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Stellaris Dev Diary #322 - 3.10.0 “Pyxis” Custodian Features

Hello everyone!

The Stellaris 3.10.0 “Pyxis” update will be released alongside the Astral Planes Narrative Expansion on Thursday, November 16th. The expansion has a 10% discount until November 27th.



Today we’ll have an extra dev diary reviewing some of the features the Custodian Team has been working on.

Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release.

Let's get to it!

Leader Consolidation​

We introduced the idea of the Leader Consolidation back in Dev Diary #307 and then gave an update in Dev Diary #316. Today we’ll go in deeper detail regarding the changes that will be coming in 3.10.0.

To recap from DD#316, but with the new subclass effects included:

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Admirals and Generals have been merged into the Commander, the Military leader class.

Admiral and General will remain as veteran classes, with the following foci:
  • Admiral - Focuses on Fleets and general naval combat
    • Ship Weapon Damage: +5%
    • Ship Fire Rate: +5%
    • Ship Disengage Chance: +5%
  • General - Focuses on taking planets and assaulting static defenses - Armies, Planetary Bombardment, Ground Combat, and attacking defensive structures such as Starbases are the General’s forte
    • Ship Damage Against Starbases: +5%
    • Ship Orbital Bombardment Damage: +5%
    • Army Damage: +5%
  • Commissioner - Focuses on Planetary Governance (Martial Law)
    • Planet Effects:
      • +2 Soldier Jobs
    • Sector Effects:
      • +1 Soldier Jobs
  • Strategist - Focuses on the Council, especially the Minister of Defense position
    • Military Ship Build Speed: +5%

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The old Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
  • Delegate - Focuses on Federations and the Galactic Community
    • GalCom Effects: +5% Diplomatic Weight
    • Federation Effects: +0.5 Monthly Cohesion
  • Industrialist - Focuses on Planetary Governance (Industry and Development)
    • Planet Effects:
      • Resources from Specialist Jobs: +5%
      • Pop Amenities Usage: -10%
    • Sector Effects:
      • Resources from Specialist Jobs: +2.5%
      • Pop Amenities Usage: -5%
  • Ambassador - Council Focus (Diplomacy, Espionage, and First Contact), especially suited for the new Minister of State position
    • Country Trust Growth: +5%
  • Advisor - Council Focus (Economy)
    • Pop Upkeep: -5%
    • Trade Value: +5%

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Scientists remain the third, Scientific leader class.

Veteran Classes:
  • Explorer - Focuses on Surveying and Exploration
    • Survey Speed: +10%
    • Anomaly Discovery Chance: +10%
  • Academic - Focuses on Archaeology and Anomalies
    • Anomaly Research Speed: +10%
    • Archaeology Excavation Speed: +10%
    • Astral Rift Exploration Speed: +10%
  • Analyst - Focuses on Planetary Governance (Assist Research)
    • Planet Effects:
      • Research from Jobs: +10%
    • Sector Effects:
      • Research from Jobs: +5%
  • Statistician - Focuses on the Council, especially the Minister of Science position
    • Research Speed: +5%

As part of this redesign, we’ve gone through and rebalanced or replaced hundreds of leader traits. Many have changed significantly, and the overall power level has generally been decreased.

In order to ensure that leader levelling feels rewarding, regardless of owning Galactic Paragons or not, traits chosen when levelling up will now be biased towards the leader's current position.

As mentioned in the previous dev diaries, leader caps are now per-class, and exceeding one only affects that class.

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Governors​


With the removal of the “Governor” leader class, we’ve now allowed all leader classes to govern planets and sectors. Each leader class focuses on a different aspect of governance:
  • Officials are better suited to be generalists and governing your resource extraction and industrial worlds.
  • Scientists are better suited to governing research worlds, which has replaced the Assist Research functionality that the science ship formerly had.
  • Commanders are better suited to govern recently conquered worlds and those with a high level of crime.

While bringing back sector governors, we still wanted local planetary governors to be desirable in some cases. Thus, throughout the game, we’ve gone and ensured that the majority of governor-related traits and leader effects apply at full strength to the planet they are governing and at half strength to all other planets in the same sector, if they are governing the sector capital.

However, a planetary governor will always supersede the sector governor, if one exists. Thus you might have an Industrialist overseeing your core sector and assign a Commissioner to a planet where that pesky Criminal Syndicate has set up shop in order to drive down crime.


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The modifiers for each leader class when governing. These are multiplied by the leader’s level.

Each leader class also has a veteran subclass dedicated to governance, which is required to gain governor veteran traits.

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Many of the various traits from the Industrialist (Governor), Pioneer (Governor), Protector (General), and Analyst (Scientist) have been distributed throughout the various governing subclasses in the rework.

Representatives and Emissaries​


In addition to the Minister of State Council position that most non-Gestalt empires now have at the start of the game. Officials can now be assigned as Federation Representatives and Galactic Community Emissaries instead of Envoys. An Official assigned to one of these positions gives the same effects as a number of Envoys equal to their level did back before 3.10. Thus, your envoys are now freed to improve or harm relations with other empires or build spy networks in them.

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The Minister of State position provides several bonuses to your envoys.

Certain Civics (currently Inwards Perfection and Fanatic Purifiers) block access to the Minister of State position and will instead start with their Civic Council Position unlocked. As mentioned above, as not having a Minister of State will impart a -25% Diplomatic Weight penalty, we’ve reduced the penalty for the Isolationist Diplomatic Stance from -50% to -25%.

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For Officials that are assigned to either the GalCom or your Federation, there is now a subclass and variety of veteran traits that can be used in these assignments.

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Admirals, Generals and Commanders​


As mentioned above, we’ve combined Admirals and Generals into the Commander leader class. Broadly speaking, their subclass traits were assigned as follows:

  • Aggressor -> Admiral
  • Tactician -> Admiral
  • Strategist -> Strategist
  • Invader -> General
  • Protector -> Split between General and Commissioner
  • Marshal -> Split between Strategist (army-related traits) and Ambassador (espionage-related traits)

Council Legitimacy​

Back in 3.8 we added Council Legitimacy. Although it had no mechanical effects, it was a good step to represent the degree to which factions in your empire approve of how the empire is run, the council, empire policies and so on. In 3.10, having high Council Legitimacy will give a bonus to Council Agenda Speed (capping at +25% at 100% Legitimacy) and having low Council Legitimacy will give a penalty to Council Agenda Speed (capping at -50% at 0% Legitimacy). For modders, these values are determined by defines.

Since Council Legitimacy is a weighted sum of the approval of each faction multiplied by their support in the empire, this means that empires with relatively few factions (each of which have high approval) should manage to pass Agendas more quickly.

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For owners of Galactic Paragons, we’ve made the Minister of Defense, Head of Research and new Minister of State council positions no longer mandatory. Instead, when you choose to Reorganize the Council, these positions will be removed and can be reselected, much like Civic and Enclave Council Positions. However, each of these positions will have their own penalties if they are not present and staffed.
  • Minister of Defense: -25% Naval Capacity
  • Minister of State: -25% Diplomatic Weight
  • Head of Research: -25% Research Speed
During the work done for the Leader Consolidation, we discussed various ideas for further improving the council mechanics and may revisit them at some point in the future.

Civics​


We’ve rebalanced the majority of civics that were leader related or themed, and I’ll leave you with a few examples. As part of this, we've also changed effects that previously made it too easy to support a near-infinite number of vassals.

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Traditions & Ascension Perks​

While reworking leader classes and traits, we’ve also gone through and rebalanced leader adjacent tradition trees and ascension perks:

Aptitude
  • Opener: Swapped +1 Trait on leaders for +1 Trait Selection when leveling up.
  • Finisher: Replaced effects with +1 Commander, +1 Official and +1 Scientist Cap
  • The Empire Needs You: No longer increases Leader Pool Size
  • Specialist Training: Swapped +25% Leader XP gain for +1 Leader Pool Size
  • Psychological Profiling: No longer reduces the number of negative traits leaders can have
  • Healthcare Program: Swapped +20 Leader Lifespan for -1 Max Negative Traits
  • Champions of the Empire: Replaced effects with +1 Leader Initial Level.

Discovery
  • Science Division: Replaced Scientist Cost and Upkeep modifiers with +1 Scientist Capacity and +1 Scientist Initial Level.

Domination
  • Colonial Viceroys: Replaced Governor Cost and Upkeep modifiers with +1 Official Capacity and +1 Official Initial Level.

Enmity
  • Rise to the Occasion: Now provides +1 Commander, +1 Official and +1 Scientist Cap for every 3 Rivals.

Politics:
  • Opener and Gravitas: Now affect Officials assigned to GalCom, not Envoys.

Statecraft:
  • Opener: Increased Edict Fund from 20 to 50.
  • Finisher: Replaced effects with -5% Empire Size
  • Constitutional Focus: Increased Council Agenda Speed to 25% from 10%
  • Immutable Directives: Increased Agenda Duration to 25% from 10%
  • Amongst Peers: Replaced effects with Councilor gain 150 XP per Level when an Agenda is completed
  • Shared Benefits: Replaced effects with +1 Effective Councilor Level

Supremacy
  • War Games: Replaced Admiral Cost and Upkeep modifiers with +1 Commander Capacity and +1 Commander Initial Level.

Unyielding
  • Resistance is Frugal: Removed modifiers for Generals

Synthetics
  • Non-Machine Opener: Replaced effects with -25% Roboticist Upkeep and -25% Robot Upkeep

Ascension Perks
  • Archaeo-Engineers: Added +1 Scientist Capacity
  • Galactic Force Projection: Reworked, now increases Influence from Power Projection by 2, gives +1 Commander Capacity, +100 Naval Capacity and +50 Fleet Capacity.
  • Eternal Vigilance: Added +1 Commander Capacity
  • Imperial Prerogative: Added +2 Official Capacity
  • Transcendent Learning: Now provides +2 Scientist Capacity and +25% Leader XP gain
  • Universal Transactions: Added +1 Official Capacity and +20% Commercial Pact Effectiveness

The Additional Content Browser​

We often see threads asking exactly what’s in each of our DLCs. In an effort to improve the clarity of what you’re getting with each release, we’ve expanded the Recommended Content element that’s been in the game for a while, and made some improvements.

The Recommended Content element gave brief descriptions of the various DLCs, but left a lot of questions. We’ve replaced this with a more robust Additional Content Browser that can draw information directly from game files, providing much more detailed and accurate preview information. Hopefully this will help you make more informed decisions about DLC purchases.

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Utopia is recommended! How surprising!

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Concepts in Tooltips are fully supported in the additional content browser.

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Portraits, ship sets, megastructures, and screenshots can be shown on the left hand side. Pack details and tooltip-able lists go on the right.

The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.

Outliner Improvements​

Another bit of feedback we’ve gotten a lot is that the outliner has gotten cumbersome over the years. While we’ve added some ability to customize it in past releases, in 3.10.0 we’re adding Outliner Tabs.

In this first version of the tabbed outliner, we have four tabs: Government, Ships, Politics, and Structures. These tabs will appear in the outliner once they’re relevant.

Notification bubbles can be activated on the tabs to let you know if there’s something of interest on them. Green ones are for non-urgent things like “a planet got colonized and has been added to the Government tab”, while red ones are a call to action, like “your science ship has no scientist”.

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The OUN Avamdur is leaderless. I should do something about that.

In future releases, we plan on exploring some more ideas we had to make the Outliner more customizable and even more useful.

Event Chain Subtitles​

Finally, we custodians have also added a small new quality of life to help you keep track of what events belong to what chain! This new subtitle can be manually added to events and when clicked it will bring you to the relevant situation log.

Since these have to be added manually however we will be asking for your help to hunt down any event chains you feel should be tracked this way but aren’t once the patch is out. We should have a form available in the dev diary two weeks from now, after the 3.10.0 release.


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The hunt for event chains is on!

What’s Next?​

This dev diary was a few days early so we could get this information to you before the 3.10.0 “Pyxis” and Astral Planes release. Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release. (Replacing the normal dev diary scheduled for the 16th.)

Regular dev diaries will resume the week after, on November 23rd.

See you then!
 
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Judging by the wording, can I deduce that it isn't intended and you had no time to change it and decided to leave it be? Or maybe does that mean that you think about making some changes to Federations in the (possibly near) future first?

Nah, that's reading a bit too much. :)
 
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Can leaders still be on the council while having field jobs?
Now there are like 4 different types of jobs any leader can have, so it might make sense to count the council as one aswell. Balancing this with the leader caps might require some thought though.

Could the "civillian economy" policy swap commander capacity for administrator capacity?
 
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For owners of Galactic Paragons, we’ve made the Minister of Defense, Head of Research and new Minister of State council positions no longer mandatory. Instead, when you choose to Reorganize the Council, these positions will be removed and can be reselected, much like Civic and Enclave Council Positions. However, each of these positions will have their own penalties if they are not present and staffed.
  • Minister of Defense: -25% Naval Capacity
  • Minister of State: -25% Diplomatic Weight
  • Head of Research: -25% Research Speed

Could I ask about the design process behind this decision? I would have hoped that the opportunity cost alone would have been sufficient, to help generate more differences between governments even at the start. These costs seem prohibitive - I imagine the idea is to make the council feel cramped at the late game, and decisions about the positions important then. Is that correct?
 
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Question in regards to the new council position. By your wording, it seems you'll still be limited to 6 council positions, so to have a council for all three civics, you must drop either the head researcher, the military person, or the new diplomatic one and accept the massive penalties, am I understanding that right? I was hoping it'd just expand by one to reposition the ruler into the middle for symmetry.

Also the nerfs to aptitude hurts me. Especially bummed with the loss of the experience gain boost.
 
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Can leaders still be on the council while having field jobs?
Now there are like 4 different types of jobs any leader can have, so it might make sense to count the council as one aswell. Balancing this with the leader caps might require some thought though.

Could the "civillian economy" policy swap commander capacity for administrator capacity?

Reworked traditions look good. Was there any talk of officials getting a 0.1 added capacity per system? Or are we meant to keep most sectors governor less?

Between the leader caps now applying per class and the increased sources of leader capacity, you should be in a decent spot for sector governors.

There's a base capacity of 3 for each class and skimming the game files you can get another +7 or so Official capacity.
 
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Outliner Improvements​

Another bit of feedback we’ve gotten a lot is that the outliner has gotten cumbersome over the years. While we’ve added some ability to customize it in past releases, in 3.10.0 we’re adding Outliner Tabs.

In this first version of the tabbed outliner, we have four tabs: Government, Ships, Politics, and Structures. These tabs will appear in the outliner once they’re relevant.

Notification bubbles can be activated on the tabs to let you know if there’s something of interest on them. Green ones are for non-urgent things like “a planet got colonized and has been added to the Government tab”, while red ones are a call to action, like “your science ship has no scientist”.

View attachment 1044270


View attachment 1044271
The OUN Avamdur is leaderless. I should do something about that.

In future releases, we plan on exploring some more ideas we had to make the Outliner more customizable and even more useful.

I really hope you will at some point add the option of having it be customizable tabs (like having both planets, civilian ships and factions in the same tab). And a option to switch tabs with a hotkey... cause it will be a serious pain to go to the top right of your screen whenever you wanna switch tabs to quickly check something.
 
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Can leaders still be on the council while having field jobs?
Now there are like 4 different types of jobs any leader can have, so it might make sense to count the council as one aswell. Balancing this with the leader caps might require some thought though.

Yes, they can. Though I can see reasons why you might not want them doing field work (trait possibilities will be split across Council and whatever job they're filling), so we'll discuss possible alternatives internally.

Could the "civillian economy" policy swap commander capacity for administrator capacity?

It theoretically could. Currently it does not. It's an interesting idea.

so im guessing resource related leader traits are now gone ?? as getting + 32 minerals is just insane OP and very exploitable ...
also any word on sabotage rework? .. having spies instead of envoys doing both makes a lot more sense...

Yes, the traits that produce resources out of nowhere have changed somewhat.

Espionage changes are still ongoing internally.

Could I ask about the design process behind this decision? I would have hoped that the opportunity cost alone would have been sufficient, to help generate more differences between governments even at the start. These costs seem prohibitive - I imagine the idea is to make the council feel cramped at the late game, and decisions about the positions important then. Is that correct?

Having a missing researcher provided a major penalty to research in that field pre-Galactic Paragons. We mostly started by fixing that, then decided to apply it to the others once we made them able to be swapped out.

I expect that many empires will strongly consider swapping one or two of them out for other councilors. We wanted it to be flexible, but to be a carefully considered decision rather than an obvious one.

Or are we meant to keep most sectors governor less?

Remember that Scientists and Commanders can be governors too. (Though admittedly, I don't expect Commanders to be often set as one outside of planets with unrest or slave worker planets.) I do expect a lot of Scientific governors though.

I really hope you will add some point add the option of having it be customizable tabs (like having both planets, civilian ships and factions in the same tab). And a option to switch tabs with a hotkey... cause it will be a serious pain to go to the top right of your screen whenever you wanna switch tabs to quickly check something.

These are some of the additional improvements I've already asked for.
 
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Amusing changes. First thoughts:

Feudal Society and Heroic Past: Love the changes!


General leader tradition nerfs: Saw them coming. :p


Champions of the Empire: "Better to have loved and lost than never to have loved at all." You were too good for this world. :D


Statecraft Amongst Peers: It needed to be nerfed, but your solution would appear to add tedious micromanagement for non-Gestalts outside the early game.

Now, when I have that tradition, whenever an agenda is about to be launched, I'll pause the game, assign those to the council whom I think most in need of XP (which may or may not be the current councilors), trigger the agenda, and then reassign the original councilors to their jobs.

This is of particular interest for officials, unless you have added something - anything - to the game that allows non-council governors officials to level faster than the fixed low monthly XP gain. Scientists and Admirals have other ways of earning XP, but in 3.9 governors only way of earning more than the default rate affected by XP modifiers which makes them level really, really, slowly, is by playing Progenitor Hive or taking the Statecraft tradition and gaining extra agenda XP.


New leader caps: Booh! You kept the leader XP penalty for going over the cap rather than eliminating it and making the unity penalty more severe.

I liked the idea of an empire with a very strong unity economy being able to support more brilliant leaders ("The primadonnas are difficult to control, but perhaps worth it") as however silly that might be, at least it is a balancing mechanic that is easier to suspend disbelief over than the current Stellaris logic of, "the more brilliant leaders we hire, the dumber they all are. Fire Jameson; That'll make everybody smarter."


Minister of State: An valuable job early on in peaceful play for the First Contact and Improved Relations, but a pretty worthless one later on except for those who dearly like espionage. (I'm assuming they exist. Surely somebody must like the current implementation enough to take Subterfuge and use espionage frequently.)

Which means that war builds will definitely dump it at one point, and that those who ought to like it the most, diplomatic/peaceful builds are also likely to dump it in the mid- and end-game despite the 25% diplomatic weight penalty if they've got a better job available via civics, since any diplomatic/peaceful build that does well ends up having a lot more diplomatic power than it could conceivable need and have everybody already at high relations.

So either I am overlooking something, which is certainly possible, or this will turn out for veteran players to be for most practical purposes an early- game job and the Minister of State is going to lose his job by the mid-game, latest.


Minister of Defense and Head of Research: Nice penalties. I like those as well as their likely impact on player behaviour.

Looks like the Head of Research is going to keep his job pretty much regardless of build (though there'll probably be some fascinating exceptions), while the Minister of Defense is going to be replaced in many diplomatic/economic dominance builds, but at least the penalty for replacing Defense means that it comes at a non-negligible financial cost to the latter once they decide to build up their navies later in the game.



Tabbed outliner: I sure hope you added hotkeys to allow easy swapping between tabs.
 
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If generals give starbase damage are they also intended to be used as fleet commanders? What kind of space combat traits do they have? Defensive ones applied in home territory?
 
Fleet Capacity = Command Limit?

Does Warrior Culture or Distinguished Admiralty provide the starting level bonus to Commanders?

How does the game determine whether a Commander gets an Admiral or General portrait (clothes)?

Will anything be done about Talented not providing actually talented leaders, just ones that would be less flawed if they lived long enough to reach a level high enough?

How long will Warrior Culture societies tolerate being led by craven rulers who hide behind desks instead of leading in battle?
(i.e. is there any chance of rulers holding field positions, under some circumstances and conditions, in a future patch? Such as letting rulers govern the capital sector, letting Warrior Culture empires be led in battle by their warrior king, or letting the Chosen One do as they please?)
 
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Wait so diplomacy traditions still give envoys instead of Official leader capacity?

Yes, Diplomacy (and Subterfuge) still give Envoys.

The over-the-limit penalty is now extremely harsh for going over your limit by even 1. This seems like a major step back and hopefully can be modded easily.

The example up there is at double the cap, not 1 over.
 
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