• 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.
Showing developer posts only. Show all posts in this thread.

Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
988
34.661
www.paradoxplaza.com
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.

image6.png

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.

image7.png

image4.png

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:

image10.png

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.

image5.png


image12.png

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.

image11.png

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

image13.png

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.

image1.png

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.

image3.png

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.

image2.png

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.

image9.png
image8.png

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!

 
  • 50Like
  • 9
  • 5Love
  • 3
Reactions:
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.
 
  • 25Like
  • 8
  • 3Love
  • 3
Reactions:
That doesn't make the slightest bit of sense when habitats and ring worlds - literal artificial worlds - do not get such a penalty.

Just say it's "balance".

Ringworlds have complete crafted ecosystems. Habitats start with terrible habitability.

In my view, these take a functional natural ecosystem and cull it to their idea of perfection, which isn't actually great for it. Much like the insect diversity of American lawns vs. natural meadows full of local wildflowers, or the environmental effects of reintroducing wolves to certain areas.

Makes for a great garden or golf course though.

Now, it's not necessary to have such a cynical view of the Planetscapers - we try to let you decide the motivations of your empire. Our CD lead views them more as zen gardeners than the galaxy's biggest and most destructive HOA.
 
  • 8Haha
  • 3Like
  • 1
Reactions:
I highly doubt it can be used on artificial worlds.

Cultivated Worldscaping can be performed only on the nine natural world types, plus gaia worlds. Make sure you do it before you upgrade to an ecumenopolis.

Given that it has game start conditions you probably have to start with it

This is correct, Planetscapers is a fixed civic.

But what is custodians cooking in new update?

Next This week's dev diary will include a bit on some of the things the Custodians have been up to, before the release notes.

They're looking at larger things right now though, I expect we'll be talking a lot about them after Grand Archive releases.

Edit: Time is hard.

Here's a preview as penance:
1725434092389.png
 
Last edited:
  • 4Like
  • 2
  • 1Haha
Reactions: