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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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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.
There are generic leaders for the rest: They're just Level 0, with no Traits, and no names or faces.

That's what generic means.
 
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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.

View attachment 1012732
XP curves for being over capacity (at the base of 6 leaders)

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A guess (for the newest curve). Yes/no?

If you pushed to 14 leader capacity, this would make it:
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On the leader XP front: I still wish the cap wasn't restrictive on XP and that governors, unlike the other leader types, hadn't been heavily nerfed at the same time that their numbers were limited (with the switch from sector wide traits to nominally stronger but single planet traits). But overall, I'm happy that it no longer goes to zero. This seems like a nice compromise.

A side note: this makes the cap a bit more forgiving for having mountains of scientists instead of governors or admirals. Their (up to) +10% 5% leader XP for each one means you can potentially fight this curve for a while to keep reasonable leader XP while increasing their numbers (though of course the exponential will dominate in the long term). This is the graph with a very rough approximation of Aptitude's bonus thrown in:

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If nothing else, Leader Conditioning will keep the dream of the later leaders leveling up alive.

This seems like a good change.

Edit: Aptitude is .5% per level, not 1%, so this should be (2+x*.05) instead of (2+x*.1), but it ends up have the same shape (ish), just dropping faster. Should only affect the last graph.
 
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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.
Does this mean we'll eventually get Human-looking portraits for the rest of the phenotypes? If so that'll be both fantastic (thinking of making definitely-not Lovecraftian Deep Ones with Aquatic and Molloscoids), but also terrifying (the inevitable Arthropod and Blorg variants.... )
 
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I’m thinking about how Cordyceptic Drones + Fruitful Partnership will interact with each other
Predatory plants often rely on insects for pollination, as well as food. Sometimes an insect lands on the flower and the nectar is just a reward, so it survives to pass on its genes that attracted it to the plant. But sometimes it lands on the leaves, where the nectar is bait.
 
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With seed bombing would we be able to drop pops from our own planets that are unruly on the enemy planets and also grow there? This could be fun.

Literally use a pop to infiltrate on the enemy system ahem *Tyranid Genestealer* cough cough. Make the invaded species required high enforcers or spywork to search out, let you control them on the enemy planet to do whatever you want, including invading buildings to get you supplies, providing more info on the enemy planet...

You understand, we want to eat them from the inside out...
 
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The environmentalist changes are awesome, though I wish nature reserves were their own district type instead of just a blocker.

It’s understandable since UI space is limited, but having a nature reserve district would still be really awesome.
 
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Not every portrait is for everyone. That's totally okay. I guarantee that we'll continue making freaky weird very alien stuff too.
What I'd like is for some of the existing portraits to be given a makeover, such as the existing Vulcan/elf portrait.

And there are a few outfits and hairstyles on some of the portraits, added way back in a prior Humanoid update, that seem… not really up to standard, and imho should be removed altogether.
 
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With seed bombing would we be able to drop pops from our own planets that are unruly on the enemy planets and also grow there? This could be fun.

Bombardment Stance: YEET
 
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The new ranger might actually make me use the rural world designation for the first time :eek:

If you find a planet with enough natural blockers (probably at least 10 locked districts -> 5 base resources), it might just about be worth it to spam rangers there.
The Aeldari Maiden Worlds are not a legend anymore. They are real!
You should already be able to do that! Pick the Empath Civic!


It's intentionally a bit random. I wouldn't recommend basing your entire colonization strategy on the whims of spaceborne fauna, but... noticing that a Tyanki entered a wormhole, depositing your seed pod on a planet on the other edge of the galaxy you didn't even know existed?
That's a fun stroke of luck.

As for colonization, seeds will give you interesting opportunities if another empire colonizes a planet with a seed.
You'll see.
Hmmm... you know, this Fruitful Partnership somehow remembers me of those hive minds that conquer worlds by bombing them with viruses that turning the local inhabitants in more drones. (if you ever played the Resistance series in the Playstation consoles, you will know what I'm talking about). What about making something like Fruitful Partnership for Devouring Swarms so we can roleplay the Chimera?
 
Humans being overwhelmingly the most popular portrait is a good argument for more outfits.

I’d buy themed outfit packs, like a Roman outfit pack or a Victorian outfit pack.

And with the release of Starfield, I wish Stellaris humans could have that same jury-rigged spacesuit rugged frontiersman aesthetic. The current Star Trek-y uniforms are okay, but I’d definitely shell out for other options.
 
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For me it depends.

In a more sci-fi playthrough, I don't want space orcs or space dryads. In that game I would want vulcans, not space elves.

In a more fantasy playthrough, absolutely yes I want both of those, and space elves, and so on -- golem lithoids, dwarf crafters, necromancers, etc. are all great for that kind of game.


I play both, and more other kinds of game (e.g. total conversons), but those are separate games -- I don't want both at the same time.
But Vulcans are Space Elves, but without the fantasy elements. And honestly, I really, really hate the new Lithoid portraits! I cannot understand how some people are able to like of that (CENSORED BY ORDER OF THE GALACTIC COUNCIL FOR MORAL AND GOOD MANNERS).
 
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Humans being overwhelmingly the most popular portrait is a good argument for more outfits.

I’d buy themed outfit packs, like a Roman outfit pack or a Victorian outfit pack.

And with the release of Starfield, I wish Stellaris humans could have that same jury-rigged spacesuit rugged frontiersman aesthetic. The current Star Trek-y uniforms are okay, but I’d definitely shell out for other options.
Honestly, I find the lack of headgear baffling generally. I feel like species with horns would definitely decorate them, drape fabric or chains off them, and so on.
 
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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.

Hey, since it's still a big problem with the Awoken (and pre-space civs), can you put a constraint in there so that they don't colonize a planet adjacent to the xenophobic fallen empire?
 
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I agree with Starfield/rugged frontiersman aesthetic for the humans portraits, but I would never, ever buy something like a Victorian or a Roman Outfit Pack.
 
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I just wanted to say (after getting home from a chaotic day and having a beer), I thought this was a great dev diary.

I have yet to really use the Environmentalist civic properly and definitely paid little attention to Ranger Lodges as the loss of districts felt too much. I will also say, it always felt quite forgettable to build a Ranger Lodge but I might be a minority in that. This seems to add some more meaning to them and is a good counter weight to the loss of a district and that unity could be a nice advantage by mid game.

Like a lot of people, there's a lot to really be excited for about this update, maybe even more so than the Humanoid DD last week. That trait, the origin... man just great.

Thank you, this is awesome.
 
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.

The short answer is that removing the leader cap would require significantly reducing their power level. The changes that came alongside Galactic Paragons significantly increased their strength, on the assumption that you would not have as many of them. We also believe that there's benefit in having a much lower number of exceptional leaders - choices need to be made instead of just having endless numbers of effectively nameless scientists and admirals.

governors, unlike the other leader types, hadn't been heavily nerfed at the same time that their numbers were limited (with the switch from sector wide traits to nominally stronger but single planet traits)

Governors can still be put on the Sector Capital, and do apply level based effects to any planets in the entire sector that do not have a planetary governor. They'll show up as a little hologram next to the place the planetary governor would go.
 
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