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Stellaris Dev Diary #309 - OK, Bloomer

Hi everyone, long thyme no see.

This week we’re continuing our exploration of the improvements the Custodian Team is making to Species Packs in the upcoming Stellaris 3.9 ‘Caelum’ Update, as well as some of the other stuff we’ve been up to.

Too much reading for a Thursday? Watch the video Dev Diary instead!

First up are some improvements to the Environmentalists civic.

Environmentalists​

Although the initial version of the Ranger Lodge and the Ranger jobs for the Environment civic were good, we felt that they could be improved upon.

Changes this civic has seen are:

  • The number of Ranger jobs provided by the Lodge now scales with the number of Natural Blockers on the planet.
  • Environmentalist empires can now choose to expand their Nature Preserves, increasing the number of Blockers (and thus Ranger jobs) on the planet.

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You should give the Nature Preserves as mushroom as possible.

  • In addition to producing Unity for Environmentalists, each Natural Blocker on the planet (with the exception of Nature Preserves), now gives Ranger jobs a small amount of production of basic resources

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Invasive Species Trait​

Gardeners everywhere know the threat of invasive species.

Now you too can have a Plantoid or Fungoid species that grows like weeds.

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The root of the problem.

Invasive species get +5% habitability and + 5% pop growth speed for each negative trait they possess, and can only select negative or botanical traits.

Will you use them to propagate yourselves across the galaxy, or make that xenophile regret signing that migration pact?

Or perhaps they can hitch a ride to nearby planets using the…

Fruitful Partnership Origin​

Many plants spread their seeds far and wide through animal dispersal.

Plantoid and Fungoid civilizations now have that option as well.

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This origin is so wholesome it’s a little sappy.

Empires with the Fruitful Partnership origin will begin the game in contact with the Tiyanki, and Starseed Gardens already built on their home Orchard Station.

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Space fauna that visit the system are lured to the station, where they partake in the provided fruits, and carry your seed pods with them as they travel the galaxy.

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Where are they going to take them…?

When passing near a habitable world, the seed pods can find a home…

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…All clover the galaxy!


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And by completing a special project, new life can bloom - wherever it is they brought the seeds.

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It was mint to be.


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Having your seeds carried away by space fauna can allow colonization of planets far from your home system, but you can also be a little more direct about seeding an enemy planet.

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Dropping some sick beets.

While these seed blockers are primarily just a nuisance to your opponent, if you end up taking the planet and clearing them yourself, you’ll be able to turn them into pops, similar to how Lithoid blockers work.

Human Plantoids​

The Lithoid Theians from last week came from a close encounter with Earth eons ago, our new Plantoids actually start on Earth and explore the possibility of “what if humans were plants”. Naturally, empires that branched out from Earth like the Commonwealth of Man will share your leafy heritage. (Their reputation pre-seeds them.)

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Say aloe to my little friend.

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Now, on to some other things coming in 3.9, and no more terrible plant jokes.

Enclave Leaders​

During the development of Galactic Paragons and First Contact, we wanted to revisit some of the older interactions with the various Enclaves scattered around the Galaxy, but never found the time, namely:
  • Hiring a Scientist from the Curators
  • Hiring a Governor from the Trader Enclaves
  • Hiring a Teacher from the Shroudwalkers
  • Hiring a Salvage Overseer from the Salvagers

As the development of the 3.8 hotfix patches wound down, we were able to get some additional code support for Empire Councilors and got to work.

Coming in the 3.9 update, each of these decisions will grant recruitment of a Level 5 Scientist or Governor, each with their own unique trait (and for owners of Galactic Paragons, a unique Council Position that only they can be appointed to).

This leader recruitment replaces the existing Shroudwalker Teacher planetary modifier and Salvage Overseer empire modifier and improves upon the leaders recruited from the Curators and Trader Enclaves.

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The Governors from the other Trader Enclaves provide bonuses to Rare Crystals or Volatile Motes instead.


However, just because you’ve recruited these Renowned Leaders from Enclaves, don’t expect them to sit by idly if you attack their former home.

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UI Modding Change​


The main change that we want to highlight here is:
  • NInterface has been moved from commom/defines/00_defines.txt to unchecked_defines/interface.txt. This means that any mods that alter defines listed under NInterface will no longer block achievements or Ironman.

Interim Leader XP Updates​

As mentioned in Dev Diary #307, we were looking at some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.

Rather than a linear progression that abruptly hits -100% XP, we’ve replaced the current XP scaling for leaders with a formula that follows a curve.

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XP curves for being over capacity (at the base of 6 leaders)

Next Week​

Humanoids and Necroids will be next week’s primary topic. Alfray will give an update on how Habitats have been going, and what’s this I hear about an Open Beta?

See you then!

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The rest should be clear next week.

Sorry about all of the puns in this one.
 
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These Plant guys look better than the Rock guys but BOTH are TOO HUMAN.
I get it, space is huge, anything can happen, but ugh, but I don't play this game to see humans with leafs, or fins, or red humans.
I want actual alien aliens.
I do not want rubberheaded Star Trek aliens or "Humans BUT Blue, green, fire, swimming". So many creative venues unexplored, so many roads not taken - but this beaten path.
You could create literal parasitic trees having a human skeleton inside if you want dryads so much. A biological project that run wild!
They look good, are aesthetically pleasing, but it's just...it could have been so much more!

Treants, ents, whatever - but lo and behold, human-faced, humanoid trees FROM EARTH!
Golems? Animated Ancient Statues? No, lava-skinned humans FROM EARTH!

Extremely uncreative. I think I am justly incensed.
 
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I for one am excited about the most exciting and new feature ever announced: BIRD(s)

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I will be using this image to convince people to pick up Stellaris. I know a bunch of bird nerds who are excited to finally, *finally* have some birds in this game, a thing that has, up until this exact moment, never existed before in any way, shape, or form.
 
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I for one am excited about the most exciting and new feature ever announced: BIRD(s)

View attachment 1013650

I will be using this image to convince people to pick up Stellaris. I know a bunch of bird nerds who are excited to finally, *finally* have some birds in this game, a thing that has, up until this exact moment, never existed before in any way, shape, or form.
Still gonna cook them for the main dish in the meal...the plantoids will make the salad.
 
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Invasive Species + Rogue Servitor sounds delightfully devilish. Pollute the galaxy with pops that grow quickly everywhere and are only good for pampering. Maybe even do a similar strategy with Necrophage.
 
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Invasive Species + Rogue Servitor sounds delightfully devilish. Pollute the galaxy with pops that grow quickly everywhere and are only good for pampering. Maybe even do a similar strategy with Necrophage.
I forgot Rogue Servitors just like Assimilators had many safe negative picks for their organics, it seems that after all Invasive Species bio trait is a great tool for Machine Empires :D And tbh, those little twists are the beauty of Stellaris!
 
Love the new portraits! Can't wait to see the new humanoid portraits too!

Just for info; will they also be found on randomly generated empires, or only on the preset one?
 
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I don't know... the Fruitful Partnership origin kinda seems clunky and there just for the sake of being there...

The bombardment stance seems like it will either be not worth it or abused. The colonization seems too random for such an important feature... Also, what if I'm a different empire and I colonize the planet with the seeds, am I just stuck with an annoying pointless "dormant seeds" buff forever?
As I understand it, the selling point of the colonization feature is that it's a distant system. So it's not just saving you the cost of a colony ship, it's saving you:
  • Colony ship (200 f/cg/a)
  • Outpost (100 alloy, 75 influence)
  • all the influence for the intervening systems (potentially hundreds of influence and alloys)
The last one isn't really 1:1; you wouldn't have jumped to or beelined to that system anyway, so you can't really count it all. But it can save you massive amounts of influence and alloys when claiming chokepoints (letting you start building out from closer than your capital) or just put you on the other side of the galaxy, which can potentially give you even more access to nearby habitable planets.

Anything that lets you claim more habitables without wasting influence on the worthless systems in between will be useful.
Cool change's. But I don't think it will ever make me wanna play Environmentalists. 2 less Generators districts for 1 more energy from rangers. I can't get my head around it if it can be good.
It will be. The rule seems to be that Rangers get +.5 of a basic resource per blocked district, and I've seen planets with 10+ blocked districts before. Each blocker and preserve gives more ranger jobs, so you're giving up 4 jobs to blockers for that 2 district blocker, but getting some back (probably 1 per blocked district, I suspect, but that's just speculation).

Suppose you have 10 districts blocked. Your Rangers will be making 5 of some basic resources, plus 3 society research and 3 amenities. And, most importantly, each blocker will be making 2 unity without needing any pops. So your Rangers will make 5/6 of a regular worker job, plus 1/4 of a researcher, plus 3/10 of an entertainer, and finally ~1/3 of a bureaucrat. So you're giving up the opportunity for two pops working two worker jobs for the opportunity to get 1 pop working a single job producing ~1.7 jobs of output (without CG upkeep, which bumps it up to a full 2 jobs worth of output). So, yes, you're producing a bit less in total (unless you count the CG savings). But you're doing it with half the pops.

It will fall off later: your primary workers will get supporting buildings like Mineral Processing and Energy Nexus while your Rangers will stay more or less the same. But they would have to fall a long, long way for them to actually be less pop efficient. If you want to have a very dense empire, you may eventually clear all the blockers, since you'll be able to pack more pops into the same space. But if you have lots of colonies (and pops are precious), the pop efficiency will be very valuable.

It's important to note that the above only applies verbatim to the largest worlds with lots of districts covered by blockers. For the others, you'll still want to construct the Ranger Lodge building initially (to get the pop-free unity), but you may not want to actually work the jobs. And as you need more space, you'll start by clearing those first (so that your super-Ranger planets stay intact), which will create more job while only costing you the pop free unity of blockers.

Also: if you go really, really wide and are very sparse, you can fill entire planets with nothing but nature preserves to drown in unity. It would be the ultimate thematic environmentalist build, preserving vast swathes of the galaxy's habitable space as untouched wilderness. I think that means Environmentalist Purifiers may be more than a meme build now.
 
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These Plant guys look better than the Rock guys but BOTH are TOO HUMAN.
I get it, space is huge, anything can happen, but ugh, but I don't play this game to see humans with leafs, or fins, or red humans.
I want actual alien aliens.
I do not want rubberheaded Star Trek aliens or "Humans BUT Blue, green, fire, swimming". So many creative venues unexplored, so many roads not taken - but this beaten path.
You could create literal parasitic trees having a human skeleton inside if you want dryads so much. A biological project that run wild!
They look good, are aesthetically pleasing, but it's just...it could have been so much more!

Treants, ents, whatever - but lo and behold, human-faced, humanoid trees FROM EARTH!
Golems? Animated Ancient Statues? No, lava-skinned humans FROM EARTH!

Extremely uncreative. I think I am justly incensed.
I mean, these are not for you. Nobody is taking away the existing portraits. The aim was to make something more human-like, and I think it's extremely unfair, considering that aim, to call them "uncreative", especially "extremely" so.
 
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I'm liking the looks of Invasive Species for Necrophage Pre-patents.
There's no reason you can't load up your Prepatents with the three leader-based negatives as they can never be leaders anyway, and then you'll just need to find a fourth negative with a negligible downside, probably Deviants. Honestly, if you just had +20% Pop Growth Speed & +20% Habitability, that's good enough to justify the whole lot.
They would also be great Serviles, which also forbids them from being leaders and lets you set up a similar scheme, except they provide a very healthy amount of primary resources. You can later re-engineer them once you Bio ascend!
 
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I think you still need to build the Outpost in order to activate the seeds though, it is just a free Colony Ship that is already stationed over the world the moment you claim the system.
In that context, there is little use having the Tyianki leave the seed on the other side of a wormhole if you can't go there immediately with your construction ship, you gotta wait and research wormholes; or have someone else colonize it and get the yet unknown consequences.
 
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I think you still need to build the Outpost in order to activate the seeds though, it is just a free Colony Ship that is already stationed over the world the moment you claim the system.
In that context, there is little use having the Tyianki leave the seed on the other side of a wormhole if you can't go there immediately with your construction ship, you gotta wait and research wormholes; or have someone else colonize it and get the yet unknown consequences.
Having your seeds carried away by space fauna can allow colonization of planets far from your home system, but you can also be a little more direct about seeding an enemy planet.
I took that portion to mean that it just gave you a colony and the system with it (once you finished the special project), otherwise you can only colonize within your own borders, which isn't very "far from your home system". It's unclear.
 
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Do you have any plans to implement organic ships, starbases and megastructures?

This is cool on the points:
- implementation of this saifi | space opera type
- interesting development of agrarian + geno empires
- boredom with excessive accumulation of food in some parties has a chance to turn into an interesting development
- an interesting link with the Civic Catalytic treatment
 
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Shouldn't space flora guys or maybe just Rangers also at least TRY to befriend them space animals and use them in combat? You know, without animating their corpses like some shady bois?
 
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