• 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:
I suppose the change to strategic resource deposits works around the issues with limited job availability and competing for valuable building slots, but it also feels like it'd incentivize paving over Gaia worlds with mines.

Will there be changes to the refinery side of those resources? (for Ancient Refinery non-havers)
 
Freaking great rework of both prison and thrall worlds. And the rare resource changes are quite a pleasant surprise, too! Curious about how refineries and mining guilds will change to adapt to those modifications (or if they will change at all).

A bit bummed to see that the next custodian patch will have to wait until after the Grand Archive is released, tho.
 
  • 1Like
Reactions:
A bit bummed to see that the next custodian patch will have to wait until after the Grand Archive is released, tho
It is probably a major rework of something, maybe pop growth mechanics, or starbase templating, or genemodding/species management, who knows, but I am quite excited for it, it is certainly big.
 
  • 9
Reactions:
I really like all of these changes. 10/10

Just wondering, will this make it to where you can have city/industrial districts on a planet and still be able to convert it to a thrall world/penal colony?
If the answer is yes, will industrial districts convert into battle thrall districts?
 
Also, BUFF TO SLAVERS!
It’s what we’ve been asking for!
Thanks PDX! :)
 
Last edited:
  • 1Like
Reactions:
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 (the virtual focus policy is much weaker than modularity traits).

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.
I'm just sad that the game had a very brief glorious period where the game timeline actually made sense, the end game existed, and it just worked... immediately followed by a patch that slapped +60% resources from jobs on almost everything before you hit mid game. And the official position is that there are no plans to reduce the power level of any of the new stuff.
 
  • 9
  • 2
  • 1Like
  • 1Haha
Reactions:
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.
Well payed, educated Specialists should be more (Pop) efficient than people who have to be forced.
It would feel very backwards If someone who barely knows what they are doing would be better at something (because of the whip behind them) then someone who knows the ins and outs of the machinery and is motivated.
 
  • 2
  • 1Like
Reactions:
On Penal Colonies: they look powerful, but only for empires that have lots of tech already.

The metallurgist's net output is +3 (+1.5*4-3). That makes it one of the weakest jobs in the game. To make it equal in efficiency to a default metallurgist, you'd need +50%, plus another +20% for every +10% the default gets. Ex. Default with +10% makes +7.2, so the slave metallurgist needs +70% (1.5*1.7*4-3=7.2) to match.

But once you add supporting buildings and Superior Alloy, the slave metallurgist only needs +15% and another +12% for every +10% the default gets. And that's extremely easy to beat: Domination, Iron Fist, and Ruthless Developer will drive your output through the roof. Not to mention, the designation providing +10% output instead of reducing upkeep.

The only issue is the low total volume of the jobs you can produce. I'd almost rather the crime reduction got completely removed, in favor of letting you make as many as you wanted.
 
  • 2Like
Reactions:
Well payed, educated Specialists should be more (Pop) efficient than people who have to be forced.
It would feel very backwards If someone who barely knows what they are doing would be better at something (because of the whip behind them) then someone who knows the ins and outs of the machinery and is motivated.
I believe what he was proposing was that the worker metallurgist be less efficient overall, but that the inefficiency come from extra waste: higher mineral upkeep, but the same (or almost the same) output.

Ex. +3 alloy, -9 minerals (for net +3 value) instead of +1.5 alloy, -3 minerals (for net +3 value).

Thematically: they're worse at their job, but you work them harder. Same throughput, but more wasteful.

I think the change already does a bit of that (+10% output instead of -20% upkeep from designation), though.
 
  • 4Like
  • 2
Reactions:
  • 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

:mad: So now I have even less reasons to spare the AI, great. (I'm being half facetious, but I loved letting the AI get cracks at these for a novel important mineral world)

Love the Strategic Resource changes, btw.
 
Last edited:
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.

How about habitats built on planets with these resources?
 
  • 1
Reactions:
Well payed, educated Specialists should be more (Pop) efficient than people who have to be forced.
It would feel very backwards If someone who barely knows what they are doing would be better at something (because of the whip behind them) then someone who knows the ins and outs of the machinery and is motivated.
you say your workers are "motivated", but my slaves are the ones working 18 hour shifts

More seriously, slaves have always been more pop-efficient at the jobs they have access to. The catch is that they don't have access to a lot of important jobs without Indentured Servitude (which forfeits the slave modifiers).

I think it makes more sense for both gameplay and roleplay if whipping the slaves harder forced them to outproduce the trained professionals (while also wasting a lot more material because they don't know what they're doing), rather than allowing them to match the production of a trained professional while somehow only using half the input materials.

The whip is for motivating workers, not inspiring them to make breakthrough discoveries in efficient nano-metallurgy!
But once you add supporting buildings and Superior Alloy, the slave metallurgist only needs +15% and another +12% for every +10% the default gets. And that's extremely easy to beat: Domination, Iron Fist, and Ruthless Developer will drive your output through the roof. Not to mention, the designation providing +10% output instead of reducing upkeep.
Given Penal Colonies is a rare T3 society tech with an additional 0.25x modifier if you don't have a curator/statecraft scientist on your council, this unlocks at a pretty similar time to a Ecumonopolis (gated behind a very common T3 engineering tech, plus an AP and 10 year construction time).

While thematically slave workshops are pretty low-tech, in reality they're competing with Ecumenopolis Capitals. How do they compare?
I think the change already does a bit of that (+10% output instead of -20% upkeep from designation), though.
The designation is something I didn't consider - if we can't have forge/factory penal colonies, that will definitely make them more annoying to work with.
Having just gone out of my way to replace a bunch of specialists with 0 CG upkeep slaves, what am I supposed to do with all the consumer goods? My ruling strata can only eat so many iPhones.
 
  • 4
Reactions: