• 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 #352 - Stellaris 3.13 'Vela' Improvements and Preliminary Release Notes

Hello everyone!

The Cosmic Storms Mechanical Expansion is nearly here, so today we’ve got preliminary release notes and some of the Custodian changes.

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

Changes to Planetary Resource Deposits​

As part of the Custodian changes in 3.13 ‘Vela’, we’ve made some changes to how some planetary deposits for rare resources are handled.

The deposits that previously gave access to Crystal Mines, Gas Extraction Wells and Mote Harvesting Traps buildings, now instead increase the number of mining districts available on the planet and, after researching the technology to extract the relevant resource, add a small amount of resource production to miners on that planet.

dd352_image_01.png

Additionally, we’ve buffed the Betharian Power Plant to increase the energy produced by Technician Jobs.

image15.png

Penal Colonies & Thrall Worlds​

Much like how Resort Worlds were updated earlier this year, we have taken the time to revisit both Penal Colonies and Thrall worlds.

Penal Colonies now both reduce crime across your empire while giving access to unique Prison Industrial Districts. These allow you to employ worker strata pops to produce alloys and consumer goods.


dd352_image_02.png

Thrall Worlds on the other hand have taken inspiration from the countless examples across science fiction of elite battle thrall armies and give access to the Battle Thrall District. Armies trained on a Thrall World will start with additional XP and Battle Thrall jobs will increase the damage your armies do.

dd352_image_03.png

Preliminary Release Notes​

And now, on to the release notes.

Cosmic Storms Expansion Features​

  • Eight dynamic new storm types:
    • Electric, Particle, Gravity, Magnetic, Radiant, Stardust, Shroud, and Nexus storms
  • New Origin: Storm Chasers
  • Three new Civics
    • Astrometeorology
    • Planetscapers
    • Storm Devotion
  • New Ascension Perk: Galactic Weather Control
  • Weather Forecast Map Mode
  • Two new Precursors
    • The adAkkaria Convention of Benevolence
    • The Inetian Traders
  • New Technologies and Buildings
  • New Planetary Deposits, Modifiers and Anomalies following Storm Aftermaths
  • New GalCom Resolutions and Edicts
  • New Events and Anomalies

3.13.0 Patch​

Improvements
  • Update to Thrall Worlds, adding two new slave-focused districts, Battle Thrall Jobs, and improvements to tooltips and theme
  • Update to Prison Worlds - adding two new penal-focused districts, five new jobs, and improvements to tooltips and theme
  • Xenophobe ethics now swaps to providing pop assembly when appropriate
  • The location of empire-scope special projects will move to the new capital if the empire’s capital changes
  • Gestalt Empires are now allowed to decide on their land appropriation policy, and are no longer forced to populate every planet
  • Corvee System now gives -15% resettlement cost for Individualist Machines
  • Standardized volume of all advisor VO lines
  • War allies will be able to use wormholes, hyper relays, and gateways in each other's territory even if their borders are closed
  • Removed the galaxy-wide Space Storm introduced in 2.7 “Wells”

UI
  • Updated the megastructure selection UI
    • Improved tooltips in the megastructure selection UI
    • When selecting a location for Arc Furnace stage 1, the tooltip shows the number of deposit sites in the system
    • When selecting a location for a Habitat Central Complex, the tooltip shows orbital capacities in the system
    • Fixed tooltip not showing when selecting a location to build a megastructure
  • Map icons in galaxy and system view no longer truncate the resource amount when between 0 and 1
  • The tooltip that mentions if a civic is locked is now red instead of orange
  • Enabled mouse scrolling in the research completed window
  • Extended the minimum width of the "Veteran Level Reached!" window in case too few options are available to choose from
  • Fixed some overlapping UI in the Empire Creation screens
  • Fixed position of "Cross-platform play" checkbox on MS Store
  • Updated the Map Modes UI
    • The Players map mode is no longer available when observing in singleplayer
    • The Players and Trade Routes map mode buttons are now disabled instead of hidden when they're unavailable
    • Fixed Players mapmode not graying out AI empires in some cases
    • The Unions map mode is now a regular map mode instead of a toggle

Bugfix
  • Fixed the placeholder icon for the diplomatic message to request to join the galactic imperium
  • Made AI capable of building planetary shields
  • The Chthonian Planet, Extensive Moon System and Carbon World modifiers will now only add their mineral deposits to the planet the first time they are surveyed instead of every time they are surveyed
  • Corrected tooltip and loyalty effects for the Ministry of Acquisition
  • Individualistic Machine empires should no longer get an event intended for Organics
  • Fixed the Nanite Intercessor being present in ship previews in the empire creator
  • Fixed cyberpunk advisor lines for council agenda ready and council agenda available notifications
  • Fixed fleets' cloaking strength sometimes not updating when ships' cloaking strength changes due to modifiers
  • Fixed juggernauts not showing the fleet bombardment button
  • Election auto pausing and unpausing now functions like other event pop ups
  • Removed the double modifiers for Defense platforms from Ancient Shield Overcharger
  • Removed serviles from the can_think trigger due to unintended knock on effects
  • If an arc furnace is built around a potential Contingency Hub, when the planet becomes their hub, the arc furnace is correctly destroyed
  • Fixed uncovered deposits not being removed when an arc furnace is destroyed
  • Colossus special project will reward the original country that started the project instead of the current planet owner
  • Leaders who are researching an anomaly or project or on cooldown can be assigned to the council
  • Roccan Resistance and Free Peoples of the Fall genders changed from indeterminate to default
  • The species of planetary defense armies will get updated after species modification
  • AI empires will select ethics required by their origin
  • All starbase types now explode when destroyed instead of blinking out of existence
  • Fixed numerous instances, such as when establishing an embassy, where the game would load the countries home planet instead of their capital
  • Game should no longer crash when an empire you had a trade deal with is destroyed during a war
  • Various Out Of Sync fixes
  • War allies will be able to use each wormholes in each other's territory even if their borders are closed

Modding
  • Implemented "on_storm_encountered" on_action when a country is affected for the first time by a new storm
  • Added on_storm_entered_system on-action
  • Added on_storm_left_system on-action, for when a cosmic storm has left a solar system
  • Added support for generate_random_name = yes to the spawn_planet effect
  • Refactored Arcology industrial districts into Inline Scripts
  • Replaced all "has_authority" checks with scripted triggers making it easier to add new authorities
  • Added the awakening_not_allowed country flag that blocks fallen empires from awakening
  • Added the keep_deposit_on_terraform deposit flag to make sure deposits don't go missing when you terraform
  • Added "visible" trigger to map modes
  • Added "tutorial" member to map modes
  • Added is_infertile trigger
  • Added support for displaying comma and period as hotkeys in button tooltips
  • Added planet_crime_floor_add modifier that sets a minimum level of crime on a planet
  • Added fail trigger for special projects + documentation
  • Added 'mod_name_affix' to create_species effect
  • Added num_asteroid_belts trigger to check the number of asteroids in a system
  • Added game rules for founder_species_uses_growth_speed, founder_species_uses_organic_assembly and founder_species_uses_assembly
  • Added game rule to force visibility on fleets for a specific system

Next Week​

With the release planned for next Tuesday, our next expected dev diary will be on September 19th.

See you then!

 
  • 56Like
  • 20Love
  • 3
  • 2
Reactions:
Will the Cosmic Storms affect space fauna?
Will they affect tame space fauna (Dragons from "Here Be Dragons" origin, Ether Hatchling, Tame Space Amoeba)?
 
  • 5
Reactions:
While it may make more sense, we figured it would feel too limited when you might want to use things like Xenomorph or other special armies (which we can assume undergo special training on your thrall worlds training alongside your Battle Thralls).

Edit: @Gruntsatwork points out this sounds like a movie plot.
I assume Gestalt Machines can't use Thrall Worlds? Having a 250% damage boost to Cybrex Warforms sounds hilarious. Especially coupled with The Library buff and as much repeatable tech rushing The Reapers could ask for
 
@Eladrin Do the changes to planetary strategic resources deposits apply to habitats as well?
 
Like changes for penal worlds, but will there be changes for crime calculation? Right now any multiplicative bonuses are pointless, since they are applied after enforcers. Would be nice to have other way round, so the penal world could acctualy lower need of enforcers on other worlds.
 
  • 4
Reactions:

Penal Colonies & Thrall Worlds​

Much like how Resort Worlds were updated earlier this year, we have taken the time to revisit both Penal Colonies and Thrall worlds.

Penal Colonies now both reduce crime across your empire while giving access to unique Prison Industrial Districts. These allow you to employ worker strata pops to produce alloys and consumer goods.


dd352_image_02.png
Thrall Worlds on the other hand have taken inspiration from the countless examples across science fiction of elite battle thrall armies and give access to the Battle Thrall District. Armies trained on a Thrall World will start with additional XP and Battle Thrall jobs will increase the damage your armies do.

dd352_image_03.png
Wait, Battle Tralls give +5% assault army damage each? And you can have multiple Thrall-Worlds? Isn't that a little much?

Or are Thrall-Worlds restricted like the other special colony types and you can have only one per empire?

Also, can you shift the industrial jobs on penal industrial districts?
 
Last edited:
No balance changes to the overpowered features from the previous DLC is disappointing. I guess Genetic and Psionic ascensions will be unusable for at least one more DLC interval.

Unless ones exclusively plays competitive multiplayer, I don't see how they are in any way unusable.
Anyway, it would be a waste if they did some number changes instead of having these two be a focus on a future DLC, and the devs did state that good reception of Cybernetic and Synthetic Ascension overhauls justifies the other two Ascensions getting similar overhauls (they also warned that they are unlikely to come together as they are thematically way too different than Synthetic and Cybernetic are).
 
  • 7
  • 5Like
Reactions:
Love the changes to unique worlds! Have the technologies been adjusted? In my experience thrall and penal worlds get researched very late into the game meaning there's little time to benefit, and no free worlds to set up as either.
 
  • 5
Reactions:
Unless ones exclusively plays competitive multiplayer, I don't see how they are in any way unusable.
Anyway, it would be a waste if they did some number changes instead of having these two be a focus on a future DLC, and the devs did state that good reception of Cybernetic and Synthetic Ascension overhauls justifies the other two Ascensions getting similar overhauls (they also warned that they are unlikely to come together as they are thematically way too different than Synthetic and Cybernetic are).

I do only play multiplayer. Not competitive, but it still just feels bad to pick objectively worse options than my friends.

Number changes aren't a waste, what's a waste is having those two ascensions be so much worse for a long time instead of just doing some quick number changes as a stopgap until they get proper expansions. Things gets rather samey when all the good options are robotics-related.
 
  • 5
  • 4
  • 2Like
  • 2Haha
Reactions:
Thoughts on adding Thrall or Penal habitat designations? I'd love a Prison habitat myself, or even a Resort habitat!
 
  • 8Like
  • 1
  • 1
Reactions:
The penal metallurgist has a base consumption of 3 minerals and a base output of 1.5 alloys.
Is it just me, or does this seem counter to the theme?

The basic tradeoff is that the job has half as much throughput, in exchange for benefitting from worker/slave modifiers. This means it's an extremely uphill battle for this to outperform normal metallurgists from a pop-efficiency perspective, but doable.

But the way it outperforms normal metallurgists is by being more mineral-efficient - a normal metallurgist has anywhere between 100% to 33% more base (multiplicative) output depending on your level of forge building, so unless you have absurdly high slave output modifiers compared to metallurgist output modifiers, making your alloys on a non-penal world will result in more alloys, at the cost of using more minerals.

But if I have high worker/slave output modifiers, that necessarily means I have extremely efficient miners who can produce tons of minerals, and I am therefore uniquely interested in a job that is mineral wasteful but produces more alloys.

It all just feels backwards - it would be better thematically and better fit the slaver playstyle if penal industrial worlds had the potential for higher raw output, at the expense of being less mineral efficient, not the other way around.
 
  • 5
  • 2Like
  • 2
Reactions:
We do not have plans to decrease the general power level of the features of The Machine Age.
Personally I somewhat agree with the criticism voiced here that synthetic ascension getting modularity traits, seemingly as an afterthought while for machine empires it's a core focus, feels weird both thematically and mechanically.

And it tips the scales a bit too heavily in favor of the physical ascension path, leaving the virtual one in the dust (modularity traits are much stronger compared to the virtual focus policy).

I would definitely not mind seeing that revisited somehow, perhaps with physical and virtual authorities both getting somewhat different bonuses instead of just borrowing from machine ascensions.
 
Last edited:
  • 6
  • 3
Reactions:
So, I really love the changes to thrall world and Penal colony, but will the techs be made more common? I can't remember the last time i saw either of the required techs..
 
  • 4Like
  • 3
Reactions:
@Eladrin or really any other PDX script dev, How does the 'mod_name_affix' and generate_random_name = yes effects work?

Does it functionally revert Random species names to be on Species class, or with that affix, instead of Species namelist?


In the current version of the game when creating an empire it breaks the simplicity of just going down the list to create an empire, since you need to skip naming the species (which I like doing randomly), click a namelist, then move back.


Importantly for me, It also breaks ensuring modded species using their proper name when generated randomly!

It's is minor issue for non-modded games (just a re-ordering issue if you don't want to revert it), but if I want Kitsune or any modded species based of a specific creature/character, I have to disable their ability to randomly generate which makes me really sad.

I mentioned it to LadyDzra, but didn't see a direct reversion in the prelimenary patch notes!

Please explain the above if you can, and possibly even revert the species name change made in 3.12.

Thank you!