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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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As I look at the Strategic Deposit changes, I'm going to respectfully disagree with this decision. Districts are a finite resource just as Building Slots happen to be and while this change does make Subterranean, Ocean Paradise and especially Life Seeded way stronger, some builds forego having Miners altogether thanks to Arc Furnaces(for those with Machine Age) and Vassals. Instead of tying Strategic Resource output to Miners, I propose that you instead make them Event Jobs that are unlocked when the appropriate Tech is researched.

As Event Jobs, they're independent of Districts or Buildings, allowing us to specialize our Planets as we see fit. Furthermore, Mote Harvesting Traps, Crystal Mines and Gas Wells can be built to increase their productivity much in the manner that Ancient Refinery does on Refineries. Mineral Purification Plants/Hubs can also be updated to include Strategic Gatherer output. Reasoning for this is due to the Mining Designation. It buffs Miners and Strategic Gatherers but Mineral Purification plant doesn't follow suit.
 
I don't feel they should do away with Strategic Gatherers or their respective Buildings. As I've noted before, I feel they should take Strategic Deposits and turn their respective Strategic Gatherer job into Event-Class jobs. Event Class jobs are independent of Buildings or Districts, giving players the freedom to specialize their planets as they see fit. This would, in turn, turn the Industrial Sector Feature on Relic Worlds into effectively 6 Gatherer Jobs like the 8 Researcher jobs that come from unblocking the Central Spire. Then players would have the option to build a Gas Well, Mote Harvesting Trap or Crystal Mine to add additional Gatherer jobs of that respective type while boosting their output. Mineral Purification Plant/Hubs would also boost Gatherer Output in addition to Miners, making Mining Worlds very productive on the Strategic Resource front.
 
I don't feel they should do away with Strategic Gatherers or their respective Buildings. As I've noted before, I feel they should take Strategic Deposits and turn their respective Strategic Gatherer job into Event-Class jobs. Event Class jobs are independent of Buildings or Districts, giving players the freedom to specialize their planets as they see fit. This would, in turn, turn the Industrial Sector Feature on Relic Worlds into effectively 6 Gatherer Jobs like the 8 Researcher jobs that come from unblocking the Central Spire. Then players would have the option to build a Gas Well, Mote Harvesting Trap or Crystal Mine to add additional Gatherer jobs of that respective type while boosting their output. Mineral Purification Plant/Hubs would also boost Gatherer Output in addition to Miners, making Mining Worlds very productive on the Strategic Resource front.
That is exactly what we (and most mods, and habitats in the current patch) all want.

A deposit adds +X Gas Miner/Crystal Miner/Mote Gatherer jobs directly from the deposit.

Buildings would still be available for when you need to refine more than you produce naturally.
 
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alternatively you could just adapt to the new stuff, turn some of the strategic resources into additional mining worlds and then use the excess minerals for a refinery world
 
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The strategic change is (IMO) more interesting than the previous, nearly unnoticeable version, which boiled down to "save 10 minerals in upkeep by using a gatherer instead of a refiner". And it mostly seems like a buff for wide empires and hives (who need a lot more minerals than anyone else).

Overall, I like it, even though I think I'm unlikely to actually use it at all in any of the empires I'm planning to play this patch.
 
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alternatively you could just adapt to the new stuff, turn some of the strategic resources into additional mining worlds and then use the excess minerals for a refinery world

Aye like when I found that world with 2 mining districts and 4 gas potential, definitely something to adapt into right?

Do you have some way to make that planet work?

-----

Simple seems better: just give the colony 4 jobs for 4 gas potential like a Habitat already does.

It's so easy that there's already a mod in my sig to do it.
 
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Aye like when I found that world with 2 mining districts and 4 gas potential, definitely something to adapt into right?

Do you have some way to make that planet work?

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Simple seems better: just give the colony 4 jobs for 4 gas potential like a Habitat already does.

It's so easy that there's already a mod in my sig to do it.
I mean, the deposit itself gives 3 mining districts too, which means 5 districts, 8 if it's a double deposit

So yes, I absolutely have some way of making that planet work, at the very least it could be a rural world or I could turn it into a science, unity, fortress or refinery work - just farm one resource with districts and farm another with buildings
 
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All they're doing is shifting the burden of mining natural deposits from Building slots to Districts. Both are finite resources for players to juggle and yet as HFY pointed out, the solution is smack in their face: Habitats. Habitats yield x amount of Gatherer jobs based on the size of the Deposit the Habitat is built over. For Planets, you merely grant X amount of Gatherer jobs based on the size of the Deposit but they only become active once you've obtained the Exploitative Technology. For Industrial Sector Feature on Relic Worlds, you can add a new requirement that makes it unclearable until you've obtained all 3 Exploitation Technlogies. This would effectively make Relic Worlds far more attractive and really hard to turn them into Ecumenopolis given you'd be losing not just 8 Researcher jobs from Central Spire but also those 6 Gatherer jobs from Industrial Sector.

Then rather than removing Mote Harvesting Traps/Gas Wells/Crystal Mines from the game, you merely make them behave like Mineral Purifcation Plants/Hubs. You can only build them where Deposits exist(just like it is now) but you can only build one per Planet(even if you have 2 or more Deposits, limit is still 1). First Tier adds 1 Strategic Gatherer job but increases Gatherer Output by 1. 2nd Tier, which is new, yields a 2nd Gatherer job and increases Gatherer Output by 2. This would take base output from 2 to 4 and would make building Gatherer Buildings worthwhile. Is it a buff to Strategic Gatherers... yes, yes it is. Anything to reduce reliance on Refineries and specifically, the Ancient Refinery as I see it.
 
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Anything to reduce reliance on Refineries and specifically, the Ancient Refinery as I see it.

Your idea about buffing Gatherers with a planet-unique building is good, but I will note that your buff stacks with the Ancient Refinery bonus.
 
Your idea about buffing Gatherers with a planet-unique building is good, but I will note that your buff stacks with the Ancient Refinery bonus.
It doesn't

The deposit jobs are considered miners, not refiners, therefore they don't get buffed by the ancient refinery
 
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It doesn't

The deposit jobs are considered miners, not refiners, therefore they don't get buffed by the ancient refinery

Game text says +25% x from jobs (for x in gas, motes, crystals)

Wiki says +25% from the 3 refinery jobs


I've been talking about what I see in the game, where did you get your info?
 
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Ancient Refinery only applies to Refiner or Specialist class jobs and not the Strategic Gatherer or Worker Class variants. The fact Ancient Refinery yields a Refinery job of each respective type implies it buffs Specialists or Refiners. Ancient Refinery + Refinery Designation(w/ Adaptability finisher) = 60% at Tier 0 to as much as 145% with a Tier 10 world(includes Ascensionist + Holy Covenant + Harmony Finisher). A Mining World(w/ Adaptability finisher) = 35% at Tier 0 going as high as 183.75% at Tier 10. Takes to Tier 8 before a Mining Designation surpasses what a Refinery world can achieve. Then we have to factor in Technology, Ethics(Egalitarian, Authoritarian), Civics(Meritocracy) and Council Positions(Shared Burdens) into the equation and it just becomes a giant cluster$#@*&.

TLDR: Ancient Refineries buff Refiners, not Strategic Gatherers and Refiners have the edge right now since they can be built anywhere and Ancient Refinery buffs the living snot out of them.
 
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"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."
Thats actually kind of realistic:
How to best get diamonds on earth? Dig, dig, dig and get lucky
How to best get diamonds in space? Search for one of these neat 99% diamond astoroids and just harvest it.
 
How to best get diamonds on earth? Dig, dig, dig and get lucky

Synthetic diamonds are a significant business, and if you care about the specific industrial properties then you probably want lab-fabricated diamonds (e.g. the semiconductor variant diamonds require a specific boron or phosphate doping and are very unlikely to occur naturally in the correct proportion).

So even on our pre-FTL planet, the Refinery version might be better.
 
The deposit jobs are considered miners, not refiners, therefore they don't get buffed by the ancient refinery
Where did you even get that idea?
Ancient Refinery only applies to Refiner or Specialist class jobs and not the Strategic Gatherer or Worker Class variants. The fact Ancient Refinery yields a Refinery job of each respective type implies it buffs Specialists or Refiners.
The modifiers actually state "from Jobs" but you decide to guess imaginary restrictions instead?
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These are the modifiers for the "Ancient Refinery":
Code:
building_archaeo_refinery = {

    planet_modifier = {
        planet_jobs_exotic_gases_produces_mult = 0.25
        planet_jobs_rare_crystals_produces_mult = 0.25
        planet_jobs_volatile_motes_produces_mult = 0.25
    }

planet_jobs_exotic_gases_produces_mult = 0.25 means +25% Exotic Gases production for all jobs.

If it was only for specialists, it would be planet_jobs_specialist_exotic_gases_produces_mult = 0.25
If it was only for refiners, it would be planet_refiners_exotic_gases_produces_mult = 0.25
And so on.


As to the SR gatherer changes, I don't mind it much. This will make Relic Worlds much better for me, since I already tend to use them for minerals + SRs.
Catalytic empires though...
Especially Catalytic Assimilators with only biological species. What would those guys do with minerals? Use them for diplomacy?
 
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Ancient Refinery only applies to Refiner or Specialist class jobs and not the Strategic Gatherer or Worker Class variants. The fact Ancient Refinery yields a Refinery job of each respective type implies it buffs Specialists or Refiners. Ancient Refinery + Refinery Designation(w/ Adaptability finisher) = 60% at Tier 0 to as much as 145% with a Tier 10 world(includes Ascensionist + Holy Covenant + Harmony Finisher). A Mining World(w/ Adaptability finisher) = 35% at Tier 0 going as high as 183.75% at Tier 10. Takes to Tier 8 before a Mining Designation surpasses what a Refinery world can achieve. Then we have to factor in Technology, Ethics(Egalitarian, Authoritarian), Civics(Meritocracy) and Council Positions(Shared Burdens) into the equation and it just becomes a giant cluster$#@*&.

TLDR: Ancient Refineries buff Refiners, not Strategic Gatherers and Refiners have the edge right now since they can be built anywhere and Ancient Refinery buffs the living snot out of them.
This is just factually incorrect. The refinery buffs all jobs that produce gas/crystals/motes: both worker gatherers and specialist refiners.

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After the patch, it should even buff the gas/motes/crystal that get incidentally added to miners.
 
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As to the SR gatherer changes, I don't mind it much. This will make Relic Worlds much better for me, since I already tend to use them for minerals + SRs.
Catalytic empires though...
Especially Catalytic Assimilators with only biological species. What would those guys do with minerals? Use them for diplomacy?
If I had to guess, they'll probably use them to build things and make consumer goods. Or alternatively, they won't mine them at all, and instead they'll use their civic-buffed refinery jobs.

I agree with what others have said about how this change is good, not in spite of how it disproportionately affects certain empire types, but because it disproportionately affects certain empire types.

It's not like Catalytic Processing and massive GA vassal swarms are desperately weak strategies that won't survive a small incidental nerf, while all the playstyles that employ a bunch of miners are all already dominant. I'm excited to see how this change improves empires that would have employed the miners anyway.
 
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Some ideas for penal colonies, because I feel like there are things other than Gulags that penal colonies can represent. These could be a planetary decision that modify the specifcation.

Rehabilitation Colony - replace some wardens with culture workers. Workers no longer have reduced political power "A highly transient population with a local population mostly involved in social services. Prisoners work off their debts to society while receiving training and education." (Modeled after modern ideas of prison reform)

Transportation Colony - remove Warden jobs entirely, add bonus housing to rural districts. "Rather than spend time in prison, criminals are sent to this distant world to settle it in the name of the empire". (Focused on rural jobs rather than industry, based on Australia in particular)
 
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