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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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There's Age of Wonders. Lots of overlap with things Stellaris players enjoy.
I've heard that its quite good by those that like turn/tile-based mechanics and gameplay, but its a very different game when coming from Stellaris. Its a shame I couldn't really get into it if that's what paradox is banking on for the fantasy 4x itch.

Oh well, Stellaris ain't going anywhere any time soon!
 
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Somehow it feels like the new origin was always missing. I mean, Plantoids was a fine concept when it was first released, but they always seemed too similar to others, like the developers at the time didn't take the nature of plants into account.
 
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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.

Assuming nobody's already there, you'll colonize the planet and then get a free outpost for having a colony in a system that doesn't have an outpost.
 
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Assuming nobody's already there, you'll colonize the planet and then get a free outpost for having a colony in a system that doesn't have an outpost.

This is going to make wormholes really interesting.
 
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These Plant guys look better than the Rock guys but BOTH are TOO HUMAN.

These are explicitly intended to be humans. (Their prescripted empire's homeworld is even Sol III.)

The base human portrait is ridiculously popular. Far more popular than you would ever expect. In fact, a significant portion of our community uses exclusively the human portraits.

In surveys, these are the players that asked us to give them some more human looking options, including some that could use things like the plantoid or lithoid traits. These are for them.

Not every portrait is for everyone. That's totally okay. I guarantee that we'll continue making freaky weird very alien stuff too.
 
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This is going to make wormholes really interesting.

My recent playthrough had me cursing at a Tiyanki pod that got obsessed with a gas giant that was sitting in a dead end system, but a little while later when a different pack swam by, everything became right in the world.

We've since adjusted their behavior a little bit to give them some more encouragement to go out and "see the sights", but it's likely going to be a bit tough to rely exclusively on them to spread your colonies. On the other hand, it feels awesome when they wander off to the other side of the galaxy and find some interesting places.
 
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My recent playthrough had me cursing at a Tiyanki pod that got obsessed with a gas giant that was sitting in a dead end system, but a little while later when a different pack swam by, everything became right in the world.

We've since adjusted their behavior a little bit to give them some more encouragement to go out and "see the sights", but it's likely going to be a bit tough to rely exclusively on them to spread your colonies. On the other hand, it feels awesome when they wander off to the other side of the galaxy and find some interesting places.

What happens when my whales dump seeds on a planet in a hostile system?

E.g. crystals or a Guardian like the Tiyanki Matriarch.


Also, can we get some options to spawn new Tiyanki fleets?

And same deal for Amoebas, especially if Amor Alveo gets scoured (as it does in most of my late-games thanks to a genocidal or a crisis).
 
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I'm loving the changes to environmentalism!
And I'm loving the new, more human-like portraits in different phenotypes (You can never have too many human-like creatures if they are next to a wonderful nonhuman-like cast) Can't wait to dig my claws on this one!
 
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A bit off topic, but i still don't understand why the refusal to just get rid of the leader cap or change it in such a way that outside of the leaders "we ought to have a connection with" there aren't simply some kind of generic leaders for the rest.

It seems as if the stubborn clinging to the idea that supposedly only a limited amount of leaders allows for the creation of interesting narratives and connections with the leaders, is the main issue why the devs manouver around the topic so much and try to still make this work with different changes such as the one presented here.
Don't get me wrong, changing the way xp gain works for leaders is a step in the right direction, but it as if tried to hammer my way home through my wall instead of just going through the open door if this analogy makes sense. What i want to say, these are all bandaid solutions for the main issue that artificially limiting the number of leaders is extremely un-immersive and contrary to the idea of role-playing this game supposedly aims for.
 
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These are explicitly intended to be humans. (Their prescripted empire's homeworld is even Sol III.)

The base human portrait is ridiculously popular. Far more popular than you would ever expect. In fact, a significant portion of our community uses exclusively the human portraits.

In surveys, these are the players that asked us to give them some more human looking options, including some that could use things like the plantoid or lithoid traits. These are for them.

Not every portrait is for everyone. That's totally okay. I guarantee that we'll continue making freaky weird very alien stuff too.
Are there any plans in the future for a sort of... Portrait opt-in/opt-out system? I don't mind them, personally, but I imagine some of the moaning (not all, but some) might be alleviated if there was a little checkbox for "Exclude from Random Generation" somewhere in, like Galaxy Setup or something.
 
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