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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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Do I understand correctly, that a single Official can do the work of up to ten Envoys? That sounds a bit insane. Is there now a limit to how many leaders can be assigned to galcom and federations?

I am looking forward to letting my imperial heir be my representative to the galactic community. Any chance that the Chosen traits of psi ascension have some special effects for this purpose?
 
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Fleet Capacity = Command Limit?

Yes

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

Distinguished Admiralty, yes

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

It should depend on their assignment.

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?

Will bring this up when we next discuss species traits.

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?)

Having Warrior Culture gives 20% to the election weight of Commanders in democracies.

Do I understand correctly, that a single Official can do the work of up to ten Envoys? That sounds a bit insane. Is there now a limit to how many leaders can be assigned to galcom and federations?

Yes they can count as up to 10 envoys, but you can only assign a single official to the GalCom or your Federation.
 
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It could be fun if Commanders could also serve as Governors on military/Fortress worlds, buffing soldier jobs and defence armies for example....
 
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Will bring this up when we next discuss species traits.
The trait Resilient could be made more relevant if it received the "-1 Leader Maximum Negative Traits" modifier, instead of Talented having it. It seems like a decent fit, at least for the name.

(A case can also be made that Resilient should increase Army Health, rather than Defense Army Damage. It would then be relevant for militarily successful empires as well, and not just for the ones that get invaded. Though a bonus to Army Morale could also work, and that may align better with getting less negative leader traits.)
 
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Wasn't feedback taken about the names of the various leader classes? Several of them are still very non-descript or misleading. I would expect an "Analyst" to work on Anomalies for example, not be a governor. I think no one liked the "Officials" leader category either - it sounds like middle management. "Politicians" would be the obvious better choice, with the Politician jobs being renamed Officials instead.

The actual gameplay changes sound great though, it will be a relief to be rid of the oddly restrictive and cumbersome Paragons leader system.
 
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Thought... I don't know about the balance, but for flavor reasons, perhaps Citizen Service should be tweaked to remove penalties from assigning military leaders as governors. A result of a culture of putting military leaders in civic positions.
 
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Espionage changes are still ongoing internally.
I appreciate that. There are a lot of good suggestions all over this forum.

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.
I think the penalties are a bit too harsh:

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
Especially as there are civic leader positions which actually represent equivalents to ministerial positions, like the Senior Science Director in regard to the Head of Research, the High Diplomat in regard to the Minister of State or Commander of the Watch in regard to the Minister of Defense. Please consider to refrain from the penalties or reduce them, as long as the council includes a least one equivalent leader position. Otherwise other leader positions will only be selected if their bonuses are as good as the ministerial ons PLUS the penalty. And I think, this limits the player far too much.

Which civic leader position actually represents an equivalent to a ministerial position would have to be decided on a case-by-case basis. As a bandaid I would propose, that positions, which can only be filled by the exact same type of leader, could be seen as equivalents.
 
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I don't like the change to Aptitude and the Killing Blow Nerf to Heroic past.

I gave up one Tradition and one Civic slot for good leaders. All those changes are a gutt punch to players going for Leader Focused Builds. Like Psychological Profiling only providing -25% leader upkeep? Like... seriously?

Rest of the changes are great but the one regarding the general leaders are harsh. I now have no reason to take Heroci Past and Aptitude now.
 
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What is the maximum number of council members?
 
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Very excited for all these changes. Super excited with the leader reworked. It just seems a lot more streamlined and everything just seems like it belongs in more appropriate places. Plus, the new veteran classes are pretty straightforward and less situational compared to before.
Especially excited about the tabbed outliner. The tabs are going to really help late-game management.

I think shipyards/starbases might belong better to structures though, given that
1) they are space structures,
2) shipyards/starbases can take up almost as much space in the outliner as planets and sectors can so the first tab is gonna be really heavy compared to the other tabs,
3) it can give another way to access planets (orbital rings and then jump into planet view) in another tab instead of having them both in the same tab,
and 4) structures is kind of small comparatively if it's just the megastructures so there's theoretically plenty of space for it there.
 
Lots of awesome stuff here. Like that the vassal spam is getting the kibosh. Something that might be interesting to consider to further reign in the excesses of overlords, would be to allow vassals the option to resort to tax evasion. Upon being made a subject, an empire could have a new edict open up. Said edicts cost to implement and maintain, could be based upon how loyal they are and how much they trust their overlord. So an empire at max disloyalty and minimum trust could start the edict for free and pay nothing to keep it going. Also disloyalty would factor into how much they get to cheat on taxes, so a subject at max loyalty would get very little out of edict, but a subject that is completely disloyal might be able to avoid most, if not all their taxes. This would force overlords to have care about the loyalty and trust of their subjects and could be a good way to make ditching minister of state sting for aggressive military builds that like to be overlords.

Going to second concerns that ditching minister of state might be too much of a no brainer for aggressive military builds. Maybe minister of state could be a factor in how quickly an empire can process a newly conquered colony into a productive colony. Also if we ever get a rework too warfare, namely settling wars, could be another good spot to look into. Empires without a minister of state, might have a harder time getting what they want and avoid getting hoodwinked by the empires that do bother with diplomacy.

Not sure how good generals will be, I think there is a chance they stay relevant. If not, feels like that will come down to the strength of starbases and that there are too many ships, the latter of which is already int he crosshairs for a fix. Still going to plug the idea of capital starbases, where I capital starbase should be the best starbase in the empire and as a result should be beefier on it's firepower, which might make generals more useful. Maybe the cleanest implementation for it is to give it more firepower and hull points when it has the designation, increase defense platform cap and maybe add in a new type of starbase platform that only exists for capital starbases, which get destroyed if it ceases being the capital starbase. Those new platforms could boost the bases utility outside of defense matters.

Still worried that both explorers and academics will hit a point too soon into the game where they are irrelevant. Still going to plug the idea that the easier fix is to allow resurveying of systems in order to find stuff that the first pass missed. That should keep enough of a trickle of stuff to make them worth keeping, even if someone opts out of the new DLC. Other option, is if we get to remove negative traits down the line, maybe retraining could be an option. You run out of stuff to explore, so you send your explorer scientist to retraining, at the loss of a some exp (in the form of levels), you get them transitioned to a class that has use. So still worth doing over just firing them for a new recruit, but also having the opportunity cost that they lost levels and thus won't have as many bonuses, even if you can reroll them into the ideal analyst or statistician. If you really want to go for fun, could even open the option to let them pursue a whole new career path as an admiral or diplomat. Though probably exclude paragons from being able to do such rerolls.

As for espionage, still think we should be able to use it against fallen empires, the Unbidden and the other two factions that come with them if they stick around longer enough, the Contingency, the Prethoryn Scourge, the Gray Tempest, Marauders. I'd even add in the enclaves and leviathans. Would be a way to make the system compelling sooner than latter, while you still hammer out how to make it more relevant when used between regular empires, but not be god awful to play against.
 
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The example up there is at double the cap, not 1 over.
Relevant question: Is the 47% XP penalty the penalty for DOUBLE the cap or FOR BEING 4 OVER THE CAP.

In other words, if we invest in increasing the leader cap for a category from 3 to 6, are we going to be punished as heavily for having 10 as somebody who didn't invest in that category at all would be for having 7, or is this going to be more a 3.8 scenario where the punishment is relative to the cap rather than absolute.
 
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Not sure how good generals will be, I think there is a chance they stay relevant. If not, feels like that will come down to the strength of starbases and that there are too many ships, the latter of which is already int he crosshairs for a fix. Still going to plug the idea of capital starbases, where I capital starbase should be the best starbase in the empire and as a result should be beefier on it's firepower, which might make generals more useful. Maybe the cleanest implementation for it is to give it more firepower and hull points when it has the designation, increase defense platform cap and maybe add in a new type of starbase platform that only exists for capital starbases, which get destroyed if it ceases being the capital starbase. Those new platforms could boost the bases utility outside of defense matters.

I would like, if commanders could be assigned to sufficient upgraded starbases to strengthen defense.
 
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