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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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Beastmasters Civic actually doesn't seem to be a good pick for a empire with Primal Calling Origin as it seems that the best thing the civic give is the Space Fauna Techs, but the origin makes it easy to get those techs so already having them from the start is not that much of a help and it's a waste of the origin effects.
Besides the techs the Civic is rather lackluster and the council position is not that good as the other ways to improve ship performance without wasting a precious civic slot.

The civic is just so bad and boring. It'd be better if it was removable later on similar to eager explorers. Research the related techs and you can optionally remove it. But even eager explores gives you something small baked into the civic itself.
 
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Maybe, though it is possible to be alive and not sentient, and in principle sentient but not alive.

Not sure that is possible.

The definitions for "life" which I can find boil down to:

metabolism, growth, reaction to stimuli, and reproduction​

"Reaction to stimuli" requires sentience. The basic definition for "alive" requires sentience.

Do you have a counter-example of something considered "alive" which does not react to stimuli or its environment?
 
Love Primal Calling, it sounds much better than the Beastmastes civic. This is shaping up to be a quite interesting expansion, with tons of roleplaying possibilities.

PS: Love the troika concept. And voidworm nymphs looks MEGA GROSS. Will exterminate them on sight.
 
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Beastmasters Civic actually doesn't seem to be a good pick for a empire with Primal Calling Origin as it seems that the best thing the civic gives is the Space Fauna Techs, but the origin makes it easy to get those techs so already having them from the start is not that much of a help and it's a waste of the origin effects.

Beside the techs the Civic is at best rather lackluster: it’s council position is not that good as there are plenty of other ways to improve ship performance without wasting a precious civic slot, lastly while the beastport may have some utility as it can also build civilian ships this is definitely not good enough to waste a civic slot on it.

The civic is for those who dont want the origin and still play around with the new content. Many other DLCs have this.
 
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btw the civic makes amoeba spawn in your home system

the origin makes a neighboring system the home of space fauna

meaning worst case you have a lot of amoebas and best case you start with two different fauna right out the gate

given that there's only 5 that's a pretty good deal
 
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The synergy looks like it's there to me!

Beastmasters seems like a civic to take if you want to go all in on fauna ships. You won't need to build shipyards ever.

Primal Calling gives you bonuses to fauna ships, but doesn't lock you into them. So you could play with mixed fleets without beastmasters, but still fast track to fauna ships.

Having both available gives you the flexibility of having a rancher empire with a different origin (gotta do this as machines anyway), or taking the origin and having more flexibility in civics.

Or you can hyper specialize. Which, YEAH that's what I'm gonna do. Super hype for the DLC!!
 
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1. Does the adventurous spirit trait turn into something else if the leader does something “adventurous”?


2. Showing of another trait that grants resources on killing ships i once again wonder why barbarous despoilers dont get one? Their megacorp equivalent has one for credits, crusaders have one for unity. But the original pirate raiding civic does unfortunately not get one :(
Or how about a toned down version of the removed destiny traits that granted resources on planet invasion?


3. Do the cuthloids use the stealth mechanic and can be detected in advance if you have high enough detection strength in their system?


4. Why cant machines use the primal calling origin? Seems it fits nicely with servitors. Do the origins event texts require you being organic to make sense?


5. Will space fauna spawn still be prevented by an empire having intel on systems? They slowly die out over time currently. Could be a game setting, empire stance or galactic community law to decide if they continue to spawn or not and under what conditions?
 
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2. Showing of another trait that grants resources on killing ships i once again wonder why barbarous despoilers dont get one? Their megacorp equivalent has one for credits, crusaders have one for unity. But the original pirate raiding civic does unfortunately not get one :(
Or how about a toned down version of the removed destiny traits that granted resources on planet invasion?
I do agree, I think barbaric despoilers should get chance prisoner/slave pops from killing so many ships. It should also get guaranteed research for thrall and prison worlds, and +1 max prison planets. Police state civic should also have +1 prison planet and guaranteed research for prison worlds.

There are a lot of old civics I think should get some uplift, with guaranteed research and other bonuses.

I also believe machine intelligence deserve some more versions of current civics like scavengers.
 
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Not sure that is possible.

The definitions for "life" which I can find boil down to:

metabolism, growth, reaction to stimuli, and reproduction​

"Reaction to stimuli" requires sentience. The basic definition for "alive" requires sentience.

Do you have a counter-example of something considered "alive" which does not react to stimuli or its environment?
I was thinking of things like diatoms, bacteria and possibly viruses.

Honestly expected more pushback on the "sentient but not alive" part, really. But you might be right here.
 
Actually we don't know if Amoebas spawn in the home system, all we know they did in the past, but they are hostile and there is no mentioning of them being pacified so they might have all been domesticated.

If they do spawn, and more importantly the home world is in a Nebula reducing their upkeep, then the civic might be worth it otherwise the origin is better as there is no need to permanently use a civic slot only to have a headstart and to avoid having to build at least one shipyards for civilian ships.
Why are people so obsessed with permanently locked civic slots?

Do you guys actually change your civics mid-campaign?

I only ever add the third once it's available - unless I need to pull a very specific trick for achievements, like first turning planets into tomb worlds with the reckless economy one and then switching to the historian civic so I can place their memorial on the tomb worlds
 
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I was thinking of things like diatoms, bacteria and possibly viruses.

Honestly expected more pushback on the "sentient but not alive" part, really. But you might be right here.

I mean we have Robots which are not alive from some nebulous spiritual / psionic hermeneutic, so I can see an example of "sentient by not alive" (by some standards) in the game already.

But the thing trying to metabolize the science ship looks like it's alive.
 
Probably

Otherwise the law to ban them would be literally useless because of all the science ships being intercepted

Hell, they may even snipe your construction ships or starbase

Edit: it would be useless because you wouldn't be able to claim the system, therefore never breaching the law
It's not useless because it would count empires that have cutholoids in their vivarium or fleets.
 
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Do you mean semi-sentient? If it was fully sentient, wouldn't it be something you can communicate with? Perhaps turn into a Voidborne pop?

Are there any consideration of having spaceborne pops? Imagine a society of sapient Amoebas.
You're thinking of sapient, which is close to human level intelligence