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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 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.
Have you considered adding an option to block selected portraits from being used by random empires?
The correct use of such a feature would obviously be to block rubber-forehead aliens, but it could also be used e.g. to block spider aliens for people who dislike aliens or to ensure that the galaxy does not have any initial machine empires without turning off the entire Synthetic Dawn DLC.
 
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Have you considered adding an option to block selected portraits from being used by random empires?
The correct use of such a feature would obviously be to block rubber-forehead aliens, but it could also be used e.g. to block spider aliens for people who dislike aliens or to ensure that the galaxy does not have any initial machine empires without turning off the entire Synthetic Dawn DLC.
Hmmmm I could block all organics to create the perfect galaxy, Machinetopia
 
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Unbe-leaf-able - what a patch this is shaping up to be, loving the traits and civics expansions. And the artwork. And the enclave leader options. Thanks team.
Yeah. Except by that ugly Lithoid/humanoid portrait, this update promises to be one of the best updates made so far.
 
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Any chance this new plantoid portrait could become a forum avatar?
Sign me in on that! I want a Sylvari avatar. My present avatar is a little old and tired. :D
 
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Now that plant people are a thing I want space mermaids :)
We don't need Space Mermaids. What we need are blue aquatic humans. :p
 
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Have you considered adding an option to block selected portraits from being used by random empires?
The correct use of such a feature would obviously be to block rubber-forehead aliens, but it could also be used e.g. to block spider aliens for people who dislike aliens or to ensure that the galaxy does not have any initial machine empires without turning off the entire Synthetic Dawn DLC.
Human-humans are bad, boring and ugh, obviously.
Instead of going full ham on colored-elemental humans maybe they should add more accessories to said humans, if community plays them so much.
Or adding option to restrict the clothes and types of your civ. Or permanent eg. beards or baldness.
Id play skullwhite bald cave dwellers or tombworld bearded and sun-tanned ones over a random clutter, but you gotta do what you gotta do.

But that would be probably -ist somehow
 
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I agree but I must add that nothing will top the swolen dolphin portrait

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In perverse galaxy, Dolphin portrait tops YOU.
 
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My three usual requests:

1. Base template for Fallen Empires' slaves, so we can remove the nerve-stapling without the Genetic Ascension perk
2. Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.
3. The ability to select PDX-created empires to spawn. I want a game where the only spacefaring nations are Earth, the Commonwealth of Man, and the Lithoids of Theia, with the unique interactions that come with that. If I simply copy them and force-spawn the copies, the Commonwealth refers to the people of Earth as hideous aliens.
 
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2. Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.

My preference would be a Situation with events at various points.

Your approach could be limited by your policy (covert, overt, etc.) and enhanced by your ascension (psychic mind-controlling leaders, bio seeding mutants with Survivor trait, etc.).

A MegaCorp should also have the option to sell vault technology to the primitives, allowing isolated pockets to survive the catastrophe, and of course generating research points as you experiment on the confined natives.
 
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There's Age of Wonders. Lots of overlap with things Stellaris players enjoy.
I can't help but recommend to any Stellaris players who also like fantasy that they at least give Age of Wonders 4 a shot.

It's quite lot like early Stellaris in that it has a few idiosyncrasies and nothing  too fancy going on yet, but I've yet to play a Paradox game that felt slightly low on content where that wasn't swiftly rectified. The roadmap for it basically already has everything I specifically want.

Also, you can make cannibal hobbits serving their dark master Definitely Not Saruman. So there is that.
 
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My preference would be a Situation with events at various points.

Your approach could be limited by your policy (covert, overt, etc.) and enhanced by your ascension (psychic mind-controlling leaders, bio seeding mutants with Survivor trait, etc.).

A MegaCorp should also have the option to sell vault technology to the primitives, allowing isolated pockets to survive the catastrophe, and of course generating research points as you experiment on the confined natives.
I'd take almost anything by this point, as long as it's not the RNG going "Lol, everyone's dead now!"
 
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I'd take almost anything by this point, as long as it's not the RNG going "Lol, everyone's dead now!"
Are you running the current version?

Presently, observation.3215 has the "Covertly infiltrate and deescalate" option which looks to me like it always succeeds should the player choose to exercise it. No randomness about it.

Previous versions had other behaviors that were widely decried (including the infamous problems right on the initial release of 3.7), but the current version seems to be more or less defanged save for if the player chooses otherwise, unless there's no observation post in place at all (in which case there's no player opportunity to intervene).
 
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Really love these update alas i thought we could finally purchase more than 5 Art Monument from these Scammer since Artisan Troupe is kinda outdated compare with other Enclave.

Art need more love atleast give a Leader for Artisan Enclave and Cultural Assimilation please.
 
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