• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:

image15.png


image19.png

image3.png

image7.png

image14.png

image11.png

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)

image13.png

image1.png

image8.png

image4.png

image10.png

image22.png

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:
image5.png

image9.png

image20.png

Example of a New Modifier
image21.png

Examples of some New Anomalies
image23.png

image16.png

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?

image17.png

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.

image18.png

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.

image12.png

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.

image2.png

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!

 
  • 45Like
  • 13
  • 8Love
  • 6
  • 1
Reactions:
Will there be any new ways to deal with devastation? It would be nice to have some active means to reduce it, instead of simply waiting till it goes away.
Directly related to this, I've been thinking for a whole that the current Devestation recovery speed is very slow, is universal, and cannot be sped up by any means.

Devs, it would be great if a new modifier could be added to increase (and also potentially decrease) the speed at which Devestation is repaired. Then this could be enacted in the form of a Decision or an Edict, maybe in return for some kind of Minerals upkeep or similar. Perhaps certain Civics could also have a faster recovery rate.
 
  • 13
Reactions:
I am a bit worried that the storms will be too localized and be moving too quickly to make for good strategic opportunities. The current galaxy-wide storm is obviously very impactful and can greatly reward players for taking advantage of its shield-nullifying effects in a war. Conversely, a player can one-up the player who removed all their shields by fighting said player in a non-storm system using anti-armor weapons and full shields. It was an interesting dynamic.

With the new storms, I am not sure it will be worth changing your ship designs. They seem like the impact is mostly economic rather than in war strategy, and don't involve much meaningful player interaction. You'll have to be very lucky for a storm to hit just right against your rival that you can make good use of it in war. And by the endgame when you seemingly have more control over where storms move, everyone will have those passive techs that reduce the impact of the storms on ships anyway.
 
Last edited:
  • 3
Reactions:
I like this, should mean you can significantly hamper the output of some hyper specialised world. prior to a war, if it lands well enough anyway. Guessing that isn't guaranteed though? Maybe guaranteed to at least roughly hit a target?
 
Will Ai be able to manipulate storms? I can't imagine that it would be able to time it right to actualy use it for war. But will it try to funnel harmful storms towards theyr neighbours, or at least try to repel them away from themselfs?
 
Will Spionage get a Storm Beacon operation?

Do Storms follow Hyperlanes?
If a Galaxy shape has a massive visual gap between two arms without hyperlanes, can a storms jump across just because it wants to go on that direction?
 
  • 3
  • 2
  • 1Like
Reactions:
I'm not entirely convinced how the presented mechanics, especially the negative effects and the effort to counter them, enhances the gameplay. Yes, it adds more diversity, nice visuals, etc, but other then that it only adds negative or random effects on planets/system everyone has to deal with. Those effects certainly can kill a planet economy or even an otherwise normal playthrough completely (wasting hours...) or have to be dealt with by extensive buildings, building slots, technologies to just break even.

Aside from the economy, those thing seem just to be tedious, random and certainly lead to frustration.

I own all the DLC, and there are better and worse for sure. And even those I consider worse in term of gameplay have some content which enhanced the game (e.g. Nemesis with espionage (tedious, not so fun) <-> other content (enrichened gameplay)).

Maybe someone can enlighten me how those storms are a fun gameplay element a player wants to deal with?
 
  • 7
  • 2
Reactions:
So my preferred play style is extremely wide, thanks to Eager Explores and the Quantum Catapult origin. I might spend the first 200 years connecting the rest of my empire together after I have forward settled everything possible.
Now as I rely on impregnable Starbases to win my initial wars, you can imagine my horror when I see a storm type that nullifies closed boarders and ruins my plans for my grand empire.
Will there be an option in the game settings to chose which storms are spawned in the game, or is my best hope to minimize the amount of early game storms?
 
  • 2
Reactions:
I'm not entirely convinced how the presented mechanics, especially the negative effects and the effort to counter them, enhances the gameplay. Yes, it adds more diversity, nice visuals, etc, but other then that it only adds negative or random effects on planets/system everyone has to deal with. Those effects certainly can kill a planet economy or even an otherwise normal playthrough completely (wasting hours...) or have to be dealt with by extensive buildings, building slots, technologies to just break even.

Aside from the economy, those thing seem just to be tedious, random and certainly lead to frustration.

I own all the DLC, and there are better and worse for sure. And even those I consider worse in term of gameplay have some content which enhanced the game (e.g. Nemesis with espionage (tedious, not so fun) <-> other content (enrichened gameplay)).

Maybe someone can enlighten me how those storms are a fun gameplay element a player wants to deal with?
Mid game is boring af and lacks stuff to do

The storms will either add something entertaining and challenging by temporarily weakening you or they will add insane amounts of fun when your rival gets stormed on and reveals a weakness

Being storm demons hiding cloaked ships within the storm's cloaking buff sounds also great - everyone gets cloaking eventually, but not everyone has good enough cloaking for war, so getting a cloaking storm would allow even weak cloaking fields to be viable


Also we already have storms in the game - except they don't really do anything - the new ones will at least give you a reason to dislike them and will potentially give you many reasons to like them

Worst case you easily repel or tank a storm by building one or two buildings and just arrive at the current point of ignoring the big space storm again


Best case we win a lot, worst case we lose nothing
 
  • 6Like
Reactions:
I'm not initially too keen on the storm buildings giving you as many researchers as a lab. You always want more researchers, so this won't actually feel like I am making a tough choice of building the storm buildings OR using that building slot for long term benefit. I kind am getting both at once, a lab and a useful protection building.
 
  • 3
  • 2Like
  • 2
  • 1Haha
Reactions:
The entertainers help you forget the gravity of the situation.
I don't get how increased gravitational pulls increase Enforcer and Entertainer output.
 
  • 26Haha
Reactions:
Something that came up in another forum: it would be neat if there were "badlands" on the map. Basically nebulae but with different effects, possibly with slightly fluctuating borders. I was hoping that would be part of this expansion but hey, maybe some other time!
 
  • 7
Reactions: