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Stellaris Dev Diary #358 - New Life in the Galaxy

Hi everyone!

The Grand Archive Story Pack is lurking in an asteroid field nearby, and will ambush nearby Science Vessels on October 29th.

Today’s dev diary will look at the two new space fauna being added to Stellaris, as well as a peek at the Origins.

Cutholoids​

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Cutholoids are cunning ambush predators, lurking within the shadowed hollows of desolate asteroids. There, they bide their time, waiting to ensnare unwary vessels that drift too close.

A typical first encounter with them may look something like this:

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If my science ship was cloaked or had encountered them before, things might have turned out differently.

Thankfully, Cutholoids have a very slow digestive process so these ships can be rescued by either capturing the Cutholoid or defeating it in battle.

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I don’t have Gravity Snares yet, so arm the Nuclear Missiles – there’s “research” to be done.


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When cloning your own Cutholoids from Hatcheries, these creatures can steal enemy ships by swallowing them whole.

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Om nom nom. I wouldn’t call it exactly “a new car smell”.

As one would expect, Cutholoids prefer systems with asteroid belts as their preferred habitat.

Voidworms​

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Voidworms are parasitic creatures that depend on planet-based hosts to reproduce. They deposit spores on inhabited worlds with sufficient biomass, raising their offspring in nests perilously close to Black Holes.

Their full lifecycle is present in-game. Nymphs will grow through the Juvenile stage to maturity in Adulthood.

Voidworms mate in groups of three, a formation known as a "Troika." These creatures become bound for life in a never-ending mating ritual. However, they require an external biological host to produce offspring. Upon reaching maturity, each Voidworm develops a clutch of cysts within their reproductive systems. These protective cysts contain highly caustic gametes that, when combined with others in a Troika, can be sent to planets with suitable biomass in order to give birth to more of their nymphs.

Their hosts do not survive this process.

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Who’s the cutest little Voidworm Nymph? Why, you are! Yes, you are!

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A Juvenile Scout

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A fleet of Adult Voidworms that have not yet merged

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The Adults that have formed a Troika

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A Voidworm Nest

Nymphs will travel to and remain in the safety of their nest systems, while Juveniles explore the galaxy looking for suitable worlds for the next generation. Once they find a suitable target, the Adults will form Troikas and go forth to continue the cycle of life.

There is evidence that the Voidworms coordinate their bombardments so as to maintain a sustainable amount of viable hosts throughout the galaxy, so there’s absolutely nothing to worry about.

The Voidworm Plague​

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OH COME ON, I LITERALLY JUST SAID THERE WAS ABSOLUTELY NOTHING TO WORRY ABOUT!

Oh. Okay, maybe that was a bit premature.

If Voidworm populations reach a critical mass in the galaxy, there is a chance that the Voidworm Plague will begin. In this possible mid-game crisis, a mutation causes swarms of Voidworms to enter a reproductive frenzy and begin to bombard planets with abandon.

A situation will begin to deal with the crisis, with several possible approaches.

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Good old “Do Nothing”. Let someone else deal with it.

Destroying the Voidworm nests will end the plague, or you can find a cure, rendering your population useless to the voidworm life cycle. Completing the situation will remove your planets from their target list.

The Galactic Community​

The Galactic Community, naturally, has a few ideas related to these new lifeforms.

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Grand Archive Advanced Settings​

Since both of these new additions are rather aggressive, the Grand Archive Story Pack adds two new sliders into Advanced Settings to control the prevalence of Voidworms and Cutholoids.

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My Science Ship might be safe, but we’re pretty much guaranteeing that the Voidworms will be a mid-game crisis.

Treasure Hunters​

Treasure Hunters is the narrative-focused Origin in this Story Pack. You can expect a lengthy event chain with a mysterious treasure map at the core of it all.

Into pirates, swashbuckling (of sorts), and endless riches? Treasure Hunters may be an Origin you’re interested in. As it’s a narrative-focused Origin, I’m not going to spoil too much of it ahead of time.

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Follow the trail and find riches beyond imagination.

The Oviron Lodge are a prescripted empire we’ve created that uses the Treasure Hunters Origin with the Galactic Curators and Mining Guilds civics.

Primal Calling​

The Primal Calling Origin is heavily invested into various fauna related playstyles, from those who want to preserve and protect wildlife to those who prefer them stuffed and mounted as trophies of the hunt.

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Primal Calling is one of our most versatile Origins, able to adapt to many different playstyles. After you complete First Contact with a new breed of Space Fauna, you’ll get to pick a stance for your civilization. Which stances you can pick are influenced by your ethics - for example, the Animal Handler stance requires some element of Pacifism or Xenophilia.

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This stance choice has additional effects on your empire - replacing the Wrangler jobs with Ranchers, Animal Handlers, or Trophy Hunters, changing the Wildlife Ranch into Hunting Grounds, or granting various new perks or modifiers.

You will also get new events during first contact with space fauna, but caution is advised, as interacting with wildlife is unpredictable and sometimes dangerous.

The Graparx Primal Stalkers are our Primal Calling prescripted empire, with the Beastmasters and Citizen Service civics.

Next Week​

Next on the list is our preliminary 3.14.1 “Circinus” release notes. The Archive is almost open!

See you next week!

 
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Definitely makes the galcom resolutions protecting or exterminating fauna more interesting if your fleets are the fauna
As amusing as it is to imagine a law prohibiting self-defense against fauna, or punishing the invaded for "allowing" them within their borders, I suspect the resolutions will mostly apply to free creatures. Domestication of creatures that are to be exterminated could probably be made illegal, though.
 
I wonder if domesticated voidworms can still bombard. And if so, if they spawn nymphs upon killing a pop. And if so, if they still do so under raiding stance where killing a pop resettles it to your planets.

Assuming they even can raid bombard anyway.
 
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I wonder if domesticated voidworms can still bombard. And if so, if they spawn nymph upon killing a pop. And if so, if they still do so under raiding stance where killing a pop resettles it to your planets.

Assuming they even can raid bombard anyway.
I mean, how else would you get new void worms without cloning?

Sounds like the most ideal strategy is to clone batches of 3, wait til they grow up and then nuke whoever you're at war with
 
Betting ever EC in the galaxy Treasure Hunters Origin are Planet Lubbers, and not Void Dweller, which is a true shame. Sounds cool though.
 
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  • Is a strategy of making ships very fast so they can charge into below enemy ships minimal range feasible?
maybe? you need to tank at least one shot though

  • Or is it feasible a strategy to keep ships firing long range weaponry while keeping their distance from enemies?
pretty sure that has been in the game for a while - it's the main reason why you shouldn't put brawlers and carriers into the same fleet, the brawlers won't pull out, so the carriers can't just run away, since apparently ships within the same fleet have to maintain a minimum distance
wait... then it may only work with artillery? since fighters should have the same anchor effect as brawlers?
 
I ended up with a few questions for the stellaris combat experts that lurk in the forum, could someone please enlighten me:

  • Both primal calling and Beastmaster increase Cloned Fauna Ships sublight speed, can this be of any use?

  • Is a strategy of making ships very fast so they can charge into below enemy ships minimal range feasible?
  • Or is it feasible a strategy to keep ships firing long range weaponry while keeping their distance from enemies?
Making ships very fast is a build I've already been using. At the moment it's Storm Chasers Eager Explorers Parliamentary System. Once this drops I'll switch Beastmasters in for parliamentary and see how that plays out, but unless there's an afterburner equivalent it still won't be able to match speed with artificial ships.
 
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Will this DLC finally supplement Stellaris with a meat planet?

Possibly with an event where, if there is any leader with the Corrupt trait, said leader swallows the sample brought back after being drawn by a craving he/she/it/they could not articulate or understand - after which one of the options is "Who among us cannot sympathize?" and grants a small amount of bonus Unity?
 
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"When cloning your own Cutholoids from Hatcheries, these creatures can steal enemy ships by swallowing them whole."
I think this is interesting and hope to severely abuse this mechanic in future games of Stellaris. So I hope it will be around awhile. Putting ship amount limits on Cuths, and capture limits, is bad. I want to be able to send fleets of them to snap up fleets of enemy ships. I want to be able to capture ships that have technology I don't have. Removing these sorts of things is removing the reason to have cuths as playable ships.
 
"When cloning your own Cutholoids from Hatcheries, these creatures can steal enemy ships by swallowing them whole."
I think this is interesting and hope to severely abuse this mechanic in future games of Stellaris. So I hope it will be around awhile. Putting ship amount limits on Cuths, and capture limits, is bad. I want to be able to send fleets of them to snap up fleets of enemy ships. I want to be able to capture ships that have technology I don't have. Removing these sorts of things is removing the reason to have cuths as playable ships.
I would assume that it comes with limits pre-installed
for example we already know they have size limits, you won't get to eat anything titan sized and probably not battleship either

and similar to the civic that lets us repair enemy ships for our own fleets I would assume that we can't steal event ships and just get some sort of default blueprint
 
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How does detecting cuthaloids work after first contact? Is part of the first contact developing sensors that notice them without getting up close? Can we use cloned cuthaloids to set ambushes of our own?
 
Late to the discussion, but it would be nice if leaders of beastmaster or some other origin(s) have 'emotional supportive pet' instead, knowing that there would be no change recently to the mechanism of negatraits.
 
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Late to the discussion, but it would be nice if leaders of beastmaster or some other origin(s) have 'emotional supportive pet' instead, knowing that there would be no change recently to the mechanism of negatraits.
That trait is so rare, man

Why can't all leaders have pets and all scientists get a cute lil ai buddy?
 
That trait is so rare, man

Why can't all leaders have pets and all scientists get a cute lil ai buddy?
Yeah, I thought it would be fitting thematically to have a society with the tradition of raising pets, but not to the extent of syncretic evolution. :confused:

And the -1 negatrait is the cherry on top. 'We don't roll the dice.'
 
That trait is so rare, man

Why can't all leaders have pets and all scientists get a cute lil ai buddy?
Do you want Terminators? Because there's a lot in Stellaris that would rather be Terminators.

Ruler for life, immortal, does not follow player commands, acts on own volition at random times, makes changes and gives orders when it wants to. Like trying to steer a meeting with a manager out to destroy your department with Manager Decisions. As if the Senate and Allies isn't bad enough.
 
Here's some partial insight.

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Finally, I can play the early zerg race, when they moved arround the galaxy and assimilated different wildforms than eventually were rapidly evolved into the final forms we know! (I am saying early zerg, since the full zerg would mean bioships! I hope there will be a good interaction between bioships in the future and this DLC's content :D)
 
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Will the wildlife mutations/weapons/equipments be on par with late game tech? Or will it be more of a quantity vs quality approach?