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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.

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

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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.


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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.

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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!

 
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Whilst I think thats an interesting concept, what you are proposing is that we should get miners without any investment into building mines.....

No, Miners would require that you build Mines.

Gatherers -- people who gather an abundant resource -- would just be there for the cost of tech research when you settle the planet.

Make it a colony Decision with a cost if there must be some resource expenditure, but don't attach those resources to Miner jobs when there are some empires which don't need nearly as many Miners as other empires.


Also, it can still be interesting. It increases the importance of mining district slots massively, which makes sense.

No, that part makes no sense at all. That's the part which needs a justification and currently has none.


I still think it's kind of funny that egalitarians (or at least fanatic ones) even have access to penal colonies in the first place as they are right now, because the flavor text surrounding them (and the artificial moral codes tech) seems pretty questionable for such a society. I mean, labor camps, really? How do you rationalize that?

IMHO a Penal Colony should push you towards the Authoritarian ethic.

It should be an option for non-Fan Egalitarians, but not a good idea for them -- their major Egal faction should oppose it, and it should generally harm that faction's membership numbers if you run one for a long time -- but it should be an option just in case you need that short-term worker enhancement (e.g. if you conquered a bunch of Serviles or Nerve-Stapled pops and you just need to push through to Synth Ascension to save them from their DNA).

But yeah a Penal Colony should not be a happy & harmonious decision for an Egalitarian.
 
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Once upon a time, there was a suggestion that the three different types of refinery jobs should use different raw materials for different strategic resources. Minerals for crystals, food for gasses, and energy for volatile motes. It would reduce the over-reliance on minerals and give a new use for food and energy credits.

It would be consistent if a similar distinction was also made for the extraction of the resources. This would not contradict the descriptions of the strategic resources (see the link above), and could also make sense for the deposit feature descriptions.

The three strategic resources' corresponding technologies should then also be distributed evenly across the three technology areas, matching the technologies that increase production of resources that can be refined into strategic resources. For volatile motes, this is already the case as those technologies are in Physics, together with the technologies that boost energy production. The same goes for rare crystals, currently in Engineering together with the mineral production boosters. Only exotic gases would need to be relocated, from Engineering to the technology tree where the food production boosters are located - i.e. Society (Biology).

(Moving those two technologies from Engineering to Society would also slightly improve the content balance of the tech trees.)


Having food produce one of the rare resources would have the unfortunate side effect of forcing non-food using empires to either have almost none of that resource, or to produce a vast amount of wasted food.
 
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Having food produce one of the rare resources would have the unfortunate side effect of forcing non-food using empires to either have almost none of that resource, or to produce a vast amount of wasted food.

Yeah, food into gas should be ONE option, but not the default, and certainly not the only option.

yeah, at least minerals and energy are universally useful

True, but there's a disconnect because energy does not equal Technicians, and minerals do not equal Miners.

There are plenty of empires which use very few Miners -- a Catalytic Overlord for example, or anyone who lucks into a bunch of amazing Arc Furnace systems.
 
Having food produce one of the rare resources would have the unfortunate side effect of forcing non-food using empires to either have almost none of that resource, or to produce a vast amount of wasted food.
Why would there be "a vast amount of wasted food", if food is used to synthesize the rare resource?
 
Having food produce one of the rare resources would have the unfortunate side effect of forcing non-food using empires to either have almost none of that resource, or to produce a vast amount of wasted food.
Theoretically you'd still need that food for the refineries, as well as for the bio-reactor. Perhaps empires that don't use food should have higher throughput of exotic gases, seeing as they can afford to convert all that food into other resources.

Actually, now that I think about it, there is already precedent in this, seeing as the advanced bio-reactor already makes farmers produce a little bit of exotic gases.
 
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Actually, now that I think about it, there is already precedent in this, seeing as the advanced bio-reactor already makes farmers produce a little bit of exotic gases.

I like the advanced bio-reactor as an option.

The energy generation is a bit weird and inefficient, but the idea of reducing food in trade for exo-gas is good.


I would hate it if that was the only way to generate gas.
 
After thinking about it for a bit, I think getting rare resources as add-ons from miner jobs rather than as dedicated extractor jobs may work better than it first appears. Without the upkeep-free extractor jobs, you will have an increased demand for minerals - as upkeep for a few extra refiners. You don't want to look at it as working miner jobs just for the rare resources and wasting all the minerals output, but as the bonus output offsetting how many refineries you need to build & staff. You'll end up saving a couple building slots across your empire and having more control over where they're used, since refineries aren't restricted by planetary features.

Aye, that might need a bit of a rework. Either turn it into a regular tech instead of rare or make it a bit more accessible (lower tech tier, unlocked by traditions like Domination, whatever works). The same goes for thrall worlds. I feel they need to come online a bit earlier than Ecus.
Maybe the Civil Exclusion agenda from the Domination tradition could grant Thrall Worlds / Penal Colonies as research options, similar to how Conquer Nature from the Adaptability tradition gives access to terraforming techs?
 
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Hi, love the change of the dev diary.
I have one question, it's possible to create a penal arcology with the rework or no? It's should be great to have the new districts adapted to an ecu.
 
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After thinking about it for a bit, I think getting rare resources as add-ons from miner jobs rather than as dedicated extractor jobs may work better than it first appears. Without the upkeep-free extractor jobs, you will have an increased demand for minerals - as upkeep for a few extra refiners. You don't want to look at it as working miner jobs just for the rare resources and wasting all the minerals output, but as the bonus output offsetting how many refineries you need to build & staff. You'll end up saving a couple building slots across your empire and having more control over where they're used, since refineries aren't restricted by planetary features.

"To get this exotic gas, we must either mine minerals we don't need, or grow food we don't eat."

"Or we could build a Habitat. That one system would give us 5 jobs which don't require any mining or farming."

"Yep. That's just how Habitats are."

"Why can't we use those same jobs on a planet?"

"Space God hates planets."

"Amen."
 
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I looooove the changes to planet types and resource extraction! Still, I do think this suggestion improves the implementation quite a bit:


Also the worries about not being able to unlock the technology needed for thrall and penal worlds are real, and the suggestion of linking them somehow to the Domination tradition is *chef's kiss*. To roleplay that kind of empire is exactly why you take Domination in the first place.
 
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Why would there be "a vast amount of wasted food", if food is used to synthesize the rare resource?
Because of the way that food production seems to work.

Once your worlds start producing food, they seem to keep building those jobs - whether needed or not.
If you're not eating some of it, it spirals out of control, especially once you get food production boosting technologies.

If you're manually babysitting *all* your production I guess it's less of an issue, but there's a practical limit on that.

Plus unless you're building outrageous amounts of refineries or they have incredibly high input you end up with the balance being hard to find on a non-food empire.

Other resources at least have places to use them, more or less regardless of the type of empire you are. Power and minerals are *almost* always used by something.


It isn't insurmountable, but it wouldn't be a simple or trivial matter to adjust for non-food empires to have *some* food production without it getting out of hand.
 
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Once upon a time, there was a suggestion that the three different types of refinery jobs should use different raw materials for different strategic resources. Minerals for crystals, food for gasses, and energy for volatile motes. It would reduce the over-reliance on minerals and give a new use for food and energy credits.

It would be consistent if a similar distinction was also made for the extraction of the resources. This would not contradict the descriptions of the strategic resources (see the link above), and could also make sense for the deposit feature descriptions.

The three strategic resources' corresponding technologies should then also be distributed evenly across the three technology areas, matching the technologies that increase production of resources that can be refined into strategic resources. For volatile motes, this is already the case as those technologies are in Physics, together with the technologies that boost energy production. The same goes for rare crystals, currently in Engineering together with the mineral production boosters. Only exotic gases would need to be relocated, from Engineering to the technology tree where the food production boosters are located - i.e. Society (Biology).

(Moving those two technologies from Engineering to Society would also slightly improve the content balance of the tech trees.)


Edit:
link to new suggestion thread
I just remembered that as far as climate and Deposit features goes each strategic resourse is already paired with a basic resourses, pairs which are the same ones as the suggestion.

Currently volatile motes and Generator Districts are common in dry planets; exotic gases and Agriculture Districts in wet planetas, and rare crystals and Mining Districts in cold planets.

This creates a problem with the 3 strategic resourses being mined, because planets rich in Mining Districts will be more likely to have rare crystals and planets with rare crystals will probably have more Mining Districts, making it easier to get naturally when compared with the other strategic resourses.
 
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Other resources at least have places to use them, more or less regardless of the type of empire you are. Power and minerals are *almost* always used by something.

Yeah, agreed.

One suggestion I saw (and maybe posted) was to swap Bio-Reactor from affecting Farmers and have it affect Technicians / Tech Drones instead.

Give the Tech jobs +X food upkeep in trade for +1 energy production, which gives you as a player a nice way to scale how much food you want to burn.

Advanced Bio Reactor would just have its name changed ("Exotic Fermentation Silos") and work on Farmers as it does already, just with a bit more gas and no energy output.

Then you'd have a few choices:
- Reduce food production from Farmers to create gas (requires that you use Farmers)
- Spend food income to produce energy (requires ZERO Farmers, works for Overlords and Livestock-keepers)
- Spend minerals to produce gas via Refinery
- Spend minerals to produce motes via Refinery, then spend motes to produce more food via building
- Spend Energy and Unity for an Edict to boost any basic resource

There would still be a lot of room for places to spend excess Food, but at least there would be a nice mechanism for making excess non-Farmer food income into something you usually want (Energy)
 
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Currently volatile motes and Generator Districts are common in dry planets; exotic gases and Agriculture Districts in wet planetas, and rare crystals and Mining Districts in cold planets.

This creates a problem with the 3 strategic resourses being mined, because planets rich in Mining Districts will be more likely to have rare crystals and planets with rare crystals will probably have more Mining Districts, making it easier to get naturally when compared with the other strategic resourses.
Yeah, honestly this is the thing that's bugging me the most about this. We're going to be running into a lot of worlds with gas and motes deposits but potentially very little in max mining districts, with a very small base output, rendering those deposits essentially useless.

At that point, you might as well just have the deposits create the jobs themselves, be that directly, or through the x-per-pop model, which I still think is more interesting.
 
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Yeah, agreed.

One suggestion I saw (and maybe posted) was to swap Bio-Reactor from affecting Farmers and have it affect Technicians / Tech Drones instead.

Give the Tech jobs +X food upkeep in trade for +1 energy production, which gives you as a player a nice way to scale how much food you want to burn.

Advanced Bio Reactor would just have its name changed ("Exotic Fermentation Silos") and work on Farmers as it does already, just with a bit more gas and no energy output.

Then you'd have a few choices:
- Reduce food production from Farmers to create gas (requires that you use Farmers)
- Spend food income to produce energy (requires ZERO Farmers, works for Overlords and Livestock-keepers)
- Spend minerals to produce gas via Refinery
- Spend minerals to produce motes via Refinery, then spend motes to produce more food via building
- Spend Energy and Unity for an Edict to boost any basic resource

There would still be a lot of room for places to spend excess Food, but at least there would be a nice mechanism for making excess non-Farmer food income into something you usually want (Energy)
A while ago, as an experiment, I made a little mod for myself. It adds an "auxiliary reactor" building (+2 technician jobs, limit 1 per planet) that can be upgraded into either an "auxiliary bio-reactor" (+energy from technicians, +food upkeep from technicians) or an "auxiliary thermal reactor" (same deal, but +mineral upkeep instead of +food upkeep). Basically, giving you an extra way to burn whichever of the two your economy has a bigger surplus of.
 
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