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Stellaris Dev Diary #357 -The Care and Feeding of Tiyanki

Saddle up, everyone! It’s time to go a-ranchin’!

The Vivarium of the Grand Archive will be accepting genetic material donations as of October 29th.

Today we’re looking at the capture and domestication of spaceborne fauna, Domestication traditions, and the Beastmaster civics. Let’s get to it, this is a long one!

Vivariums and Hatcheries​

The Vivarium is essentially a space fauna breeding and observation tank. You can access it under Discoveries as soon as your Vivarium capacity is above zero or the Gravity Snares technology has been researched.

The Hatchery module is the space fauna equivalent of Shipyards, and can only be built on a station that has no normal Shipyards. It’s unlocked by the Artificial Breeding technology.

You can also increase your capacity by building Vivarium Tanks. These increase the growth rate of your docked fauna and are unlocked by the Gravity Snares technology. Building a Grand Archive will give you the biggest boost to Vivarium capacity.

Artificial Breeding, Hatcheries, and Vivarium Tanks

This particular Vivarium isn’t terribly interesting yet though. We need to find some friends!

An Empty Vivarium

I also won’t be able to fit much in this Vivarium. I should build a Grand Archive and some supplemental Tanks.

Capturing Space Fauna​

The Gravity Snares technology lets your science ships attempt to capture wild Space Fauna.

Gravity Snares Event

Oh yeah, culling and dissecting also happens at the Vivarium.

You can launch a Gravity Snare from an adjacent system to attempt to capture wild space fauna that are peacefully… Actually, to be honest, those are Crystalline Entities and there’s nothing peaceful about them. While I bet they’d make a good addition to our fleet, I said we should find some friends so let’s go get some Tiyanki instead.

You need to know the basics about the creature before being able to tune the Gravity Snares appropriately, so you’ll have to finish the first contact process before you can capture them. There’s a cost and a cooldown to capture attempts, and as you unlock various technologies, the capture chance and the number that you can capture at once will increase. Other technologies like Cloaking and Jump Drives will also improve your Gravity Snares - the first increases their capture rate, the second lets them instantly send your new friend to your vivarium instead of taking a little while to transfer them.

Launch Gravity Snare, Science Ship Automation Settings

We’ve added Capture Space Fauna to Science Ship Automation Settings too.

The Gravity Snare will fly to the adjacent system and attempt to capture their target. It will generally attempt to capture random breeding age adults if there are any in the target group.

A Gravity Snare moving towards targets


Capturing a Space Fauna

Success! We done caught ourselves a common Tiyanki cow! Since she’s cruiser sized, she takes up 4 of our Vivarium capacity, and is very, very lonely.

Space fauna inside the Vivarium grow at an accelerated rate. Life is easy when you’re being fed by advanced alien ranchers, and the only worry you have is that “Cull” button.

A Lonely Tiyanki in the Vivarium Tank

By the way, “Auto-Culling” is the most “Stellaris” button ever created.

We could use a few more. Space fauna have growth stages and breeding requirements that vary by species. For example, Tiyanki require a mating partner, Crystals and Amoebas reproduce asexually, and Voidworms… They’re special. I’ll talk more about them next week.

Ti’yan’ek needs another Tiyanki to breed. We could fly around trying to find them, or we can bring them to us with a Voidlure. Voidlures are a Starbase building (unlocked by completing the Domestication traditions) that attract a specific species of space fauna, and must be built in their favored habitat. (Space Amoebas like Nebulas, Crystalline Entities like Pulsars, and so on.)

Voidlures

Every month there’s a chance that any captive fauna that can breed will automatically do so, which will put them on a cooldown before they can reproduce again. This will be visible under “Reproductive Status”.

Growth Stages and Reproductive Status in the Vivarium

My collection of Crystals

Culling fauna will provide resources (which varies depending on the species) as well as their genetic material. Having a creature’s genetic material allows you to grow clones of them at your Hatchery. Exceptional creatures (marked by their rarity) have increased combat stats and culling rewards. Cloned fauna will always use the highest rarity available, and you can upgrade existing fleets if you acquire

Culling a Specimen

Sorry buddy, I need you for parts.

Generally you’ll clone fauna at the smallest size and they’ll grow up over time, but technologies exist that will let you force-grow them to start at a larger growth stage.

Growth Stages of Space Fauna

Ship tooltips will let you know how long it is until they’ll reach their next growth stage.

Since larger space fauna take up more Naval Capacity, there are times that you may want to prevent their growth - you can prevent them from exceeding the command limit of a fleet by changing their Growth Stance. You can also block them from exceeding your overall Naval Capacity in policies.

Growth Policies and Stances

Unnatural Selection​

The Controlled Mutations technology lets you make some changes to the fauna you have captured when you’re creating clones. This lets you use a variant of the Ship Designer to “redesign” them and make use of special mutation component slots.

Space fauna Mutations are tied to other technologies, but won’t clutter the tooltips unless you have Controlled Mutations.

Mutating a Space Amoeba

I’m pretty sure that Space Amoeba need LASER EYES.

Mutations can be broadly classified as Offensive, Defensive, or Special, but you can freely use those slots however you want to customize your Fauna. (Barring restrictions on the components themselves, like how you can still only have one Cloaking mutation.) You can alter their behavior (in a way similar to combat computers) by installing neurochips.

The different space fauna have different resource costs and upkeeps, and those upkeep costs are reduced if they’re in their preferred habitat.

You can (and probably should) also create designs for what your Fauna will grow into if you allow them to. You can change the current growth stage by clicking on the “Pick Creature Size” button.

Designing a Space Amoeba

Domestication Traditions and Beastmasters​

The Domestication Traditions can be taken once you have the Artificial Breeding technology. It’s focused, as one might expect, on improving your space fauna.

Domestication Traditions



Metabolic Regulation Policy

The Metabolic Regulation policy allows you to increase fauna growth rate and upkeep, or freeze their growth but reduce upkeep.

As with the Galactic Curator civics, if you want to go all-in on space beasties, you can take one of the Beastmaster civics. These civics dramatically increase the upkeep of artificial ships, but give you everything you’ll need to fully embrace the rancher life.

Beastmaster Civics

Beastmasters replace their Hatcheries and Shipyards with dual-use Beastports. These can clone space fauna like a Hatchery but also have rudimentary shipbuilding capabilities and are able to build civilian vessels, so you won’t need to keep a shipyard around just for your colony, construction, and science ships.

A Note on Space Fauna and “Bio-Ships”​

While this space fauna breeding system scratches a lot of the “bio-ship” itch, we don’t consider them exactly the same systems. These are more like vicious mutated pets than meat-ships you fly around in. Expect that one day in the future we’ll explore that idea.

Next Week​

Next week we’ll be examining the new lifeforms in the galaxy and the two new origins.

See you then!

 
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Will the space creatures modifiers be reworked into technologies and policies?

Will there finally be a galactic community resolution for protecting Crystalline Entities, similar to Tiyanki and Amoeba?

Will Void Clouds be included in the system?
Shroud entities?
Ancient Mining Drones? (technically not alive, but replicating nonetheless)

Will defeated Guardians award benefits / unlock new fauna via cloning?
(Spectral Wraith, Stellar Devourer, Tiyanki Matriarch, Voidspawn, Toxic Entity, Space Dragons, Dimensional Creatures, Crystal Nidus, VLUUR)
 
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Will Dragon Hatcheries remain as is for There Be Dragon Origin, or are they getting merged into this system?

Also will Fruitful Partnership Starseed Gardens work in tandem with voidlures?

Lastly, how do zombified/cordycep-infested space fauna factor to this?
 
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Will the space creatures modifiers be reworked into technologies and policies?

Will there finally be a galactic community resolution for protecting Crystalline Entities, similar to Tiyanki and Amoeba?

Will Void Clouds be included in the system?
Shroud entities?
Ancient Mining Drones? (technically not alive, but replicating nonetheless)

Will defeated Guardians award benefits / unlock new fauna via cloning?
(Spectral Wraith, Stellar Devourer, Tiyanki Matriarch, Voidspawn, Toxic Entity, Space Dragons, Dimensional Creatures, Crystal Nidus, VLUUR)

More importantly will my Tiyanki Fleet be untouchable if the GalCom decides to protect wildlife?
 
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Neat idea! After we had pops that eat minerals, we now have ships that eat food.

Overall, it’s a nice gimmick, and I wish everybody fun trying it out at least once.

I think that with these new ships, we will either see them drop out of the power curve later on, or they will be significantly more powerful than alloy ships. I don’t know how they scale into the whole fleet power snowball yet, but I’m interested to see if we’re opening Pandora’s box and multiplying the problems we already have with fleet power and stacking.

I predict that it will be madly OP as you can just ignore alloy production and focus on food instead. If combined with the right terraforming projects and civics, it could get out of hand quickly.
Since you won’t need any shipyards, starbases will be more available.
It all comes down to whether they scale with research or not. But I think they must; otherwise, they will be replaced by alloy ships later on, and all the commitment to food production would be a grave mistake.

If they do not scale well and are not useful at all stages of the game, one might try to transition, or they will be used once for fun and dropped as soon as you realize you’ll get out-fleet-powered by traditional fleets quickly.

Really interesting how this all pans out nonetheless.
 
Since you won’t need any shipyards, starbases will be more available.

You will have "shipyards", they'll just use the hatchery module instead of the shipyard module. Unless I'm misunderstanding a hatchery will clone fauna in the same way a shipyard now will build a ship.

My tentative view on the powercurve is that it will come down to the power ceiling and growth time. Normal fleets don't get stronger over time since your corvettes won't start turning into cruisers simply because the calendar ticks along. Whereas with fauna fleets if you lose a fleet of adults you'll not be able to instantly replace them. Not without the later stage technologies at least.
 
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Completely useless feature, but i love it nevertheless.

Also speaking about Grand Archive: can you please make overflow storage unlimited (with half of upkeep of active exhibits) and instead of just selling Specimens, put them on sale in galactic market.
 
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how many type of appearance would bio ship have

As mentioned near the end, the space fauna breeding system in the Grand Archive Story Pack is not what we would consider bio-ships.

I simply have to ask, are there any interactions with the "Overtuned" Origin? People that are willing to create specialized mutations for their own species would definitely be willing to adapt space fauna with special mutations as well.

The Overtuned origin focuses primarily on improving themselves - at this time we don't have any unique interactions between it and space fauna.

Can i equip Bubbles with lasers?

I'm afraid that despite supporting a great many sci-fi dystopias, we can't let you cull Bubbles in order to do so. (Bubbles is technically an "event ship" that's slightly outside of the space fauna system, so currently isn't upgradable.)

There is Bubbles-specific content in Grand Archive though.

Memorial for Bubbles

Will the current means of getting Tyanki and Amoebas be completely replaced?

All of the systems in Grand Archive are in addition to existing ones. For example, if you're Cordyceptic Drones, you'll still be able to acquire regular space fauna fleets through violence. (In fact, Cordyceptic Drones actually gain the genetic material of their targets on-kill, so they'll be able to breed mutated variants more easily than some other empires.)

How does Cordyceptic Drones interact with this?

See above answer.

Wait, so what benefits does the beastmaster civics give you beyond getting techs and such at the game start?

It's largely a fast-track into the system, but for the non-gestalt variants they have their council positions. Beastports are also better than Hatcheries since they can build civilian ships.

Will there be any extra content for those who own the Leviathans DLC? For example, being able to breed Ether Dragons if you acquire it's egg?

Some Leviathans have some interations with unique mutation projects. You won't be able to clone a leviathan itself, but the Voidspawn and Tiyanki Matriarch are especially interesting to space ranchers.

How do non-biological space fauna fit into this? Can we capture mining drones or they still destined for the scrapheap? I guess the same question applies to Void Clouds… are they biological or something else?

Space Amoebas, Tiyanki, Voidworms, Cutholoids, and Crystalline Entities are cloneable with Grand Archive.

Is the DLC coming with new achievements related to the Grand Archive and the Vivarium?

Yes, there are seven new achievements.

This sounds like building ships but with extra steps. What advantages do fauna ships have over regular ships? I'm not saying they need to be superior in every way, but there does need to be a reason I would choose to invest in fauna ships over regular ones beyond playing space cowboy. What are the pros and cons?

They're sort of different. You lose some of the flexibility in their basic design - an Amoeba is an Amoeba, and will have the base Amoeba baseline abilities, but the mutations you add are more flexible than conventional ships. You eventually have six slots - you can make them all offensive, all defensive, or whatever you like. There are some unique effects on some of these.

1728565666856.png

Unlike regular ships, they also grow, so you can build a fleet of Corvette sized Amoebas that grow into Cruiser size over time.
So bioships cost 50% less upkeep while im their natural habitat even if you do not own the system?

Yes.
 
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You will have "shipyards", they'll just use the hatchery module instead of the shipyard module. Unless I'm misunderstanding a hatchery will clone fauna in the same way a shipyard now will build a ship.

My tentative view on the powercurve is that it will come down to the power ceiling and growth time. Normal fleets don't get stronger over time since your corvettes won't start turning into cruisers simply because the calendar ticks along. Whereas with fauna fleets if you lose a fleet of adults you'll not be able to instantly replace them. Not without the later stage technologies at least.

"The Hatchery module is the space fauna equivalent of Shipyards, and can only be built on a station that has no normal Shipyards. It’s unlocked by the Artificial Breeding technology."
Oh, I overlooked this! - Which is either okay, as it doesn't raise concerns for starbase balance, or alternatively, lame, as it's just shipyards with a different paint job (somewhat in line with the tradition of Stellaris feature designe).

"If you lose a fleet of adults, you won't be able to instantly replace them," which makes them inferior in comparison and might be the breakpoint of usefulness. Just a side effect of our doomstacking decisiveness in warfare. But they mentioned some sort of "growth boost button," which might circumvent this scenario and bring them up to par again. (Another band-aid)
 
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"If you lose a fleet of adults, you won't be able to instantly replace them," which makes them inferior in comparison and might be the breakpoint of usefulness. Just a side effect of our doomstacking decisiveness in warfare. But they mentioned some sort of "growth boost button," which might circumvent this scenario and bring them up to par again. (Another band-aid)

Just spitballing strategy here but other than going all in I could see it being something you slowly transition into. Make fleets like normal with one fauna fleet slowly growing. The regular fleets fight wars and defend while the faunas grow. Then slowly transition towards fauna as more of those fleets reach max stage and come online. Pair it up with catalytic processing so you don't have to retool your economy as much.

Though now I'm thinking you'd need to transition your fauna fleets anyway as you unlock new mutations, since you can't refit fauna.
 
Space fauna inside the Vivarium grow at an accelerated rate. Life is easy when you’re being fed by advanced alien ranchers, and the only worry you have is that “Cull” button.

Would you consider adding a "release" function? I'm not just asking for that as a vegetarian, but also because I like the idea that we could use these mechanics to repopulate wild fauna if they get wiped out in the galaxy.
 
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Does meeting bred specimen count as meeting the species, if you didn't meet the species before that?

Also, how about some Prethoryn breeding?
 
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Is there a more "peaceful" way to acquire genetic material and clean out your vivarium? Like a "release" rather than "cull" option that releases your captured space fauna? Or a "collect sample, but don't kill" option?

The space fauna system seems cool, but the implication of having to kill all the inhabitants of your space zoo in order to harvest their genes will not work well with various RP empires (for example, pacifists, xenophiles, environmentalists, etc.)
 
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As mentioned near the end, the space fauna breeding system in the Grand Archive Story Pack is not what we would consider bio-ships.
So are these comparable at all with normal ships? Would an empire that chooses to focus on creature breeding be at a disadvantage against other empires with normal fleets? Or Shroud-forbid, Fallen/Awakened Empires and Crises?
 
I want bubbles as my empire ruler. This is non-negotiable
 
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