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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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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.
This is actually a huge problem I have with the system, because it means that if you have a Sector Governor and a Planetary Governor, one of them is doing wasted work. If the Sector Governor is a higher level, congrats, your Planetary Governor's level is completely and utterly meaningless. If your Planetary Governor's level is higher, you should probably just make them your Sector Governor so they apply their higher level benefits to the entire sector, which'll usually out-pace the benefits from Traits unless your Sector has all of, like, two planets in it. It's a really weird system, I really don't like it.
 
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Wish the origin wasn't locked to fungoid/plantoid tho, muh machine can't garden in peace
In general I wish a lot of these were less locked to phenotypes. Fruitful Partnership and Invasive Species would happen to also go perfectly with, say, a parasitic insectoid species, which lays its eggs inside other fauna to spread before rapidly propagating in their new environment. It's a shame that it seems that ship has already sailed, and facilitating those kinds of creative and alien combinations isn't a priority.
 
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Proof that Eladrin is a real Fungi.

Invasive Species should honestly be able to be used by any phenotype, animals can be just as invasive as plants.
Animals become invasive by eating native plants and/or animals and not having natural predators in the habitat. That's just plain ol' colonization, really.
 
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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.
I would love to see this argument fleshed out a little bit. It's been a little while since I've run the numbers, but if I recall correctly, putting a governor on every planet, getting ideal rolls for the skills on level-up, and waiting several decades to bring them up to high level yields about a 60% increase in alloy production per pop (I'd imagine similar increases for science and unity), which is a little less than you get from building alloy nano-plants. Given that leader spam requires massively more attention and investment than a single building, why do you consider it to be self-evidently overpowered?

Also seems worth noting that returning to sector-level governors would actually end up reducing the maximum possible effectiveness of governor spam, since you wouldn't be able to have each planet with a specially tailored governor designed to increase its productivity specifically.

Finally, given the wide diversity in perspectives regarding the leader cap, why not add a couple sliders to the game settings so that we can all pick settings that we'll enjoy? I'm grateful that it's pretty easy to tweak the leader cap settings via mods, but it would be really nice to have a way to do this within the base game as well.

With all that said, in general 3.9 is looking pretty exciting!
 
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" 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). "

I hope these leaders will exceed the council limit of 6 members.

Now the game may have conditions that you have the number of civics for 7 council members. I would like the game to take into account these points and allow you to put more leaders on the council.

However, you need to increase the maximum level of leaders. Playing as an empire with a focus on leader development, they hit the max quite quickly. I understand that this puts empires at a disadvantage without such an emphasis, but this can be balanced with special technologies for low-living species and leveling events.
 
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How many planets can be seeded by each organism?
Space fauna will get a "Seed Pod" when approaching a starbase with the new "Starseed Garden" building, and will sometimes deposit the seed on a new planet while wandering around. To seed another planet, they first need to return to the starbase and get a new Seed Pod.
So, a single organism can potentially seed multiple planets, especially if you put a Garden in an area full of planets

Does the new origin allow Cordyceptic empires to turn their "pets" into seed carriers too? Or are they too far gone for the seeds to spread?
We're experimenting with it. We want the origin to play nice to the civic, but it's a delicate balancing act.
 
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I made a suggestion post before and I'll say it again:

I want a plantoid species that's an actual immobile plant. Just a hovering flower pot, or a terrarium with legs. Maybe a fishbowl aquatic too.
Absolutely love the necroid and toxoid that do this.

Concept:
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I know the birds are a great little ‘accessory’ but will they play any kind of part in events or the origin? I know it’s just a portrait but this is such a nice little concept ^^
 
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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.
A couple of questions:

1) Do you have visibility of systems that the seed carrier is in? Even if it's in a nebula for example?
2) How will other, especially hostile, empires react to seed carriers with your seeds on them?
3) Do the seed carriers have to be organic? (Looking at you Enigmatic Cache)
 
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I know the birds are a great little ‘accessory’ but will they play any kind of part in events or the origin? I know it’s just a portrait but this is such a nice little concept ^^
 
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Does the new origin allow Cordyceptic empires to turn their "pets" into seed carriers too? Or are they too far gone for the seeds to spread?
It could be a simple trade off for Cordyceptic drones to be able to carry seeds, but without the ability to create free outposts far from your borders? Essentially trading the possibility of getting a lucky distant planet in return for free reusable Colony ships.
 
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.
Please make it so their traits carry over to the sector then, please please.

Environmental Engineering, Righteous, Architectural Interest are badly missed when you need to keep bouncing your sector governor from planet to planet.
 
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