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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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Some of the storm descriptions don't appear to match? Or at the least leave me lost (I'm going to admit, I had to go to the wiki and look up the different Drones as I don't use them generally and couldn't correlate the regular pop benefits easy.

Gravity Storm says "useful for heavy industry" but I'm not really seeing a benefit to it?

Radiant Storm "supercharges solar panel and generator output" makes me think there should be a benefit for planetary generators (like how the Electric storm gives more energy credits in the Aftermath; which incidentally the 25% buff actually helps agriculture workers doesn't it?)
 
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None of this mechanic sounds fun. I hated when you introduced storms in the first place and this DLC seems to be the third in a row where I am not interested in purchasing it and really hate the idea of what I'll be stuck with with the patch update. Of all the things in the game that needed dire attention by the devs storm mechanics were not one of them unless the new storm mechanics were to remove storm mechanics from the game.
 
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Some of these modifiers seem...overly gamey? The Electric Storm gives +25% resource production for all resources? The technician bonus sure, but unity, minerals, food, and such seem like a stretch. The Gravity storm's flavor text doesn't seem to match its modifiers. Conversely, the stealth border-breaking storm is a more interesting type of mechanic, and I'm hoping the Shroud and Nexus storms take a similar approach.
 
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Counterpoint: RNG is the only thing that keeps computer strategy games from being economic optimization homework, and every conversation about RNG throwing off plans reveals how much a playerbase cohort thinks agency and control with a singular plan in hand is the essence of strategy. And yeah, I am absolutely dinging people for complaining about RNG fucking up their strategy games because they had a singular plan with no fallback and are stuck, like, omg this is working me up so bad at my desk right now, how people think they're playing a strategy game and being completely undone by not engaging with it in any strategic sense.

I swear to Zarqlan, y'all sound like a bunch of cooks who have a singular meal in mind and don't know the first thing about substitutions and audibles if you have a rotten bulb of garlic in your grocery bag and consider a meal completely unavailable to make if that happens.

I very much agree with this. Risk management has to be a part of strategy with players making decisions about whether or not to invest all funds into war/development (technically optimal) or to maintain a stockpile for a rainy day.

I do think that the mitigation looks a bit underwhelming. It seems like there's no real downside to building a repulsion center as it's just a lab with an extra bonus, but maybe there will be more strategies than we're aware of right now.
 
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I have to agree with the posts saying some of the descriptions and bonuses are confusing. Why does a gravity storm increase the output of enforcers? What makes it useful for heavy industries, both in concept and mechanics since there's no boost to industry? And is it a mistake that the line saying "If a colony's owner is NOT a Gestalt Consciousness empire" is then followed by three drone jobs?
 
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I have to agree with the posts saying some of the descriptions and bonuses are confusing. Why does a gravity storm increase the output of enforcers? What makes it useful for heavy industries, both in concept and mechanics since there's no boost to industry? And is it a mistake that the line saying "If a colony's owner is NOT a Gestalt Consciousness empire" is then followed by three drone jobs?
I assume the game doesn't actually consider drone jobs and normal jobs to be different

It probably just tells you what your equivalent is, meaning the upkeep of basic resource jobs goes up, rather than specifically the basic drone resource jobs
 
Radiant Storm "supercharges solar panel and generator output" makes me think there should be a benefit for planetary generators (like how the Electric storm gives more energy credits in the Aftermath; which incidentally the 25% buff actually helps agriculture workers doesn't it?)

Yeah it's odd that the electric storm mentions power production, and has a bonus to it (along with a flat bonus to all resources for some reason) while the radiant storm gives no benefit to energy production outside of mining stations.
 
I am excited about this DLC, looks interesting and fun! Additional GalCom resolutions is also welcome... but it may be worth considering (now that we have so many more resolutions available than originally in the base game) that we need reduced voting session time in the GalCom, since it takes 4 years to complete a voting session. Or we could to vote on more than one resolution in a voting session?

Looking forward to the next Dev Diary!
 
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Storms slowly move across the galaxy, and are unlikely to sit on a single planet for decades unless you've intentionally pinned them in.

(Behind the scenes, they have an initial target system and a speed, and calculate their lifespan based on how long it should take them to get there. Attraction and Repulsion can mess with this, and that's totally okay. Just because it originally "wanted to" go to Alpha Centauri doesn't mean that's where it's going to actually move.)

If they contact another storm, one will be the victor and the other should fade away.

All of @Gruntsatwork 's storms have identical durations because he, like me, is a dirty cheater, and all of his storms were going from Default System 0 to Default System (x). The final tooltips have the durations formatted into years (or months or days as appropriate).
This means no chance for Hybrid-Superstorms ? Or types that can only happen, when to storms Clash?

And will the storms have some sort of a radial strength distribution, like effects being strongest in the Center and faing off to the outer areas?
 
This means no chance for Hybrid-Superstorms ? Or types that can only happen, when to storms Clash?

And will the storms have some sort of a radial strength distribution, like effects being strongest in the Center and faing off to the outer areas?

First thing I'm gonna do when I have the ability to generate and control storms is see how much I can screw with the natural occurring ones like a corgie herding a calf.
 
First thing I'm gonna do when I have the ability to generate and control storms is see how much I can screw with the natural occurring ones like a corgie herding a calf.

I'm not going to do this myself (at least not first) but I'm looking forward to seeing someone complete a 25x crisis, no-scaling, GA run with storm frequency and severity set to max.
 
I'm not going to do this myself (at least not first) but I'm looking forward to seeing someone complete a 25x crisis, no-scaling, GA run with storm frequency and severity set to max.

Really hoping some of our wilder meta tuners figure out a shipless storm based build that can approach it if not do it.
 
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@Eladrin An actual earnest question from me for once - have you found much difference in how storms play based on Hyperlane settings in testing? We'll obviously find out but I do wonder how hyperlanes on the low end might affect our own pathing through storms and game effect.

Related: Will we get a ship toggle to set behavior to avoid or flee storms for pathfinding or automation, or is that built in for our construction ships/science ships based on the existing toggle?
 
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This looks extremely fun, and I plan on committing an unprecedented amount of galactic insurance fraud.

I may be getting ahead of myself, but if psionic empires can create (or are more able to create, or have some special synergy with) psionic storms, that may be just the buff/feature addition needed after Machine Age. Potentially exciting by itself. Also potentially the most thematic buff/addition that could happen.
 
The existing hyperspace storm is being removed. We really didn't like how it played, since it was pure negatives randomly scattered across half the galaxy.

This means that anyone without the DLC simply doesn't have any storms, correct?

The Zroni Stormcaster currently behaves as it did before, as it's a system storm rather than a galactic scale one.

We are considering flipping it around though so it hardens shields and strips armor to make it better match the psionic theme, but that's unlikely to be in the initial releases of 3.13. (Localization lead times.)

Don't flip it around. The current implementation works very nicely with Ion Cannons, while the flipped version would render them worse. I don't want the cool defensive platform to get worse. If you want to make it feel rewarding for psionic empires, maybe make psionic shields immune to the nullification instead?
 
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This means that anyone without the DLC simply doesn't have any storms, correct?



Don't flip it around. The current implementation works very nicely with Ion Cannons, while the flipped version would render them worse. I don't want the cool defensive platform to get worse. If you want to make it feel rewarding for psionic empires, maybe make psionic shields immune to the nullification instead?
That doesn't help much unless you can customize your starbase to make sure it actually uses them.

Perhaps a psionic T-slot anti-shield weapon could be added, primarily to use with the stormcaster? Seems a little niche, but it would work.
 
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