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Stellaris Dev Diary #320 - Astral Threads and Actions

Hello!

Gary from Abrakam Entertainment here.

Last week we talked about what Astral Rifts were, how they were formed, and what you could find in them. We also briefly mentioned something nebulous about a new resource called Astral Threads and what you can do with them. We call these, simply enough, Astral Actions.

Let's dig a little deeper.


Astral Threads​


Conceptually, Astral Thread is the material that binds the boundaries between dimensions. In areas where these boundaries are weakest, these filaments of existence unravel to the point at which they become tangible objects that can be harvested. This unique resource can be put to various uses should you possess the proper technologies and level of attunement to the Astral Planes.

You'll first be able to gather Astral Threads when you encounter an Astral Scar, which you'll remember from our last post are minor tears in space-time present at map-generation. As when discovering other rare resources such as Dark Matter or Rare Crystals, you'll be prompted to begin researching a new technology: Astral Harvesting.

Astral Harvesting technology

This means you can begin gathering this material before you ever set foot inside of a Rift. But what can you do with it?

Discovery Tab​


Discoveries tab

First, let's cover where you can find the Astral Actions.

We have taken this opportunity to create a new category on the sidebar: Discoveries. This category now contains all Relics and Astral Actions you have acquired. This means, of course, that Relics and Minor Artifact actions have been removed from the Society Management Category. With the addition of Astral Actions, more Relics, and a particular action that can manipulate Relics, this made practical sense to do.

Another extra feature we've added here is that you can now click Minor Artifacts or Astral Threads in the topbar dropdown to move immediately to this category - similar to how you can click the other resources to open the Galactic Market.

Astral Actions​


Astral Actions

Generally, these are various empire-wide effects that you can activate by spending Astral Threads. Some actions are repeatable on a cooldown, while others have a limited amount of uses. All actions generally have something to do with manipulating space-time or interacting with other dimensions.

When you first look here, you won't have many actions you can do at all. You'll need to attune yourself to the Planes in order to master their use. In other words, the more Astral Rifts you explore, the more actions you will unlock. After exploring 5 Astral Rifts, you will have unlocked all possible actions. Generally, the higher the attunement level required, the more powerful the action.

Thread Count​


Thread storage

Initially, you will start at an Astral Thread cap of 500. This seems quite low, but increasing this cap comes naturally with increasing your level of attunement. With each Rift explored, you'll bump the cap up by 250. There is also a special structure called the Astral Siphon you can unlock which can increase the cap even further.

Many actions will increase in cost as you use them, so you'll need to be sure to increase your cap if you intend on using these routinely.

Let's show a few examples.

Astral Splitting​


Astral Splitting

Astral Splitting will be one of the first actions available to you. Every 10 years, if you have the available space, you can utilize Astral Threads to tear at the space-time within your own borders and open a new Rift. Astral Rifts cannot open if one already exists in an adjacent system, so keep that in mind.

This is an example of an action that has both a limited number of uses, and an increasing cost. All 'limited use' actions are organized on the bottom row of the Astral Action tab.

This action is useful if you haven't gotten very lucky in your explorations and found as many natural Rifts as you'd hoped.

Dimensional Lock​


Dimensional Lock

Here we have an example of a more powerful action with unlimited uses.

The Dimensional Lock allows you, for the first time in Stellaris, to prevent movement across wormholes and other bypasses. This will last for 10 years, and only those with whom you have Open Border agreements can pass through. Have a vulnerable back door into the heart of your empire? This might be worth taking advantage of.

Note: This won't work on the Shroud Tunnel in the Shroudwalker enclave, or the main L-Gate in its cluster. It can only block links between two exact points in space, not nexus points. To be clear, it will still work on Shroud Tunnels created from beacons, and normal L-Gates.

Hyper Relay Insight​


There are a few actions that give bonuses to features from the Overlord expansion, specifically for Hyper Relays and Quantum Catapults.

Hyper Relay Insight


If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so.

Once researched, this action will become something entirely new: Flash Forging Hyper Relays

Flash Forge Hyper Relays​


Flash Forge Hyper Relay

This action is unique in that it is the only one that costs another resource in addition to Astral Threads. At double the normal Influence cost, you'll be able to instantly place a Hyper Relay anywhere you like. If you ever find yourself in a situation where building your space highway becomes a priority, this should help out considerably. Like Dimensional Locks, this action is infinitely repeatable with a cooldown.

What else can you do?​


We're only detailing a few of the actions available to you and saving the rest to be discovered. Some you may have guessed already by their icons, and some you may have not.

Next week, we'll talk about the new Origin and Civics we're introducing with Astral Planes.

Thanks for reading. See you then!
 
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It says dimensional locks only work for empires you have open borders to, so if I'm at war with another empire and we both have L-Gates, does that mean dimensional lock won't do anything?
I'm pretty sure they mean a dimension locked gate only works for empires you have open borders with. Someone you're at war with can't use the gate at all.
 
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ALmost everyone wants internal politics for years why paradox is keep ignoring fans for years?

Much though I would love to see the long-awaited IP Expansion, people have been clamouring for Mid-and-Late-game Exploration content for just as long, if a little bit more quietly.

I've actually come to see War (Casus Belli, Wargoals, and ending/leaving Wars) and Espionage reworks as even more pressing than Internal Politics.

I also have a sneaking suspicion that the Devs (and we, the Community) haven't actually defined what we mean by 'Internal Politics'; they can't deliver what we can't describe.
 
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I also have a sneaking suspicion that the Devs (and we, the Community) haven't actually defined what we mean by 'Internal Politics'; they can't deliver what we can't describe.

I think the real suspicion should be that the devs know that if the internal politics expansion happens and is as impactful as the people asking for it want it to be, a lot of players would absolutely hate it - the not-insignificant percentage of the playerbase that throws a baby tantrum whenever something doesn't go their way in a video game. We already got a lot of players seething about rebellions when it was briefly made even remotely possible for them to actually happen. Imagine these people if they were faced with a real threat of having their empire fractured. The robot uprising was also made far more predictable and easy to stop, unfortunately. The trend in this game and other 4X games in recent years has been to appease those players who want everything to go their way smoothly for most part. I don't see that trend reversing anytime soon.
 
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I think the real suspicion should be that the devs know that if the internal politics expansion happens and is as impactful as the people asking for it want it to be, a lot of players would absolutely hate it - the not-insignificant percentage of the playerbase that throws a baby tantrum whenever something doesn't go their way in a video game. We already got a lot of players seething about rebellions when it was briefly made even remotely possible for them to actually happen. Imagine these people if they were faced with a real threat of having their empire fractured. The robot uprising was also made far more predictable and easy to stop, unfortunately. The trend in this game and other 4X games in recent years has been to appease those players who want everything to go their way smoothly for most part. I don't see that trend reversing anytime soon.

Yeah I don't think you're wrong about any of that, really. Though describing the backlash to the Leader Rework as a "tantrum"* might be a bit too far, I could understand why some people might. It was certainly incredibly contentious - not by/to everyone, but to enough. [*Not saying you're doing/saying that, I'm merely using it as a possible example.]

I actually expected the 'Admin Cap' changes to switch into the then-Bureaucrats requiring Unity (lots of it) as upkeep; I was quite surprised that isn't what we actually got (I feel it would have been a good approach).

I don't think I'd have an issue with a set of Rebellions/Civil Wars/Terrorism/Insurrection/Robot Uprising mechanics being at least equal of a threat as any external Empire threatening conventional war with me is, but then, that suits my playstyle - and isn't everyone's cup of tea. My own imagining of how Internal Politics could go would be to make Factions a group you could view within the Contacts screen; they could have their own 'Diplomatic Relations' score, based mostly on an adapted version of how their normal Faction demands go, plus a degree of Trust, and influenced by things such as the strength of their representation on the Council, etc. This would, in theory, allow other Empires with enough Intel into your domestic Politics to potentially support (by whichever method) your non-ruling Faction, for various effects in your Empire... And of course, you could do the same to theirs!
 
Very interesting stuff indeed! The Formless sound... ominous. Perhaps they can be negotiated with?

Will we be able to add new Astral Actions to the game via Modding? This seems like a really useful template for other features to be added in by mods.

The Discoveries category is a good idea. Might I suggest to the Custodians, moving the list of Archeological Sites, and putting them in a tab within this category? It would free up space in the SitLog; plus it would be thematic and useful.

I'm really interested to learn more about the Origin and the Civics next week. I do also hope to hear, soon, about what else the Custodians might be working on for 3.10, besides the Leader Merge and Trait Rebalancing (both of which are very compelling in their own right).

And, lastly, any word of a release date? My hype levels are building!
Am I missing something? I don't see a reference to the Formless in the dev diary
 
Am I missing something? I don't see a reference to the Formless in the dev diary
They mention it in the attached YouTube video.
 
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I wonder if the AI can take advantage of these mechanics or if they will just... not use them, ever.
Indeed, the AI knows how to use them, and each action has weighting applied to them depending on the situation. For example, they will more likely spend their threads on a Dimensional Lock if they are Militarists, and even more likely if they are currently at war. They'd be more likely to use Astral Splitting if they have available Scientists.

It says dimensional locks only work for empires you have open borders to, so if I'm at war with another empire and we both have L-Gates, does that mean dimensional lock won't do anything?
Just to be clear, those empires with which you have Open Borders agreement with can pass through. Everyone else cannot. Those at war with you will not be allowed through.

Question: Do the Astral actions vary depending on the Rifts you discovered? or are those twelve always the same?
Always the same, with a few extra thrown in there if you have Overlord.

Do the spawned rifts from AAs have potential relics in them? If so, can multiple empires have multiple copies of the same relic?
They could have a Relic, but once any Empire obtains a Relic from a Rift, no one else can explore that Rift again. So no, multiple empires cannot get the same Relic.

What becomes of the Overlord-related actions for those of us who don't have Overlord?
They simply don't appear in the Astral Actions menu.

Is that the unlocking order? Green being the base actions and then 5 steps of attunement mentioned, for 5 rifts explored.
Therefore summoning astral fleets is the last unlock alongside the strange neuron/star thing.
Yes! Good intuition there. And that neuron/star thing is called Planar Mastery.

Can the Astral Tears exploited only once or can it be exploited multiple times by the same empire or by the different empires? Are the astral actions unlocks determined by the number of tears exploited or by how many you control?
They can be explored only once by anyone. Actions are unlocked by number explored, not controlled.
 
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Am I the only person who's feeling "meh" about this DLC? The late-game exploration options it adds still seems very finite, and I'm *really* not excited about having to manage yet another resource.

Admittedly, I'm also not that excited about the theme -- like we haven't seen multi-verses being done to death lately -- but my bigger issue is the gameplay.
 
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Still don't get why are we dealing with inter-dimensional stuff when we don't even have different unique religions.
We have 4 of them, five if you count the end, six if you count staying independent

Stuff like your own religion is basically just a roleplay thing, just like we can't decide that our ruler should be decided via trial in combat

Also you already get to do major religious decisions, like if robots have souls or not, or if a chosen one can be considered a god (and should therefore rule as an eternal king/queen) or not
 
I kinda worry that while the rifts migth be interesting it will favor the human player since the AI won't be able to effectively use the system and adds to the already high powercreep in Stellaris.
I know it's not gona happen, but the way it could work if these rifts would present themselves as mini crises, and the resources needed to deal with them and possible rewards would be balanced. Instead of just getting new artifacts and powers.
 
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But there's only 30 different rifts, if Rifts start spawning after mid-game and any empire can summon plus 4, couldn't there be a moment no more rifts can be summoned by an empire late to the party who is within their own 4 activations cap but above the 30 galaxy cap?
Or is the 30 different rifts cap per empire and not per galaxy, and then you find a rift another empire created but with nothing in it?
 
Will we be able to add new Astral Actions to the game via Modding? This seems like a really useful template for other features to be added in by mods.

It shouldn't be very difficult. At least, we didn't try to make it so. Everything is done in a scripting fashion that you should be familiar with. You'll eventually run out of space in the UX for new actions and will need to make some adjustments there.

Edit: Note that since there are no Astral Threads in the base game, Astral Actions need to respect DLC restrictions.
 
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But there's only 30 different rifts, if Rifts start spawning after mid-game and any empire can summon plus 4, couldn't there be a moment no more rifts can be summoned by an empire late to the party who is within their own 4 activations cap but above the 30 galaxy cap?
Or is the 30 different rifts cap per empire and not per galaxy, and then you find a rift another empire created but with nothing in it?

Indeed it is per empire, with the exception of Relic rifts becoming removed from the pool once a Relic has been recovered by anybody.

Technically speaking: An empire could generate a Rift with Astral Splitting, never explore it, lose the system to another empire, then that empire could explore it. But once a Rift object is explored by anyone, it can never be explored again.
 
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that sample tech research buff and hyper relay completion being free really are just too strong. bonuses and such have steadily been getting far too strong to the point players really have no choice but to partake
 
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Guys, I mean no disrespect, but that isn't helping you beat the allegations that rifts are just new archaeology sites. Those were also introduced with a new currency that opened minor buffs.
 
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Indeed it is per empire, with the exception of Relic rifts becoming removed from the pool once a Relic has been recovered by anybody.

Technically speaking: An empire could generate a Rift with Astral Splitting, never explore it, lose the system to another empire, then that empire could explore it. But once a Rift object is explored by anyone, it can never be explored again.
I assume that only the relic ones get removed from the pool since about 30 astral rift narrative stories is probably going to be run through relatively quickly if every empire is trying to get to at least 5 rifts.

Apologies for breaking the illusion of the storytelling here, but that implies that the other ones can be experienced by multiple empires? It's just that the location itself is a one-time only thing that closes after it's used.
Or to put it another way, each astral rift randomly pulls a story from the pool, and unless it's a relic one, every empire has their own pool of these 30 narratives that it picks from.

So given that, does that mean it's possible for multiple empires to start the relic-based one and if someone gets the relic then everyone else loses out in the middle of it? Does it get aborted? Or can only one empire start the relic one and then they can take their time with it without worrying about another empire completing that same story and snagging the relic before they do?
 
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Guys, I mean no disrespect, but that isn't helping you beat the allegations that rifts are just new archaeology sites. Those were also introduced with a new currency that opened minor buffs.

Devs never lied about the rifts, some people that thought/hoped they will open clusters of stars and stuff like that.

Every dev communication made clear that the rifts are what they are. If some people created illusions about that, that's on them.
 
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We have 4 of them, five if you count the end, six if you count staying independent

Stuff like your own religion is basically just a roleplay thing, just like we can't decide that our ruler should be decided via trial in combat

Also you already get to do major religious decisions, like if robots have souls or not, or if a chosen one can be considered a god (and should therefore rule as an eternal king/queen) or not
Oh? What are those unique religions? Random cosmic gods that every empire can follow? One or two ambiguous flavor text?
It isn't just roleplay if you actually put the work and make it something interesting and deep. Religions in other Paradox games aren't just ''roleplay thing''. It can be whatever the developers want it to be. Sure, those are spiritually focused decision, still not unique religions that you can create with your empire.

I mean why would anyone attack ideas and defend our empires being more boring and varied its beyond me lol This forum is truly something.
Edit: The forum once again proving that they would prefer to have the most boring shit ever than criticizing Paradox priorities one (1) time. Enjoy your DLC of number goes up and number goes down #26
 
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