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Stellaris Dev Diary #308 - Rock On! (Also an Announcement Regarding Species Pack Pricing)

Welcome back!

In this week’s dev diary, we’re going to explore some improvements the Custodian Team is making to the Lithoids Species Pack in the upcoming Stellaris 3.9 ‘Caelum’ Update, and then a few other new features.

Before that, I have an announcement to make regarding Species Pack Pricing.

Announcement Regarding Species Pack Pricing​

Stellaris Species Packs started as purely cosmetic add-ons, consisting of portraits, ship sets, city sets, and advisor voices. They’ve come a long way since them, now including a much greater variety of content. While the exact spread of features varies by pack, they now all include things such as origins, civics, traits, events, and new mechanics.

As Game Director, I’m especially pleased with how the Custodian Team has improved the quality of the older packs. They’ve added new playstyles and enabled many more sci-fi tropes to be explored during your games.

Species Pack Changes Since Release


With the changes coming in 3.9 ‘Caelum’, we believe that the older Species Packs will be on par with the newer ones, and we’re planning an increase in the base price of the Plantoids, Humanoids, Lithoids, and Necroids Species Packs from $7.99 to match the $9.99 base price of the more recent Aquatics and Toxoids Species Packs.

Per the promise made by Fredrik Wester several years ago, we are announcing this change ahead of time so anyone that wishes to purchase them at the current base prices will have an opportunity to do so. They will be available with the current base price for at least 30 days, and will be changing alongside the release of 3.9 ‘Caelum’.

Stellaris will be taking part in the Steam Strategy Fest. This will give you a chance to get the affected Species Packs at a discounted price before the price change goes into effect.

I’ll now detail the improvements made to the Lithoids Species Pack. Improvements to the other Species Packs will be a major focus of dev diaries over the next few weeks.

Tired of reading? Watch the video dev diary on YouTube!

Things That Rock​

My very first Stellaris Dev Diary was #157 - Things That Rock.

The Lithoids Species Pack was the first one that wasn’t exclusively an art pack. The Lithoid trait added interesting game mechanics to the phenotype, we had a few Lithoid specific traits, some event changes, and the Terravore variant of the Devouring Swarm.

The purely cosmetic Species Packs were updated in subsequent releases, but while it did get an Origin in Federations and more traits in 3.5 ‘Fornax’, Lithoids hadn’t gotten quite as much of an update from the Custodian Team as the packs. Of quartz I thought that we should dig up some improvements.

I’ll turn things over to Iggy now to talk about some of the changes.



Greetings all, Iggy here!

Since the release of Galactic Paragons, the Custodian Team has been working on improving the value and quality of older DLC’s. Today I will be talking about what we have done for the Lithoid Species Pack.

Buffing the Old​


As previously shown in DD#305 we returned to Calamitous Birth to give it some love. This includes removing the habitability loss from Lithoid Craters for Lithoid pops as well as increasing the effectiveness of lithoid exclusive traits such as Gaseous Byproducts on the Massive Crater world.

Calamitous Birth Tooltip
Massive Crater Tooltip
Lithoid Crater Tooltip

We also talked about how terravores have gotten a glow up. No longer will you need to sit and click a decision every 6 months as you consume your world! Now it’s all handled in a handy compact situation. The output should still be exactly the same as before thanks to clever script math so don’t worry about this being a nerf to acquired pops or resources.

Consume World Tooltip

Crunch crunch!

In With the New!​


Not satisfied with only buffing these two old pieces of content we also felt like the species pack could do with a bit of a polish to stack up to current species packs.

First up: Void Hive
Void Hive Civic Icon

I love this icon so much

As you can see it’s a Hive Civic with quite a unique effect and if the habitat changes discussed in DD#306 go through it would be a powerful addition to your Void Dweller Hiveminds.

Void Hive civic, now with more clarifications!

Iggy making potentially game breaking hive content? SHOCKER!

This civic plays around with the flavor of a Hive Mind that is capable of surviving out in space and the dangers of vacuum. While you still can build gathering stations it goes against your nature to instruct specific drones to do so and will cost you some Unity. They also excel at creating structures in space, whether they be habitats, dyson spheres, or hyper relays, so get out into the dark void already!

The other new civic added to the Lithoid Species Pack is Selective Kinship.

This civic is not for the xenophiles so please, avert your ocular organs.

Selective Kinship Civic Tooltip

Meat. They’re made out of meat!

This civic also comes with the lithoid species pack and lets you create an empire consisting only of your primary phenotype such as Lithoids, Aquatic, Mammalian, etc. Though don’t think it will be smooth sailing because you won’t like anyone not conforming to your standards and they will really not like your bigoted thinking. However if you really want to have some friends the Hegemon and Common Ground origin will ensure that your member nations are your phenotype if you choose to start with this civic.

Shine Bright!​


Thanks, Iggy.

We’ve been having a lot of questionnaires and feedback sessions with players, and one of the things that is often requested is some more relatable characters in the various phenotypes. While we’ll of course continue creating horrific alien monstrosities, the art team took this opportunity to add a few new portraits to Lithoids, Plantoids, and Humanoids.

Concept Art for new Lithoid Humanoids

For Lithoids, the Federated Theian Preserves will be a new prescripted empire that begins on the Desert World of Theia, in the Titawin system.

Billions of years ago, two planets formed from the primordial material in orbit of Sol - ancient Earth, and Theia.

Rudimentary life evolved on both worlds, biological in the case of Earth, and lithoid on Theia. For eons, these sister planets maintained a peaceful revolution around their star. Then came the cataclysm.

The planets collided, and in the moment of impact, microbial life was exchanged. Earth survived, and Luna was formed. What remained of Theia was jettisoned from the system.

On this rocky colony ship, life from ancient Theia traversed the void before it was caught in the gravity well of the star Titawin. Crashing into one of the system's worlds, a new species was introduced to the local biosphere. A few short millenia later, the Theian's took to the stars, seeking to understand the universe as well as their own heritage.


The Federated Theian Preservers

Work is still being done on the lava shader.

May they find their way home!

On to some other 3.9 changes…

Ascension Path Agendas​

Some players have commented that they often find themselves saving an Ascension Perk slot for an indeterminate amount of time, waiting for the required research for their desired Ascension Path to appear.

The Ascension Perks that unlock the four Ascension Paths have had their requirements changed so that they now be taken as your third AP at the earliest instead of as your second AP. We have removed the Technology requirements and moved those to progressing down the Tradition Tree associated with that Ascension Path.

Engineered Evolution Tooltip

Psionics Tradition Tooltip

Each Ascension Path now has an Agenda that grants 25% progress in technologies associated with that Ascension Path, which should ensure that you are no longer reliant on random chance to acquire these technologies. These Agendas have a reduced cost and cooldown compared to normal Agendas, though some have modifiers based on Empire Ethics compatibility with the Ascension Path.

Mind over Matter Agenda, granting Psionic Theory progress

The random number generator will not keep us out of the Shroud!

Engineered Evolution Agenda Tooltip, Granting Genome Mapping

These agendas advance to the next relevant technology if you finish some research while the agenda is ongoing.

rm -rf /nodes/regulatory​

One of the complaints we’ve had with Gestalt Councils is that Nodes cannot be replaced unlike the Councilors for regular empires. This means that you are no longer locked forever to traits that might be useful for your Nodes in the early-game but fall off in the mid- to late-game.

To solve this, we’ve added three new Society technologies to Machine Intelligences (and Hive Minds) which unlock a set of new Council Agendas that replace the existing Nodes, after a bit of reformatting (or vivisection).

Reformatting Technologies

TODO: Icons

Reformatting Agendas


The first technology will unlock the Agendas themselves, while the following technologies will unlock modifiers that improve both the Agendas and your Council.

The newly created Nodes will initially start at level 1, though this can be improved to a maximum starting level equal to the level of the reformatted/culled Node depending on Technologies, Traditions and Civics.

Next Week​

Next week we’ll be going over improvements to the Plantoids Species Pack and some more other changes coming in 3.9 ‘Caelum’. Humanoids and Necroids will be the following week.

A Heart Full of Birds

These are not plantoids. But you’ll get to meet them in the plantoids dev diary.
Updated Teaser Image

Edit: Updated Void Hive civic tooltip.
 
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Machines do at least have four unique styles of play (normal/RS/DA/DE), which is more than hives used to (normal/DS) and even if you count Terravore as distinct from DS and even if you count Progenitor Hive as a "unique style of play"-level change (which, via vassals, is fair) they still only break even. But hives do have so many more options than machines origin-wise. Overtuned, Necrophage, Post-Apoc, Life-Seeded... and while Resource Consolidation is a fair alternative to Tree of Life in the early game, it doesn't scale as well as time goes on.

Besides, the majority of Gestalt civics are still really boring number tweaks. I suppose the same is true of normal civics, but in general that's not a problem for me because there are so _many_ civics to choose from. Gestalts don't have that luxury.
"RS"? "DA"? "DE"?!? What are you talking about???
 
It is true, I may have been a bit unfair, Hive Minds have gotten a decent amount of content. I'm just in general a sucker for Hive Minds, so I'll always want more for them :p

I would definitely like lore content for Machine Empires too (in fact my last playthrough was a Machine Empire, and their age starts to show), they haven't changed a lot since their initial release, I just think that it could possibly be tackled with the Hive Minds in a sort of general Gestalt Consciousness initiative. Maybe even with a third type of Gestalt? We have biological and metallic, there is room for a Shroud-themed one, maybe!
I think the shroud based one should be a ascension, like elevating your species or robot to a energy being. Though I could see a HM origin or civic which starts as energy being.
 
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Organic species evolving into energy beings makes sense. But machine/robot empires should evolve into archailects -- extremely (emphasis in extremely) powerful AI gods able to do technological feats that would look like magic to your everyday alien empire.
 
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Hive minds have gotten a lot of attention post release even if some of it has been because they are organic. Where as machines like you said have 1 origin. HM actually have at least 2 and are not as restricted in origins as machines. I'm not saying hive minds don't deserve more but I think its machine empires turn to get more content tbh.

Yeah, I have been advocating something for robots. They don't have too much flavor in my opinion. Machines haven't had content for a long time, I feel as if it was added and then forgotten about. In multiplayer, people play rogue servitor, and driven assimilator. They scale really well rogue servitor especially with an ecumenopolis. I don't ever remember seeing a normal robot playing resource consolidation doing too well in those games. Many people play progenitor, their leaders make a huge difference too.

Rogue Servitor, Driven Assimilator and Progenitor > Normal Robots.

Not to mention hiveminds/Driven Assimilator/Rogue Servitor have dual pop growth. Every new species pack there is a new robot portrait.
 
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The Theia backstory is a bit weird. From what we can tell abiogenesis massively postdates the postulated Theia collision, and if microbial life was exchanged wouldn’t Stellaris Earth have lithoid microorganisms? A bit weird. I think the idea was to tie the humanoid lithoids to Earth but with 4.5GY between them and now there’s no real connection.

Kind of does that already. On a Terran climate, Carbon based life will always be more efficient than Silicon based life however, it's just chemically better for that. Presumably Theia has a different climate...
 
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So, out of curiosity... With the hive mind voidborn restrictions being removed... Can we combined voidborn, void hive, and terravore? That seems like it'd be an intriguing campaign to play through.
 
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So, out of curiosity... With the hive mind voidborn restrictions being removed... Can we combined voidborn, void hive, and terravore? That seems like it'd be an intriguing campaign to play through.
That was actually one of the very first things I wanted to play when the origins were first announced. So hungry you ate your own planet! I was kind of disappointed when we couldn't do that on release.
 
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How will the new civic interact with xenophile ethics attraction and the xenophile faction? Currently an empire using more than 1 free species, as well as some slave species, is hampered as they get quite a bit of xenophiles, which are upset because of enslaving the other aliens.
 
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Void Hive is something I have wanted for a long time, and while it is nice civic, it is a bit of a let down. Possibly as an origin it might be able to be better?

I disagree

Void Hive would be boxed in in practical usage by being a Origin instead of a civic.

It's just in that wierd (nicely wierd, but wierd) state that it's best in very early game (where you're scant for minerals, and it would be worth it to have what effectively is a single, automated, build-free construct ship, and then be able to use your minerals for other things, for an example earlier more agressive alloy production?) and then again in the late game would be worth it for cheaper/faster Megastructure building (with the fact that the unity cost for manually building some stations, and letting the civic back-fill the weaker places, would be negligible extra cost). but being rather poor inbetween when you'll have several construction ships floating around, but not yet at the point where you're mass-building megastructures

Could see it being a strong pick for loadout for the free construction, getting dropped some 20 years into the game/at 3rd Civic, and then regained after some 100-150 years for the Megastructure bonuses.

Could see a meta where Slingshot/Stargazer/Void Hive is the most aggressive early game booming
 
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Kind of does that already. On a Terran climate, Carbon based life will always be more efficient than Silicon based life however, it's just chemically better for that. Presumably Theia has a different climate...

Just as a point of order, carbon being involved doesn't preclude lithoid.

Carbon can be found in a variety of rocks, and there are some popular carbon crystals, too.
 
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I disagree

Void Hive would be boxed in in practical usage by being a Origin instead of a civic.

It's just in that wierd (nicely wierd, but wierd) state that it's best in very early game (where you're scant for minerals, and it would be worth it to have what effectively is a single, automated, build-free construct ship, and then be able to use your minerals for other things, for an example earlier more agressive alloy production?) and then again in the late game would be worth it for cheaper/faster Megastructure building (with the fact that the unity cost for manually building some stations, and letting the civic back-fill the weaker places, would be negligible extra cost). but being rather poor inbetween when you'll have several construction ships floating around, but not yet at the point where you're mass-building megastructures

Could see it being a strong pick for loadout for the free construction, getting dropped some 20 years into the game/at 3rd Civic, and then regained after some 100-150 years for the Megastructure bonuses.

Could see a meta where Slingshot/Stargazer/Void Hive is the most aggressive early game booming
Now that you mention it, is the civic locked? Cause I can see the problem of going Here be Dragons for a living metal deposit, waiting for the free living metal mining station, then reforming out of it for full yield of living metal, which knocks off one really expensive tech you need to start hatching your own dragons....
 
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Being Void Hive for the free "tech-less" mining station and then switching out of it to remove the 75% penalty sounds evil :)
I wonder, what other key resource would have such relevance?

On another note, Living Metal is rare and comes in small quantities, but the edict is also cheap (base 1), it may be possible to get it running relatively early on a Voidborn-Void Hive (without the LM Tech and some luck).
Say you have 1 LM deposit, 0.25 output with the debuff (-75%), but one or a couple mining station buffs (like +20%) and Node edict upkeep discounts (around -40%, gotta focus on it), maaaaaaybe you can close the gap to run the edict (and stack its bonuses with Void Hive Megastructure/Habitat bonuses).
I forgot if you can buy LM on the market but it could also help cover any remaining edict upkeep costs.
Do you people think this is feasible and worth it (going out of your way to enable LM edict as early as possible as Voidborn)?
 
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Being Void Hive for the free "tech-less" mining station and then switching out of it to remove the 75% penalty sounds evil :)
I wonder, what other key resource would have such relevance?

On another note, Living Metal is rare and comes in small quantities, but the edict is also cheap (base 1), it may be possible to get it running relatively early on a Voidborn-Void Hive (without the LM Tech and some luck).
Say you have 1 LM deposit, 0.25 output with the debuff (-75%), but one or a couple mining station buffs (like +20%) and Node edict upkeep discounts (around -40%, gotta focus on it), maaaaaaybe you can close the gap to run the edict (and stack its bonuses with Void Hive Megastructure/Habitat bonuses).
I forgot if you can buy LM on the market but it could also help cover any remaining edict upkeep costs.
Do you people think this is feasible and worth it (going out of your way to enable LM edict as early as possible as Voidborn)?
You need the resource exploitation technology for the Living Metal edict, and that's typically going to be a lot of research.

Once you've got any non-zero income, you can buy it from the market on a monthly trade basis and cover most expenditures (at least, until your empire size is very large).
 
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Just as a point of order, carbon being involved doesn't preclude lithoid.

Carbon can be found in a variety of rocks, and there are some popular carbon crystals, too.
Yeah I know that, just anything other than C or Si is going to be extraordinary more difficult to do chemically. The reason carbon is so good is because of it's the way it reacts with other elements. Silicon kind of mimics it that way, but it's not as efficient at it.
 
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Yeah I know that, just anything other than C or Si is going to be extraordinary more difficult to do chemically. The reason carbon is so good is because of it's the way it reacts with other elements. Silicon kind of mimics it that way, but it's not as efficient at it.
That's correct of course, but honestly should'nt be "forced" upon the Player- if anyone wants to roleplay as i don't know an iron based lifeform (which would probably be the worst element to do so) nothing should stop them (as in events that directly state "You are C/Si based - deal with it"). These distinctions should remain in the realm of mods while the base game should let you head-canon as much as possible imo.
 
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