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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.

1692191052405.png



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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.

1692004945547.png

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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Looks like I should stop playing CK3 for a bit and dig into another environmentalist play through. I want to see if seed blockers count towards ranger jobs.
 
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Once the endgame crisis hits, the Shroudwalker Enclaves leave the galaxy and it is implied that they pass their mantle to empires with the Teachers of the Shroud Origin.

Could this be used as a trigger where some of the leaders sometimes have the Shroudwalker Teacher trait upon recruitment and other empires gain a diplomatic action to ask to buy one such leader which gains energy credits & unity to the Teachers of the Shroud empire ?

Even if it is post-endgame content which probably just a few players would make use of, I like the 'the Student has become the Master' implications.
 
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Again the rubber forehead aliens :(

The other stuff is nice.
 
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Could you make noxious a negative trait (even if it still costs a trait point)? Because that would make for a very funny combo with invasive species, and so we can remove it without the ascension perk.
 
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If Noxious isn't use-able with invasive species it should be. Also is the trait only for plantoid and fungoid? I hope not because I want to make a veracious insectoid ravenous hive build.

Also how does this trait work with Bio ascension or the origin overtunned? No special traits ?
 
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So, now we have lava-humans and plant-humans.

Could these portraits be used for Transgenic traits instead of for separate species?

I love the idea of starting out as human and then becoming ... more.
 
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All of this sounds great!
Speaking of enclaves, are there any plans to rework the Festival Of Worlds from artists enclave? Beacuse currently, IMO it has 2 major problems:
- it's really too powerful for its cost (only 1000 EC for 10% growth speed and 15% happiness for 10 years across all the empire... Oh my lord)
- it's too shallow: it's kinda click and miss without any notification when it ends.
Maybe a solution could be some kind of Situation-style event chain with some choices based on ethics/species/number of art monuments displayed etc etc, adjusting its cost accordingly
 
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Stellaris team deserves all the praise it gets.

Art team for Stellars is completely out of control at the moment.

Enclave leader rework - everything in this Dev diary just looks so good o_Oo_O
 
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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.)

View attachment 1012727
Say aloe to my little friend.


Well, I thought these will be new avian portraits:
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Hi everyone, long thyme no see.

Out of curiosity, how many eye rolls and groans did anyone outside the Stellaris team give when you pitched the idea of a Dad Joke Diary?




Now, to some needless strategy analysis without a sense of humor...

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.

View attachment 1012708View attachment 1012709
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


This is pretty dope, and a straight upgrade on the civic. While you wouldn't want to use the jobs every planet, it could easily make for some exceptionally powerful jobs in the early game. Rangers providing 2 Society Research aren't that useful, even with no CG upkeep, but rangers providing a smattering of food, energy, and minerals in addition to 2 society research could be justifiable. Really you just need to beat the value of miners to be justifiable.

Two awkward parts of this, however, will make this dope rather than 'very strong.'

One is the point that, as a worker-tier job, these bonuses matter most to Authoritarians who can boost them... but the civic's CG savings and themes are more Egalitarian in nature. The second is that while these bonuses can be strong, it's incredibly unreliable due to the dependence on RNG.

But- as pure bonuses- these don't take away from the fundamental strength of the civic, which is the pop-free unity from the districts. This is rather just something to give the Ranger Job actual value.

This civic remains most useful for wide-expanders, especially Xenophobes or those who take Interstellar Dominion, as an early-game econ buildup to a late-early/mid-game expansion phase.

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.


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?

Honestly, this is a pretty amazing trait, and that's among the Plantoid's already impressive list.

While this would be a purely-better-than-Rapid-Breeder in a 2-negative trait build, this would be just plain busted as the only positive in a 4-negative build, where it would be a +20% habitability/growth, which the corresponding habitability translation into +10% growth (in avoided penalties), 10% less food/CG upkeep, and 10% in upkeep for any planet where you'd be at 80 hab or below (i.e. all of them). In an early game, this might as well be +30% growth and +10% to all jobs on all planets after the homeworld.

While the habitability does nothing on your homeworld, the early-game science center, this is a combination of almost every single other possible starting trait in the game. The only question will be your preferred negative traits to take it, especially as a hive.


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.

View attachment 1013348


View attachment 1012717View attachment 1012718
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.


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.

View attachment 1012720
Where are they going to take them…?

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


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


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.

View attachment 1012726
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.

This is an interesting, origin-equivalent upgrade to last week's space station builder civic. I suspect it will be midling in tier power, as to use the bombardment option for control you need fleet power that makes you rival-able, but there's some significant early-game militarist synergies here.

Fundamentally, this is a way to avoid having to pay the costs of colony ships in the early game, letting you use resources more aggressively than the stockpiling that comes with colony ships. That's a non-trivial amount of economic slack in the early game, where 200 alloys/200 CG/200 food can translate into 400 alloys a planet for an early military buildup. While the space fauna are the 'free' function- at the cost of the typical early hydroponics bay- the planets they go to being random is a weakness.

The power of the origin will really come from how long the bombardment stance takes to make a colony equivalent, and then how long the special project takes. If it's the rate of early-game Nihilistic Abduction, it's too slow, but if it's reasonably paced it would allow your fleets to be at the edge of your empire, colonizing as able. This would likely support a significant early-game military buildup with the alloys you're not using on one-use colony ships. I wouldn't be surprised if the first colonies start slower, but the following colonies start increasingly fast

This bombardment stance does have some later strategic-level value beyond the pop-generation. Instead of trying to occupy planets in the later-game forever wars you could instead use planetary devastation as the key to start rebellion situations from crushing stability. This could be used especially as an Egalitarian against slavers, as a way to trigger slave revolts who ask to join you. On the flip side, just having the pops in waiting on the planet is a possible slaver-build synergy to get ruling-species pops.


I suspect the synergies that will matter most here are the Environmentalist synergies (for non-hives) and cordyceps drones (for hives).

While I doubt the blockers will count as 'natural' blockers from the Environmentalist civic, this is an expansion-civic, and the potential for pop-free unity at scale of expansion matters more the wider you go. Expanders (xenophobe or interstellar dominion) will be able to use this as well by following the Tiyanki and colonizing in their path.

Cordyceps drones have an unclear interaction here, but typically the hardest part of the civic is finding the fauna in the first place. In this case, it seems that it's not forbidden, and so you could transition from using the fauna to spread early to a betrayal for a sudden military snowball to go on the warpath with.






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.

This seems reasonable enough. The movement of some bonuses to the Councilor slots does amount to a nerf for the Teachers and the Salvage, but since they were already (and are still) strong, it doesn't seem like a terrible thing, especially as they could potentially replace the slot-role for civics with weak councilors (like Shared Burdens).

It does go awkwardly with the Xenophobes in general inviting aliens into the Council, but that's a separate issue.


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.

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


As an interim update, this seems fine, though as a someone who looks at graphs, the lack of a labeled Y-axis makes me mad. :mad::mad::mad:

More seriously, it looks like at 4 leaders above, you're at a nearly 50% xp loss rate, and 10 above you're around 20% of normal XP gain. I'll be interested in seeing how it interacts with the XP modifiers in practice, but yeah- a significant loosening of the xp gate.

Sorry about all of the puns in this one.

So, were the Dad Jokes done by brainstorming in a conference room, or by solicitation to let contribute anonymously?
 
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With Recent specialization for certain species types, here's hoping we get some unique traits for mammals, avians and other races (species?) (portraits?) as well in the future.
 
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Lot of nice info, invasive species and fruitful partnership look fun to try out.

With invasive species being unable to take positive traits, does that mean taking bio/cybernetic ascension won't allow them to use the unique traits unless they remove the invasive trait? That could be an interesting tradeoff, and there are still other bonuses to lean into, like pop assembly, and the inherent cyborg trait.
 
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