• 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:
Really? I see them take over big chunks of the galaxy whenever they actually get to awaken without half a dozen vultures ripping them apart
I have never, ever, ever seen this behavior. At most, they declare war a singular time, against a genocidal empire. And even then it's a maybe-possibly.

Sure you're not just thinking of the War in Heaven?
 
  • 2
  • 2
Reactions:
I have never, ever, ever seen this behavior. At most, they declare war a singular time, against a genocidal empire. And even then it's a maybe-possibly.

Sure you're not just thinking of the War in Heaven?

We're talking about the like 15-20 year period between awakening and WiH, and them not making any major moves, right? In that case, yeah, I haven't really seen them make major moves rolling their neighbors, but I'm chalking that up to the rest of the field being GA No-Scaling DAAM-On and usually in Federation/Overlord configs - small window of time with a higher threshold to clear on it being a cakewalk for the AE.

Honestly, what is the behavior supposed to be like at this point, because I'm mostly only seeing similar to you but am not especially put out by it with WiH, Grey Tempest and Crisis all potentially being active at the same time in the worst case.
 
Bugfix
  • 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

I genuinely thought that this was a feature (not a bug) so these planets would grow in value during the game.
(I didn't realize it was being triggered by being surveyed, I just assume it was a random event for the yield to increase).

Kinda sad it's being removed actually; thought it was neat.
 
  • 1Love
Reactions:
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.
THANK YOU SO MUCH I LOVE THIS
 
  • 6
Reactions:
Will the minerals from mining jobs techs now also increase the special resource output or has this been left unchanged? This change potentially makes it so that, depending on how many mining districts a planet would otherwise allow, planets with these special features may produce much less of those resources (looks to be a minimum of 1.2 assuming all 3 mining districts are built and mining jobs are filled with no other bonuses to special resource output)
 
I'm undecided on how the Strategic Resources will play out. Guess I'll just have to play a few games with it to see. I do like me some Rural worlds. Wonder how the Ancient Refinery was changed, and if the Nanite Transmuter was as well.


But I am very decidedly down on the Thrall World/Penal Colony changes for two reasons: The empires where I REALLY WANT THEM never roll them before midgame-2300-, and they are still 3 different techs. Can Resort/Penal/Thrall be condensed down to one, or at the very least have an short agenda attached to them? It always seems like I can roll the Neurochips by 2030, but never Thrall Worlds until 2300 even if I am aiming for it when playing Necrophage.
 
  • 1Like
Reactions:
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.

Exactly how I was hoping to see this handled. Thanks!
 
I have never, ever, ever seen this behavior. At most, they declare war a singular time, against a genocidal empire. And even then it's a maybe-possibly.

Sure you're not just thinking of the War in Heaven?
Last time I recall AEs actually being a threat was in 1.9. Not for lack of AE fleet power either. They just don't ever seems to DO anything anymore.
 
  • 2
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.

Katrak 7651, of the Katrak district of the thrall planet Koloth, had prepared all their life to serve the Ascended Crowned King. They had pride in their heart and unyielding devotion to the King and their court, and today they were going to face the last training routine before being sent to fight the enemies of His Royal Majesty the King of Kings. They and all their platoon, with whom he had trained for ten years, were given all the last tech weapons available, with live rounds of every type, and sent into an arena where they would be tested in advance maneuvers against another group of candidates for a spot in the Imperial Army, all while being watched by a group of military scientists from the Capital.

And so, 7651 went in with his friends and brothers in arms. After a quick survey of the carefully curated urban battlefield, they were confused, there was no other thrall in the whole arena, no enemy to fight against… and then, out of nowhere, a creature emerged and attacked one of the thralls, turning him to shreds in an instant. It was a being with many eyes, full of appendages that ended in razor-sharp claws, it didn’t have a mouth, and it looked terrifying like it was crafted to be the scariest creature in the galaxy.

The thralls opened fire immediately, but the creature’s skin was almost immune to bullets, lasers, and explosive rounds. The thralls, being the most disciplined soldiers in the galaxy, stood their ground, using every tactic they could think of, but ultimately being taken one by one until not a single one was left… 7651 was the last to fall, and he did so with an explosive belt which he hoped would end the creature with him; even being the last one of his platoon, and not being an official soldier yet, he behaved like it was expected of a loyal servant of the Ascended King, fighting to the very end.

The military scientist marked in their holo-screens a green checkmark next to the phrase "Combat ready", and then they proceeded to drink and celebrate the creation of another successful xenomorph that would destroy the enemies of the Empire without fear or mercy, the thralls, without being aware of the fact, had fulfilled their purpose.
 
  • 3Haha
  • 2Like
Reactions:
I hope to see some changes in the future regarding habitats. I think that the way the AI uses them and how freely they can be built negatively affects the late game.
 
  • 1
  • 1Like
Reactions:
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.
Yup. There's always pushback against anything that reduces the power fantasy, and it's clear that overpowered features are simply popular with most people, but it's still disheartening after we just had a patch that aimed to rein things in a little.

With Extreme tech cost scaling (on Admiral or Grand Admiral) and 1.5x Tradition costs I find that the pacing of the game is decent though. So my main problem is just with the power disparity between the mechanical ascension paths and the non-mechanical ones.
 
  • 2
Reactions:
Is it safe to assume the Refinery World designation now also increases the amount of rare resources that miners produce?
The existing Mining World designation already does this:

  • +25% Mining District build speed
  • Miner +25% Miner and strategic resource gatherer output
 
  • 2
Reactions: