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Stellaris Dev Diary #321 - Origins and Civics

Hello again,

Gary from Abrakam Entertainment here to talk some more about the upcoming expansion, Astral Planes. If you haven't yet, you might want to read the first two posts: Rifts and Scars, and Astral Actions.

Astral Planes will release on November 16th for US$/€19.99!


Astral Planes includes:
  • Core Mechanics
    • Astral Scars
    • New Site Type: Astral Rift
    • New Resource: Astral Thread
    • Astral Harvesting - Technology to harvest Astral Threads
    • Rift Sphere - Technology to explore Astral Rifts Rifts
    • "Rift in Space" Situation - Unlocks Rift Sphere tech.
    • Random Stage 2 Rift Situation Events
  • 30+ Rift Sites - Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards.
  • New Relics - Astral Planes features new Relics, from the Infinity Root to The Continuum, featuring 8 new Relics in total.
  • Astral Actions
    • 10 New Astral Actions
    • 4 Additional Astral Actions (requires Overlord)
  • The Formless
  • Riftworld Origin - start with an active Astral Rift in your home system
  • 4 New Civics
    • Hyperspace Speciality
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • New Sounds, Music and Visual Effects
    • 3 New Music Tracks from Andreas Waldetoft
    • 70+ New Event Pictures
    • 80+ New Sound Effects
* Some content may require DLC sold separately

So far, we've covered a lot of the basic mechanics of the new content, and now we'll wrap everything up by covering the new Origin and Civics that we've developed - as well as any other loose ends we can think of.

New Origin - Riftworld​


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Riftworld is what we consider our 'launchpad' Origin for this expansion. If you want to get right into what Astral Planes is all about, this is where you might want to start.

Riftworld is the only way that a full-blown Astral Rift will appear at map generation. As you may remember, all other Rifts are formed from Astral Scars that open over time throughout the course of the game. In the Riftworld, you have had one looming over your home planet as long as your society can remember.

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Why is it there, and what significance does it have? You'll have accelerated access to Astral Rift technology with this Origin, so you'll be able to find out.

Being so closely connected to worlds beyond the Rifts, you'll also possess some general attunement to the planes and enjoy several bonuses that make exploring them both more likely, and less dangerous.

Hyperspace Specialty Civic​


HyperspaceSpecialty.png

Debug tooltips intentionally left on so you can read the Council position descriptions.

Hyperspace Specialty encompasses one of the core themes of the Astral Planes: the manipulation of time and space.

Gotta go fast? This might be for you. This civic will set you on the fast track for Hyperlane research, provides some extra sublight speed, and boosts your Physics research. Physics research is another recurring theme in the Astral Planes - observing many of the phenomena inside of the Rifts will give new insights to your scientists.

You'll also have a boost to planet sensor range, which will start you with some greater understanding of your initial surroundings.

Dimensional Worship Civic​


DimensionalWorship.png

There is a spiritual aspect to the Astral Planes that can be ignored, but not if you choose this Civic.

At each place you discover a weakness in the boundaries between dimensions, you have the opportunity to build a shrine to other worlds. You'll also get a bonus to Astral Rifts appearing (which stacks with the Riftworld Origin),

One area we enjoyed in developing this new content was getting the chance to explore the new design space introduced by the systems in Galactic Paragons, which in this case can gear your priests to have an additional affinity toward Physics research.

Dark Consortium Civic​


DarkConsortium.png

Dark Matter is a material which makes up 'the nothing' throughout various dimensions, and we thought it interesting to include an option to play as a society which is deeply attuned to its utilization.

The Dark Consortium is a type of Civic that cannot be added or removed* after the game starts, as it adds some significant changes to your society. Not only do you begin with a Dark Matter deposit in your home system, you already have the capability to harvest it.

*Edit for clarification: Dark Consortium is a bit unique here. If you start with the Dark Consortium Civic, it can never removed. However, you can add it once you research Dark Matter Drawing, but once you use its Council Agenda to obtain Dark Matter technologies, it can then never be removed. Sorry about any confusion there.

Rather than this Dark Matter being something extra you can sell on the Galactic Market, we wanted to introduce some new uses for it.

First, you'll have access to a set of new Edicts which have Dark Matter as a cost.

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Dark Matter Forging and Dark Matter Unravelling are global production benefits which will increase your monthly Alloy and Energy generation, respectively. Baryonic Insight is yet another way to boost your monthly Physics research. Investing in Shadow Matrix provides advantages in Encryption, Codebreaking, and Infiltration Levels.

Toward the late-game, you'll also have the opportunity to activate a Council Agenda which will unlock one of the Dark Matter technologies at random, a privilege previously only available if you were able to 'borrow' it from one of the Fallen Empires.

Its Council position provides a way for you to generate even more Dark Matter, without having to find new sources of harvest.

Sovereign Guardianship Civic​


SovereignGuardianship.png

Another Civic which cannot be added or removed, the Sovereign Guardianship may seem a bit out of left-field in the Astral Planes. It is very much the opposite of what you generally want to do regarding exploring the universe and other dimensions. This is for those who prefer to develop a 'tall' build, which should be clear by the heavy penalties introduced by expanding too much.

Those penalties are offset by some juicy defensive bonuses, including a new Starbase Module called the Reloading Bay which improves the efficiency of Starbase weaponry. You'll also be given access to a unique Edict which can convert your potentially languishing Influence into Unity.

We thought it important to provide as many playstyle options as possible with Astral Planes, even if it isn't necessarily themed to the new content. Feel free to turtle up, if you wish.

Pre-Scripted Empires and new species Portrait​


Rounding out some of the extra content we've included in Astral Planes, we have two new pre-scripted Empires. Feel free to totally ignore these if you prefer to always make your own species, but you might be interested in a quick start into the new content. For that, we recommend:

The Certeran Covenant (New Portrait)​


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When a Certeran dies, it is believed that their essence feeds back through a gateway into the astral planes. In this way, they are assured of a life after death, though what form that may take remains a mystery. A strict moral code is enforced to keep the population aligned in this belief; no pious Certeran wants to wander eternity alone.

The bravest of their explorers now search for rifts in space and time, driven to answer their society's most important question: Where do you go when you die?

Here we have a brand new Humanoid species portrait for you. This portrait will be available for use in any species you create, not just the Certerans.

The Certeran Empire represents the ultimate 'jump start' into the Astral Planes. Their boosts to physics research will make it much easier to obtain requisite technologies for exploring Rifts, and Dimensional Worship will allow you to gain Unity while you do it. Notably, their Ascensionist Civic (previously from Utopia) will become available to anyone who owns Astral Planes as well.

Guardianship of Nyrr​


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The typical Nyrrian lifecycle lasts nearly two hundred years. Incubating for decades in sanctuaries below the burning sands of their home planet, only one in a hundred eggs will hatch, and only one in a thousand hatchlings will crawl their way to safety.

Upon coming of age, all Nyrrians swear a blood oath to protect their sanctuaries with their lives. To witness the death of another Nyrrian from unnatural causes is the greatest shame imaginable; the values of preservation and vigilance are etched into every facet of Nyrrian culture.

To breach the walls of any city on Nyrra is nigh impossible, and none alive can remember when the last brick fell. The most stalwart defenders now carry this ethos to the stars.


Here we are showcasing the new Sovereign Guardianship Civic in metaphorical turtle form. This will be a good way for you to test out this Civic without having to think too hard about exactly how you'd like to customize it. Pre-scripted empires are really one of the best tools for both casual play and roleplay, and we wanted to make sure we included a couple of those for this new content.

What is the story of the Astral Planes?​


Well, first of all, yes there is an overarching story… but we don't want to reveal too much.

Of course, the Riftworld Origin has its own narrative to weave. Beyond that, regardless of your Origin, there is something else going on. Maybe you'll encounter it, and maybe you won't. If you continue to explore beyond the Rifts, it's sure to find you sooner or later. It will be your choice on how to handle what you find.

Conclusion​


Thank you for reading this far, and we're really looking forward to letting everyone experience what we've done with this expansion. We've poured an incredible amount of effort into its development, and Paradox has been with us every step of the way in making sure it meets the standards you expect from the game. We don't think you'll be disappointed.

Hope to see you there - in the Astral Planes.

Next Week​

Eladrin taking the mic.

We're going to have another dev diary tomorrow a little later than normal, providing expanded details on some of the Custodian changes in the 3.10.0 "Pyxis" update. (Leader Consolidation, Council Legitimacy, the Additional Content Browser, the Tabbed Outliner, and Event Chain Subtitles.)

 
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Prescripted empires are underrated.

It doesn’t seem like much, but I really enjoy being able to jump straight into new content without fiddling with empire creation.

The new portrait is also a very welcome surprise.
 
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The Dark Consortium is a type of Civic that cannot be added or removed* after the game starts, as it adds some significant changes to your society. Not only do you begin with a Dark Matter deposit in your home system, you already have the capability to harvest it.

I've made a small clarification in the original post.

Technically, the Dark Consortium is a bit unique here. If you start with the Dark Consortium Civic, it can never removed. However, you can add it once you research Dark Matter Drawing, but once you use its Council Agenda to obtain Dark Matter technologies, it can then never be removed. Sorry about any confusion there.
 
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If only you knew how many things in this build are changed in 3.10
I would have even more fun, because I would be already be putting together an even better build based on available incomplete information, with the goal of making your new game mechanics cry for mercy. :)

I've been running roughshod over PDS game mechanics since 2001, and the one thing that Stellaris has done better than any other of the company's games so far is to keep introducing new game mechanics and features for me to get interested in either optimizing for maximum amusement or incorporating into roleplaying builds. It is why I make sure I get all its DLC as presents from my nephews and nieces for my birthday (May) and Christmas, ensuring I play it a few months each year during summer and winter, catching up and making new builds.

So keep up the good work!

Ps: If your leader rebalancing doesn't in some way address the "stacking council scientists" issue, which I have highlighted countless times since this summer, you DESERVE for research to maintain its current troubled state, where it gets completely out of hand during the first 3-4 decades if the player knows what he is doing, and gets even worse after that.

The major problem is not the scientist super ethics-destiny traits (though I certainly expect those to be hammered) - it is the ease of stacking veteran techspeed increasing traits on the council - and having to balance both for builds that do that, and builds that do not (or don't have Paragons in the first place). Of course there are other issues than that, but being able to comparatively easily double or triple the effect of the raw science output during the first century, even quadruple it or more if truly dedicated, well... its an incredible accelerator, is all I'm saying.

So if when 3.10 rolls around it suddenly becomes impossible, or at least a lot harder, to gain 300-400% increased techspeed in all three disciplines by 2300, I am going to be happy, because you'll have made the game more interesting.
 
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So is the Rift from the Origin a special, pre-scripted Rift? It'd be pretty hilarious if the Certera finally managed to explore their own afterlife, only to randomly draw a Plane of Infinite Suffering or somesuch.

Indeed, they get a special one. It's designed where each choice you make along the way influences the 'reward' you get at the end.
 
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Indeed, they get a special one. It's designed where each choice you make along the way influences the 'reward' you get at the end.

Maybe I’ve misunderstood but I thought all rifts were designed with branching stories that lead to different outcomes. This seems to imply that normal rifts have set outcomes?
 
Maybe I’ve misunderstood but I thought all rifts were designed with branching stories that lead to different outcomes. This seems to imply that normal rifts have set outcomes?
sounds more like the origin rift has a fail safe - for the obvious reason that it would suck not to get to a proper end
just like you can't really fail the toxic god quest unless you willingly end it or lose the game
 
At first I kinda wanted to complain about the price, but the amount of content added is great!

Also question - I remember that in previous DLCs and Patches you tried to make a way that civics will be different depending on a government (so normal empires have bonus X and Corporate ones have similar bonus Y, but with some stuff changed). Have you decided to step away from this practice or have you simply not give it much of a thought here?

I absolutely like the Edicts for Dark Matter, finally makes it useful outside of emergency funds.

EDIT: It might be worth it to add what Hyperlane Breach Points technology did, cause I don't remember every technology on top of my head ;P
It is a shame that civic variants are essentially copy-pasted across the empire types.
 
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Maybe I’ve misunderstood but I thought all rifts were designed with branching stories that lead to different outcomes. This seems to imply that normal rifts have set outcomes?

This is true. I worded it poorly.

To be more specific for this one, there is an Empire Modifier you will receive that changes based on your choices - so that each playthrough you can lean into slightly different playstyles.
 
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I'm unsure about what makes the Sovereign Guardianship Civic require Militarism, especially given that Inward Perfection exists and these two would be a perfect match. You get a Civic that severely limits your ability to engage with other empires and - due to requiring Pacifism - isn't really geared towards conquest (and thus expansion beyond what little you claim early on) and gives you a Council Position that buffs your Defense Platforms, i.e.: gives you defensive bonuses. Then you have a Civic that gives you a Councillor with combat bonuses to your Starbases and to anything within your own territory, as well as an additional defensive Starbase Building, but penalises you for expanding outward too much. On top of that the latter Civic gets an Edict to convert Influence, which is somewhat less useful for an empire that barely - if ever - expands, into Unity. Oh, and half the bonus of a whole other Civic - Citizen Service - right on top for good measure. Does Inward Perfection get anything to make up for the opportunity cost of not picking this instead?

It feels as if saying "You know that Civic we added in Utopia? We made a better version that is explicitly incompatible with the original."
 
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Very sad that sovereign guardianship conflicts with inward perfection, the two are natural fits for each other thematically and mechanically. That said they don't need to exclude each other by name because they're already exclusive thanks to ethics, inward perfection requires pacifist while guardianship requires militarist (though I'd argue pacifist and xenophobic would also fit for it as alternate options).

All in all some interesting options here though, none that speak to me quite yet but I'm sure that'll change sooner or later. Sort of sad that the mechanics of dimensional worship is tied to spiritualist too but I suppose us materialists can't get all the goodies.
 
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I'm unsure about what makes the Sovereign Guardianship Civic require Militarism, especially given that Inward Perfection exists and these two would be a perfect match. You get a Civic that severely limits your ability to engage with other empires and - due to requiring Pacifism - isn't really geared towards conquest (and thus expansion beyond what little you claim early on) and gives you a Council Position that buffs your Defense Platforms, i.e.: gives you defensive bonuses. Then you have a Civic that gives you a Councillor with combat bonuses to your Starbases and to anything within your own territory, as well as an additional defensive Starbase Building, but penalises you for expanding outward too much. On top of that the latter Civic gets an Edict to convert Influence, which is somewhat less useful for an empire that barely - if ever - expands, into Unity. Oh, and half the bonus of a whole other Civic - Citizen Service - right on top for good measure. Does Inward Perfection get anything to make up for the opportunity cost of not picking this instead?

It feels as if saying "You know that Civic we added in Utopia? We made a better version that is explicitly incompatible with the original."
Those civics do not seem to me to be at all complementary.

Inward Perfection is for people who most of all want to ignore everybody else and be left alone, somebody looking inwards rather than outwards to their neighbours - but it is not inherently intended for tall empires, making as much sense for wide, even very wide, empires that expand through colonization of planets and habitat and ringworld building rather than conquest. In some galaxies there are very limited opportunities for peaceful colonization of planets, in others there are huge opportunities. And the better the player is at leveraging rapid early expansion through first contact influence, extensive scouting, and diplomatically neutralizing AIs, the more often "huge opportunities" is the case.

Sovereign Guardianship is for people who look outwards, sees threats, and want to entrench their possessions heavily while being careful about not overextending themselves territorially. (Now whether it actually will achieve that tall preference over wide is something that I and others have already disputed, but it is clearly the intention.)

Having the inwards looking be pacifist and the outwards looking be militarist does seem to make sense. Certainly allowing a country to combine the two would seem really strange conceptually.


EDIT: That being said, it would be really neat if the Influence > Unity edict was added to Inward Perfection. I quite agree that that particular functionality would seem a natural fit.
 
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The main reason why tall does not work in Stellaris is because the base pop growth of planets. For the Sovereign Guardianship civic to work it needs a way to generate pops in other ways than owning more planets. You need to be able to increase the pop growth of your planets significantly by developing them.

That's easy - you steal them from other empires, either by raiding bombardment, or by annexing, stripping planets of pops, and releasing what's left. You're pushed into doing this anyway in the later stages of the game, because of how existing population limits pop growth and because if you keep conquering, you end up with more planets than the galaxy has enough pops to fill.

It makes sense for a raiding-oriented civic to be militaristic. Having the military bonuses be "defensive" is a little weird, but you can probably work with it by baiting enemies into your territory.

Where empire size doesn't work as a balancing tool is with giant vassal blobs: you hoover up tons of resources, potentially including AI bonus, without your own costs going up. If the devs are serious about encouraging genuinely "tall" empires (as opposed to making a Crusader Kings Holy Roman Empire in space, with a small "demense" but a vast effective realm), then at a minimum, subjects would have to pass some % of their sprawl to the overlord (depending on how extractive the contract is).
 
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Riftworld is the rich cousin of Galactic Doorstep
Man, I hope they touch on GD to be interesting. It has so much potential and just stubs its toe on the the doorstep with three events and a digsite. The end reward is nice, but I feel like there should be a bit more to it!
 
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As a person who often designs games, I can tell when a team is short of ideas. I don't want to be a hater, I'm going to try to be constructive here, but I am concerned about the lack of originality in the design of the special actions you unlock in expeditions. I'm referring to those that cost "blue mana".
Maybe I've only seen the "meh" skills, because there are a lot more I don't know about, but this introduction has me worried. Abilities like instantly building hyper-relays or blocking a portal can be handy or even decisive at certain times, but they are still a VERY circumstantial benefit. In my games it's rare that I need to hastily build a hyper-relay, or plug a portal (if I have one at all).
I think it would be more interesting to offer a technology from a special pool, or a new type of building that offers advantages for the planet's specialization (or the opposite, balanced worlds also deserve to be viable).
 
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