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Stellaris Dev Diary #349 - A Storm is Brewing: Announcing Cosmic Storms

A phenomenon is sweeping across the galaxy.​

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I’m excited to announce that Episode 2 of Stellaris: Season 08, the Cosmic Storms mechanical expansion, will be released alongside the Stellaris 3.13 ‘Vela’ update on September 10th, 2024.


Note: Tooltips shown in the video were from a development branch that has already been updated, more info next week.

Dark Clouds Gather ...​


For some time we have been unsatisfied with the Space Storm that currently exists in Stellaris. Cosmic Storms gave us the opportunity to revamp the system entirely, providing a deeper experience with strategically meaningful gameplay and beautiful upgraded visuals.

With this expansion, eight new storms with varying positive and negative effects are set to spiral across the galaxy.

We’ve also added a new weather map mode for forecasting these storms and predicting their motion, with technologies and buildings to attract, repel, or with an Ascension Perk, even create storms.

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... But Every Cloud Has a Silver Lining​


Storms may pass through your planets with intriguing effects, leaving behind a changed landscape or unearthing long buried treasures.

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"Burn Fast and Die Radically - That's Always Been Our Way"​


What's life without the rush?

Other empires may obsess about heinous things like economy and population. The Storm Chasers have long since mastered the challenges of their homeworld. The time has come to blast off screaming into the void.

At last, a whole new opportunity to shred the limits of experience!

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Embrace the Storms​


Prepare your empires to weather the cosmic tempests with three new Civics, each offering unique strategies to harness the power of the elements.

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The Corporate, Hive Mind, or Machine Intelligence versions of these Civics require access to their Authorities - MegaCorp, Utopia, and either Synthetic Dawn or The Machine Age, respectively.

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Uncover the Past​


Embark on a journey through the annals of time with two new Precursor Event Chains, each offering a glimpse into the ancient history of the Stellaris universe. These chains weave tales of civilizations long lost to the cosmic winds, with untold secrets buried beneath the stars.

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Stellaris: Cosmic Storms includes:​

  • Cosmic Storms that ravage the galaxy​
  • Storm Chaser Origin​
  • Civics​
    • Planetscapers​
    • Astrometeorology​
    • Storm Devotion​
  • Two new Precursor narratives, with two new Relics​
  • Events, Anomalies, and Archaeology Sites​
  • Storm-related technologies, Edicts, Galactic community resolutions, and an Ascension Perk​

Dev Diary Schedule​
Aug 15​
Announcing Cosmic Storms​
Aug 22​
The Storms and their Aftermaths​
Aug 29​
Storm Chaser Origin, Civics, and Precursors​
Sept 5​
3.13 "Vela" and Cosmic Storms Release Notes​


Cosmic Storms can be purchased as part of the Stellaris: Season 08 Expansion Pass, or as a standalone purchase for $12.99 (regional pricing may vary).
It is also included as part of the Stellaris Expansion Subscription

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Pre-purchase Stellaris: Cosmic Storms alone or with a discount as part of Stellaris: Season 08!​
 
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- Build a giant space fan to blow the space storm away.

- Call it the Voornado.

I would love to load a Quantum Catapult with a Storm Bomb and throw it on enemy space.

Or give Juggernauts a Stormcaster Aura that propagates to adjacent systems, that would be awesome.
 
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When we last investigated this, we noticed there's several assumptions the game makes about starbases that causes issues if we make them designable, however I've got it flagged as something worth investigation when we get the time to do so. As always #nopromises.

Ah fair enough, such is the insight you guys have we don't. I will say it will feel pretty bad when you have a high-investment citadel and something comes along to slash its survivability that you have limited control over, especially when I believe the loss of the base itself immediately destroys any remaining defence platforms.

While I hate to solutionise without knowing why or what those issues are, could a middle-ground be to have starbase decisions that would allow you to adopt pre-packaged designs? Or perhaps use/add a module slot into which you place a design preference (eg 'no shields', 'only shields', 'balanced')?
 
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Rather than having to contact an enclave, a galactic news ticker that appears after the GalCom is founded would be a neat addition. Many of the unimportant notifications like other empires making migration treaties or whatever could be moved to a rolling news ticker on the bottom of the screen similar to some of the SimCity games, and then a lot more stuff could be added to it as well based on intel level, such as empires changing their civics, taking ascension perks, having rebellions, building their first ships of a more advanced ship class, anything that could be situationally useful to know for the player but which we currently have to go digging to find out.

But a notification log for the existing notifications should probably be a higher priority.
 
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  • Cosmic Storms that ravage the galaxy​
  • Storm-related Galactic community resolutions​
Global Warming: Galactic Boogaloo? This DLC seems like an opportunity to add a "crisis" that can be managed via galactic politics (i.e. get stuck in the resolution queue for so long that environmentalists start blaming the megacorporations for conspiring against galactic environmental considerations, and start looking for a strong leader who can cut through the corrupted dysfunctional process... with thunderous applause).



This also seems like a good time to consider adding void cloud migration. The void cloud "effluvial offspring" ability is so underused that it is unknown to many players, and it is this underused because void clouds usually are on the losing end of battles - because they mostly only encounter fleets big enough to defeat them. If void clouds could migrate, perhaps even predatorily, they could get to reproduce more often.
(The strategy of feeding void clouds with empty ships, to create a barrier of void cloud effluvial offspring in a system, would then also carry a risk.)
 
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I assume we will have to wait for precursor dd, but just incase:
Are the new precursors completely new races, or were they derived from some existing events/lore?
 
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When we last investigated this, we noticed there's several assumptions the game makes about starbases that causes issues if we make them designable, however I've got it flagged as something worth investigation when we get the time to do so. As always #nopromises.
Could we at least get a policy that lets you choose your empire's weapons preference, with an effect that forces your starbases to update their loadout when you change it? It's a little frustrating having starbases stuck on t1 mass drivers for half the game because you're researching energy weapons instead.
 
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Could we at least get a policy that lets you choose your empire's weapons preference, with an effect that forces your starbases to update their loadout when you change it? It's a little frustrating having starbases stuck on t1 mass drivers for half the game because you're researching energy weapons instead.
Just a setting on the starbase itself that chooses between a few design styles would help a lot. Similar to what you get if you use the auto-loadout styles in the ship designer.
 
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What do you mean? How having the same precursor works in multiplayer?
If it rolls you the same precursor only one of you can possibly get the system, the relic, or the secrets-of.

If you have the same precursor event as another player in multiplayer, one of you gets nothing. Which is obnoxious.
 
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