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Stellaris Dev Diary #351 - Storm Chaser Origin, Civics, and Precursors

Hi everyone,

Today, we’ll review the Origin and Civics of the Cosmic Storms Mechanical Expansion and provide some information about the new Precursors (without spoiling everything!)

Cosmic Storms is going to be released on September 10th.

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

Storm Chasers​

Don’t make unnecessary journeys, don’t take risks on treacherous roads, and don’t swim in the sea! This is PDX_Ferry, braving the winds to deliver you a report on the new "Storm Chasers" Origin. For those who thrive on danger and yearn for the thrill of the unknown, this Origin was designed with you in mind.

Start your game as a civilization that has always sought out the extremes. Born on a world ravaged by relentless storms, the Storm Chasers are daredevils and thrill seekers who push themselves to the limits and beyond. They’ve grown strong and daring, turning their chaotic environment into a crucible of innovation and tenacity. But when every storm has been weathered, and every mountain has been climbed, where does an enterprising thrill-seeker turn next? The answer, of course, is the stars.

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The screenshot above was taken from the new pre-scripted empire Yatunan Radicals, which starts with the Origin and a couple of storm-related Civics. While not driven to outmatch others in acts of bravery, hive minds, and machine intelligences may also want to test themselves with this Origin.

From the very beginning, your empire will be propelled into the thick of the DLC’s content, facing down cosmic phenomena that would make even the most seasoned explorers hesitate. Yet, with great risk comes the potential for great reward.

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This Origin is designed to quickly get you into the think of the DLC's action. At game start, your Empire is thrown into the Stormfall situation:

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With early access to storm manipulation technology and by starting in a system with unique conditions to kickstart a storm, the Storm Chasers have the first opportunity to unleash a storm. From there, the Origin's storyline includes a gauntlet of Challenges, and the chance to summon "the Big One." What's left of your civilization in the aftermath rests entirely in your hands (or tentacles!)

So be warned – this is not a path for the faint-hearted. The thrills your people have chased for centuries pale in comparison to the cosmic tempests that await you in the void. Will you harness these forces and lead your empire to greatness, or will you burn out in a blaze of glory? The choice, as always, is yours.

Do You Know What Happens to a Blorg When It’s Hit by Lightning?​

Hello there xeno-freshmen, could we interest you in Astrometeorology 101?

As the first of the three new civics coming in Cosmic Storms, Astrometeorology focuses on the science behind the storms. It grants you a new building, the Astrometeorology Observatory, which in turn gives you Astrometeorologist jobs.

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You can build one of those fine institutes per planet and their jobs are similar enough to normal researchers with a slight focus on physics. However, their true potential shows itself only when the Observatory can behold a storm from up close.

In addition, the council position further boosts the job output by up to 20%.

What, you prefer something more societal? Maybe have a look at our second new civic then.

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The spiritualistic mirror to Astrometeorology, Storm Devotion gives you access to the Storm Summoning Theater, with its Storm Dancer jobs.

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In addition, those devoted to Storms also bear this mark as a new species trait called “Storm Touched”, which further boost all pops while inside of a storm. As if that weren’t enough, the Council Position for Storm Devotion reduces the upkeep of all Storm Buildings.

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Storms this, Storms that, is there anything for people who’d rather not see the word Storm plastered over all of their buildings?

Absolutely, let’s talk about Planetscapers.

Planetscapers are the complete opposite of Environmentalists. They want every planetary blocker gone, natural accidents have no place in their carefully planned garden utopias.

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You yearn to make all these rugged, overgrown planets into something beautiful and pristine. For some, Mastery of Nature is enough, but your need requires something more drastic, something more impressive.

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As you expand, every world with natural blockers that you colonize will allow you to quickly unlock more ways to remove those eyesores.

IT IS A CELEBRATION | PAIN | RAGE | GRIEF | FEAR​

You get a Precursor and you get a precursor, everyone gets a precursor!

We have two new Precursors for you all to experience.

The adAkkaria Convention of Benevolence and The Inetian Traders, both steeped in Storm Lore, with several archaeology sites and special projects to progress through as you uncover their secrets, diggin’ deeper into what sorts of empires would meddle with storms so devastating they are notable on the cosmic scale.

So without giving out too many spoilers, from their names at least you know they were benevolent people and peaceful traders with little chance for tragedy.

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Next Week​

Next week we’ll have the preliminary release notes for the 3.13 ‘Vela’ update and Cosmic Storms! It’s almost here!

See you then!

 
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We have two new Precursors for you all to experience.

The adAkkaria Convention of Benevolence and The Inetian Traders, both steeped in Storm Lore, with several archaeology sites and special projects to progress through as you uncover their secrets, diggin’ deeper into what sorts of empires would meddle with storms so devastating they are notable on the cosmic scale.
Bleh. I'll wait until I see them in-game but I was hoping that the precursors would be more 'generic' and not "This is the Storm DLC precursors!!". :(

I guess the benefit of Baol/Zroni being in Ancient Relics was that the only gimmick Paradox felt they had to be tied into was archaeology.
 
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I find it strange that the storm rider trait does not give anything to leaders piloting a ship in the middle of a cosmic storm.
 
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Is there any reason why creating a near perfect world would add a 20% habitability penalty? Doesn't sound very perfect to me.

Mastery of Nature is a weak pick to begin with in my opinion, so I don't see the point in creating an "upgrade" that makes planets worse.
 
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Is there any reason why creating a near perfect world would add a 20% habitability penalty? Doesn't sound very perfect to me.

Mastery of Nature is a weak pick to begin with in my opinion, so I don't see the point in creating an "upgrade" that makes planets worse.
Because it's artificial and not natural
 
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Will this DLC come with a custodian/balance update?

It would be nice if some of the overpowered stuff from Machine Age got reined in a bit so the Genetic and Psionic ascensions don't remain absolutely worthless in comparison.

Just adding a tech requirement for taking Synthetic Age as a machine empire would help a lot. The fact that all you need is to rush unity, which is very easy since unity wasn't rebalanced along with tech, makes it extremely easy to get those super-powerful ascensions right at the start of the game. The Synthetic ascension for biological empires at least takes a while to get to.
 
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Is there any reason why creating a near perfect world would add a 20% habitability penalty? Doesn't sound very perfect to me.

Chaotic influences like bees are not acceptable in our perfect garden.

The intent is the feeling that Planetscapers are not coexisting in a natural sustainable ecosystem, they are bending the planet to their will.
 
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Bleh. I'll wait until I see them in-game but I was hoping that the precursors would be more 'generic' and not "This is the Storm DLC precursors!!". :(

I guess the benefit of Baol/Zroni being in Ancient Relics was that the only gimmick Paradox felt they had to be tied into was archaeology.
Yeah, it really feels like tying all content to a DLC gimmick makes them feel a bit one-note, something to play once then forget about.

It's the same with Toxoids, it really sucks not being able to play as a medieval-themed knightly order without being saddled with the "toxic god" storyline.
 
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Yeah, it really feels like tying all content to a DLC gimmick makes them feel a bit one-note, something to play once then forget about.

It's the same with Toxoids, it really sucks not being able to play as a medieval-themed knightly order without being saddled with the "toxic god" storyline.
I agree with that. I would request that as a custodian enhancement to Toxoids that they modify and give the ability to play a knightly order without that origin.
 
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Planetscapers sounds like they have the potential to be very strong, specially if in a build that focuses on society research as to get the unlocks faster. Even without then having those techs as additional research options means that you can bee-line much more efficiently, if theres something specific in that tree your looking for
 
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Absolutely, let’s talk about Planetscapers.

Planetscapers are the complete opposite of Environmentalists. They want every planetary blocker gone, natural accidents have no place in their carefully planned garden utopias.


You yearn to make all these rugged, overgrown planets into something beautiful and pristine. For some, Mastery of Nature is enough, but your need requires something more drastic, something more impressive.


I think it would be neat if Scrapped Planets (wit no natural blockers) or at least Cultivated Worldscaping gave Unhappiness penalty to non-Planetscrappers pops. After all who would like to leave in a completely flat and feature-less landscape (like Saskatchewan ;P)?
 
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Bleh. I'll wait until I see them in-game but I was hoping that the precursors would be more 'generic' and not "This is the Storm DLC precursors!!". :(

I guess the benefit of Baol/Zroni being in Ancient Relics was that the only gimmick Paradox felt they had to be tied into was archaeology.

I agree, and it's similar to how it was a bit uninspired that everything in the Toxoids DLC was just "Toxic (thing)". It's usually better to incorporate the new theme and mechanics in a way that's more nuanced, and less explicit and forced. The devs are obviously aware of this judging by the comment about having something for players that don't just want to see "Storm" put in front of everything. Hopefully both new precursors aren't entirely about storms.
 
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