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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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how many type of appearance would bio ship have

really want to use crystal ship

would there be bio titan and juggernaut

or bio fallen empire ship

domestication tradition really doesn't look good enough

hope for some rework

would there be no bio ship ap

also will habitat get space ranch farmer job and building
 
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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.
 
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given that we need starbase modules for capacity this sounds borderline useless for empire that don't specialize in it

which I honestly don't mind, those are generally the best mechanics :p

like cloaking, robots, storms, espionage, etc.
 
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Will we be able to reintroduce tiyanki and amoeba back to their home system if they get scoured of life? Will owning those provide any innate advantages to breeding specimens?
 
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Will the current means of getting Tyanki and Amoebas be completely replaced?
 
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Love the system, sad that there's nothing about organic Leviathans, but whatever. Maybe when bio-ships arrive with the big organic DLC ! (hopium)

One thing I dont like about it, and about the Grand Archive, the storms, the astral planes, etc... its that almost everything is accessible by everyone. While theres some content locked behind ethics, civics and origins, its probably not even 10% of the overall content, so everyone ends a lot like the same.

I'd love some rework in the future on tech so we have branches in the tech tree, so going one way make the other inaccessible. Otherwise most empires have access to 90% of the tech tree in the end, except in roleplaying multiplayer servers (or not even there).

So like with this DLC: everyone will have access to the Grand Archive and the fauna taming stuff. Why not ? The cost of opportunity is not that big for you just to ignore it. Maybe sweat-meta players will escape it (or worse, this will be meta), but seeing everyone and their mothers doing the same thing across the galaxy is not great.
 
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come to think of it, could u please add a search bar to ship hulls, megastructures, buildings and ship components considering how many entries there are in these lists? endlessly long scrollbars arent great.

but this looks very cool
 
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Will machine empires that pursue space fauna breeding be more likely to get food production-related technologies?
 
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It's a bit of a shame cyborg empires can't modify their space fauna. There's some great sci-fi with that concept! But still it's a cool system. I like that it gives food as that's a resource that isn't utilised in much.
 
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Honestly, all this common, rare and such in this DLC seems kinda weird.
 
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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.


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

View attachment 1199096
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.

View attachment 1199097
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.

View attachment 1199098
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.


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.

View attachment 1199101
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.)


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”.

View attachment 1199103
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

View attachment 1199104
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.

View attachment 1199105
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.

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.

View attachment 1199107
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.


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.

View attachment 1199109


View attachment 1199110
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.


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!

Okay, but I have few questions:
1. Will cordyceps be able to "mutate" resurrected critters? Will clone critters be used as resurrected ones (mostly for visual and roleplay value)?
2. How fruitfull partnership origin catches to this dlc? They also have luring modules on starbases and specific interactions with critters (tyianki). I can imagine them to be able to release cloned critters to act like fleets that are neutral to them but hostile to their enemies.
3. Reanimator empires can resurrect fallen Bubbles. Will they be able to resurrect their fallen breeded critters?
4. Can Bubbles be modded?
 
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