your vassal's branch office income goes to you instead.

You can reform out of the civic, but all your megacorp branch offices will close.
 
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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.
In case no one answered this yet:

(From the recent stream, you can check it out on the stream 11:15 in on youtube)
-1 maximum leader negative traits
+20% councilor experience gain

Councilor job: +3% councilor experience gain per level



So a total buff of +50% councilor experience gain.

Not bad, certainly decent, but I think it could use a little more. Maybe +1 leader starting trait? Ties in well and strong with the reduction to negative traits. Or, make the bottom, scaling experience gain apply to ALL leaders. Sure, the civic is about the ruling elite, but the will of the wise king is nothing without the experience of those who enforce it. Imo, this civic should be the ultimate pick for leadership-focused builds, and could use one more little buff to reflect that.
 
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So, the new "strip the starting corvettes" trick will likely be to immediately fire the starting admiral in order to have more scientists without a penalty, right everyone?
An easy way to make this cheese not optimal would be to make council positions not count against the leader cap, then just lower the initial cap by 3 (for the ruler/scientist/admiral that previously took up those slots). So you'd gain nothing by firing the starting admiral, and you'd start the game with less choice, but Expand the Council would also effectively add one leader cap (though the leaders in council positions would be either suboptimal field leaders or suboptimal council leaders, because of traits).

Call it "field leader cap", instead. And don't decrease the gestalt cap, since they would be unaffected.
 
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So, the new "strip the starting corvettes" trick will likely be to immediately fire the starting admiral in order to have more scientists without a penalty, right everyone?

Feels like we need options that reduce the cost in Leader capacity of certain leader types. Something with a trade off, but you could have your scientists only take .5 leader capacity instead of 1, so you can have twice as many scientists without having to make that sacrifice.
 
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Why do you guys hate gestalts this much???

Those gestalt civics are worthless compared to any of the unity boosting ones.
You easily produce hundreds to thousands of unity in the lategame, whereas you wont reach 100 leaders in a huge campaign and this patch/dlc is even supposed to reduce that amount.

Let me bet: Vaults of Knowledge will not be available for Gestalts? Because that is literally what all of their leaders should be like baseline.
Hives with breeding specific traits and MEs by iterating on their own code.

If you guys can't even do that, then just admit it, refund the dlcs and remove them from the game already.
 
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Let me bet: Vaults of Knowledge will not be available for Gestalts? Because that is literally what all of their leaders should be like baseline.
Hives with breeding specific traits and MEs by iterating on their own code.

If you guys can't even do that, then just admit it, refund the dlcs and remove them from the game already.
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.
 
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Yeah, I found that afterwards. 2 small lines hidden in the text, instead of just putting it alongside the other variant, does not help readability.
Still does not change a thing about the useless unity conversion civics though.
 
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Is there a Crusader civic for Megacorps?
Megacorps don't want to force you to adopt their ways. They only want your money. Lots and lots of money.
 
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Still does not change a thing about the useless unity conversion civics though.
The unity conversion civics are just "I want to go over the leader cap" civics. People said they had trouble generating unity as gestalts, so they added a civic that removed some unity upkeep (potentially a lot of unity upkeep, with high level leaders or way over the cap) and replaced it with basic resource upkeep.

It also solves an odd scaling problem with late game. Organics get unity repeatables, and gestalts don't (for reasons I don't understand). So gestalts get two civics which change leader upkeep to something infinitely scalable (for when you want to have 100+ leaders despite having only a cap of 12). The machine one, in particular, actually looks quite strong if you want to go beyond the cap: you'll be able to use the much more easily spammable (and, eventually, much higher output) tech drones to pay for leaders at the same ratio as Coordinators.

It's nice because you'll be able to spam arbitrarily high amounts of energy/food districts with machine/hive worlds, whereas unity is building slot bound. Don't take it as servitors, or lithoids, though (for two separate but equally valid reasons).

Personally, I think that, like catalytic, it needs to actually give some benefit beyond synergy with other features in order to be justified as a civic. And the hive one seems a bit weak until you get a few techs.
 
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Megacorps don't want to force you to adopt their ways. They only want your money. Lots and lots of money.
Consider that Liberation wars for Megacorps create friendly Merchant Guild empires prime for Branch Office expansion. I could totally see a "Free Market Crusader" civic based around the prolific use of this mechanic. It's already a fun style of play as it is.
 
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Devs, it would be really cool if you could confirm if new Civics which get modded in will be able to have their own custom Council Position come with them, complete with the special rules and bespoke names.

I presume this will be possible, but confirmation of it would be awesome!
 
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View attachment 976194
Effective Councilor Skill is my favorite modifier in the whole DLC. I want to thank Karl who fought for this modifier.


Eladrin, in the Dev Diary stream "Talking Galactic Paragons" from last week, Statecraft had an additional Finisher effect: Technology Gained: Galactic Administration. Was that stream build part of a previous build, or is it part of the current plan?

Assuming Galactic Administration is still the third civic unlock tech, that would have some pretty significant early game strategy implications for the value of unity/tradition rushing.
 
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Eladrin, in the Dev Diary stream "Talking Galactic Paragons" from last week, Statecraft had an additional Finisher effect: Technology Gained: Galactic Administration. Was that stream build part of a previous build, or is it part of the current plan?

Assuming Galactic Administration is still the third civic unlock tech, that would have some pretty significant early game strategy implications for the value of unity/tradition rushing.
Everything you saw in the stream is how it will be on the release ;) Sorry for the confusion here!
Devs, it would be really cool if you could confirm if new Civics which get modded in will be able to have their own custom Council Position come with them, complete with the special rules and bespoke names.

I presume this will be possible, but confirmation of it would be awesome!
Well, you need to mod in the council position, but it is fairly easy to do.
Every civic will look for a council position, and if the council position is scripted in the proper file - then it will work like any other civic/position in the game.
 
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Something I only thought of recently, what kind of agendas do the ascension path trees unlock?