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Stellaris Dev Diary #350 - Storms and their Aftermath

Hi everyone,

The Cosmic Storms Mechanical Expansion is going to make planetfall on September 10th. That’s not that far away, so today we’ll be going over the Storm mechanics and their aftermath effects.

Passing it over to @Gruntsatwork to take over from here.

How Do Storms Spawn?​

Hello everyone, without much preamble, lets dive right into the new storm mechanics.
  • Storms will randomly start to spawn a few years after gamestart.
  • Each Storm triggers a cooldown until the next natural storm can spawn (adjustable in Game Settings)
  • There is a limit to how many storms can spawn naturally in the early, mid and late-game (adjustable in Game Settings)
  • Those limits only apply to randomly spawned storms. Storms created by players, by event or mechanic, will always spawn regardless of any other settings
  • Upon being spawned, they will have a target system towards which they will move, dissipating upon reaching that goal or timing out

What Do They Do?​

While the storms through the galaxy, they will have an effect on all systems within their influence.
All Storms share 2 general effects:
  • Reduced chance for Emergency FTL jumps
  • +0.2 monthly devastation
In Addition, each of the 8 Storms has their own unique effects, here are the first 6:

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While the first 6 storms are rather orthodox in their effects, the Shroud and Nexus storms are a bit special.

Shroud storms have a chance to change the systems within their influence immediately upon coming into contact, this can range from colonies, habitable and inhabitable planets, up to stars.

Nexus storms are special. They are rarer than any other storm and for a good reason, they are bad news. A Nexus storm is an opportunity… for everyone else. They wreak havoc across all worlds in their influence with a far greater intensity than the other, lesser, storms.

The Morning After​

After a storm leaves a system, its ongoing effects are removed. However, given their cataclysmic impact, there are a few aftermaths to deal with.

Each Storm leaves behind their own unique Aftermath modifier, lasting for 3 years. Those aftermaths have an intensity between 1-3, with 3 being the strongest modifiers. (The effects themselves are the same, only intensity increases)

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In addition, when a storm leaves a system, there is also a chance it will leave behind new unique Planetary Features, Planetary Modifiers and Anomalies.

Some New Planetary Features:
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Example of a New Modifier
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Examples of some New Anomalies
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Protecting Yourself​

Some of those storms can get quite nasty and devastation is always worrisome, so how do you stop the storms from ravaging your planets?

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We have introduced several new buildings and technologies to protect yourself or maybe squeeze a bit more use out of a storm.

Storm Attraction and Storm Repulsion are the two ways in which you can manipulate the paths in which storms move. Storm Attraction buildings and their repelling counterparts can be build on planets and starbases. Each has 1 upgrade level and grants you researcher jobs.

In Addition you can build the Storm Relief Center, to reduce some of the effects of the storms, while also buffing your base resource output while a storm is affecting your planet. Should you be able to convince the Galactic Community to pass a few storm related resolutions, those bonuses will become even more powerful.

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With the Storm Relief Center you also have the option of “Hunkering Down”, a new planetary decision to reduce your devastation gain and reduce some of the storm's impact.
Hunker Down

As you encounter cosmic storms, you will also get access to new technologies meant to reduce some of their negative effects on your economy and ships.

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As your last line of defense, you can use your Planetary Shield Generators to reduce the devastation you gain from storms by -50%

All in all, a prepared player will have many options of avoiding the worst of the storms effects, while benefiting from the opportunities they offer, using them to tip the scales between themselves and their enemies.

The Weather Mapmode​

Once you have researched the necessary technologies, you will be able to use the new Weather mapmode to get a good overview of both Storm Attraction/Repulsion as well as the paths already existing storms will take.

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I’m sure knowing where a storm that grants cloaking to all ships within will move is something none of you will abuse.

Next Week​

Next week we’ll be going over the Storm Chaser Origin, the new Civics, and the new Precursors.

See you then!

 
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U huh, sure
Sooooo you got a world with 3 yellow / 10 red / 4 food
You have it build up for mining, with a +2 base booster building & mining planetary designation.
Storm with +80% alloys come around, by the time you rebuild your districs (and that is 1 yer district) the storm is gone and you get no aftermath modifier.
Gj engaging in 4000 useless clicks of micro just to do it all over again.
but if a storm hits one of those tiny two city district colonies you're just using for pop growth and actually leaves a permanent planet modifier, then you might as well turn the world into something that profits from the modifier once you decide to expand it

and when you have the tech that predicts where a storm will go you can put the appropriate buildings there to redirect it, or if it's gonna hit a rural world (or a pure energy, mining or food world) you can put the relief center there

no need for "4000 useless clicks of micro", just simply react to what the game actually gives you
 
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Hopefully the new Precursors don't favor certain ascensions and empire types (like baol/zroni), or else the increasing RNG will make it very frustrating. At one point Paradox will have to budge and let people pick precursors in single player settings if one wants to.
The best option I've heard from here is letting the player pick between a few precursors if they want to retain some randomness. Getting one you dislike feels bad but getting to pick the best out of three given options for example would make it more bearable.

I understand that letting player pick freely can be problematic since a lot of players would probably just pick the same precursor every game even though that might hurt replayability, so it can be seen as one of those cases where the devs step in to protect the players from optimizing the fun out of the game.
 
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Take advantage of storms, or mitigate them and toss them where your enemies don't want them, or don't buy the DLC if you think only "shills" want the new DLC. The choice is yours.

I plan to figure out how in-game directing them works out and try to get the buffs to good locations, or use those with permanent effects to modify planets and then specialize them around their new modifiers.

Using such buffs partly in place of planetary specialization could also work, and leave you less vulnerable to losing one particular planet, but we'll see based on exactly how it all works. It also happens to be something the person you're quoting didn't say, thus proving their point that you're just inserting one slice of inaccurate and insulting summary between two slices of word salad so you can say this DLC is bad by attacking poor arguments for it nobody made.
 
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Take advantage of storms, or mitigate them and toss them where your enemies don't want them, or don't buy the DLC if you think only "shills" want the new DLC. The choice is yours.

I plan to figure out how in-game directing them works out and try to get the buffs to good locations, or use those with permanent effects to modify planets and then specialize them around their new modifiers.

Using such buffs partly in place of planetary specialization could also work, and leave you less vulnerable to losing one particular planet, but we'll see based on exactly how it all works. It also happens to be something the person you're quoting didn't say, thus proving their point that you're just inserting one slice of inaccurate and insulting summary between two slices of word salad so you can say this DLC is bad by attacking poor arguments for it nobody made.

This! In the situation where a storm hits your Industrial World that has a mix of Artisans and Metallurgists, the call is to flip to Forge World there to get the bonus, and then flip another Industrial World to Factory World to compensate the dip in CGs. Overall, you'll come out slightly ahead on the Alloys+CGs than not doing anything. Players that think they have to rebuild an entire thing, do entire retrofits, basically rebuild a perfectly suited Rome in half a day, don't get it even as they claim to get it more. It's ridiculous, I've never seen such wallbanging wimpering.
 
wow... mechanics that make it even more pointless to specialize fleets

as if that hasnt been an issue since release
 
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Just bought the Cosmic Storm DLC.So the Storm Repulsion Center keeps away the clouds only from the system it's build???

And it doesn't even try that hard.

You want multiple clustered repulsion effects to make the impact palpable.
 
Cetana: Finally, the wheel of suffering will soon be at an end. The galaxy will know peace.

Random particle storm coming to turn off her regen: The @#$% it will!


I feel dumb ... does that work with her?? I wonder if I could have started a storm myself and flung it at her :) ... Should have thought of that before I decided on brute forcing it. LOL