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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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I know that a lot of people like having portrait limited traits, but "Invasive Species" seems particularly weird to me, given that the name is an abstract human designation and not anything to actually do with quantifiable genetic traits.

Like, there are plenty of IRL invasive species that are not plants, like anacondas, carp, cane toads, killer bees, rats, etc. that basically cover every portrait type.

Maybe "Weed" or something would be a better title, since that's actually plant restricted? "Noxious weed" is apparently a term in many laws that cover specifically plant related invasive species, so maybe that?
 
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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).
When was that added?! I never saw any mention of it in the Changelogs!
 
The moment I suggested this the marketing/legal department peeps started sweating, sorry
They were wondering if the xenocompatibility result from them and lithoid was a stoned species :cool:
 
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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.
I still wish they didn't completely leave, like maybe a few remain and form a new Shroudwalker Enclave after the endgame crisis is over.
 
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The moment I suggested this the marketing/legal department peeps started sweating, sorry

"This DLC can be legally distributed in Colorado and Amsterdam."
 
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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. 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.
Still, the leader cap could be much softer. Maybe making it so that the cap of each type of leader increases to scale with the size of your empire the way that starbases do? A larger empire must need more leaders to manage it, right?
 
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Too bad if i read that DD right normal humans can not become plant humans :/

Yeah it would be cool if Bio Ascension -> Transgenic traits could change your portrait from human to dryad.

(Or human to lava-human with the Lithoid Transgenic traits.)
 
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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.
The beauty of the artisans isn't the unity bonus. The usefulness is early game when every other artisan event is "Hey, could you please take 50 influence from us?". It really helps spam outposts faster when you're getting 50 influence every few months from them.
 
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Maybe full bio ascension + Transgenesis Ascension Perk (the laggy one) should unlock all organic portraits.
Or maybe full bio ascension should have a transgenesis tech for every portrait type, and let you just freely consolidate species within those portrait types once you unlock that tech. It would be like a pseudo necrophage that is less... evil because you're changing the pops' species instead of killing them and replacing them with necrophage ones. Bonus points if it comes with an assimilate-to-default-template option, somehow.

I think the perk you're thinking of is Xenocompatibility. Transgenesis are the techs that let you add e.g. Budding to non-plantoid pops after researching Plantoid Transgenesis.

It's a bit odd that you can fully control genetics and rewrite a pop to look exactly like another species, with all the same traits, yet somehow they're different and can't be consolidated to make management easier despite being identical (to the genetic ascension empire) from a purely gameplay perspective, otherwise. It's like an anti-QoL feature. I guess it keeps you from getting into a situation where you e.g. conquer a fanatic purifier's territory, and quickswap all their pops to some other species before they can take it back (so that they're forced to purge their own pops), and it's also vaguely xenophobic in an enforcing-conformity way. But honestly I'd take anything over "anyone going genetic ascension must either be defacto xenophobic, just give up at some point, or go mad trying to repeatedly integrate refugees, migrants, and conquests through modification".
 
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Or maybe full bio ascension should have a transgenesis tech for every portrait type, and let you just freely consolidate species within those portrait types

You used to be able to consolidate species within a portrait class with Bio Ascension.

When did that break?

But yeah, making it work again AND making it work across Transgenic classes would be *chefs kiss*
 
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But Vulcans are Space Elves, but without the fantasy elements.
Not really?

I mean, OK, they've got a bit of that "living precursors" thing going on, where they achieved space flight while we were still mastering the art of ironworking, but Vulcans really don't give me "elf" vibes.
 
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Not really?

I mean, OK, they've got a bit of that "living precursors" thing going on, where they achieved space flight while we were still mastering the art of ironworking, but Vulcans really don't give me "elf" vibes.
It depends on which Elves you were reading a lot of as a kid. If you played a lot of DnD or Magic, yeah, those Elves are pretty divergent. But you know what elves are fairly Vulcan-esque?

Tolkien's. Ancient precursor species, incredibly wise and knowledgeable, acting in mysterious and strange ways for the good of all life in the world (galaxy.) Haughty and above-it-all. If you were a nerd making a sci fi show in the 70's, you would probably be inspired by that fantasy book you read back when you were a teenager.
 
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If you were a nerd making a sci fi show in the 70's, you would probably be inspired by that fantasy book you read back when you were a teenager.
Gene Roddenberry (1921-1991) was 33 years old when Allen & Unwin published The Fellowship of the Ring, and The Lord of the Rings' great explosion into the public consciousness* wouldn't happen until a few months after the first pilot episode of Star Trek, "The Cage"**, was presented to network executives in early 1965.

* Prior to mid-1965, LOTR was only available in hardcover. It wasn't obscure, but it wasn't any kind of mass phenomenon.

** In this pilot episode, the cool and unemotional behaviour we now associated with Spock, and thus the Vulcans, was attached to Captain Pike's female first officer, simply referred to as "Number One".
 
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It depends on which Elves you were reading a lot of as a kid. If you played a lot of DnD or Magic, yeah, those Elves are pretty divergent. But you know what elves are fairly Vulcan-esque?

Tolkien's. Ancient precursor species, incredibly wise and knowledgeable, acting in mysterious and strange ways for the good of all life in the world (galaxy.) Haughty and above-it-all. If you were a nerd making a sci fi show in the 70's, you would probably be inspired by that fantasy book you read back when you were a teenager.

The big Vulcan trait which I remember is LOGIC.

Also they try to avoid having emotions, and have some kind of psychic touch power (can knock people out with a pinch, can mind meld with a grip).


That's not at all like what I remember of Tolkein's elves -- there is no scene where Legolas says, "But Aragorn, that would be illogical." -- and there's no scene where Galadriel learns about Frodo's true nature by melding with his mind, though she would have gladly done so if she could.

They don't seem alike at all to me.
 
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