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Stellaris Dev Diary #379 - You Are What You Eat

Good afternoon fellow organics! @PDS_Iggy here with the latest evolutions to our organic forms.

Way back when, in the summer of 2019 @Eladrin (then a simple Game Designer) was left all alone in the office with the Lithoids DLC. Once people came back to the office they were greeted with the Lithoid traits! Since then @Alfray Stryke further experimented with these phenotype-locked traits back in 3.1 Lem for Plantoids and Fungoids.

Well, now we have reached the DLC that is all about genetics and organics, so of course we had to take this to the end game. For that reason I started to work on Phenotype Species Traits and that naturally led to the Evolutionary Predators Origin!

Phenotype Species Traits​

image12[1].png

In Turtle society you don’t really buy homes as much as rent sleeping nooks.
In BioGenesis, we’ve added 16 new Species Traits for you to explore at game start. Each of these is locked to specific portrait classes or, as we will refer to them here, Phenotypes. At a minimum, each one should have at least 2 positive traits and 1 negative. As you can see above, these traits are shared between Phenotypes, similar to Fungoids and Plantoids.


The intention of these traits was to make a Necroid Beacon of Liberty Subterranean playthrough feel different than a Reptilian one. Every choice in Stellaris should be an opportunity for mechanics and roleplay!




dd2.png


If the atmosphere is not at least 95% water, I will not leave the colony ship.

image1[1].png


This habitat has been our home for 30 minutes. We will not be visiting the one a system over!


Negative traits are really interesting to design as they set up puzzles for the player to get around. What can you forgo, and what are you willing to pay for that intelligent trait? Here we attempted to stay flavorful to your species while providing more interesting modifiers than just simple static upkeep ones.

In addition, we have played it a bit looser with points cost here, introducing more 3-point traits that can really grant you the opportunity to craft the species that fits your fantasy.


dd4.png


Project Chimera is a go.

If you have been following the recent developers streams we have been broadcasting you might have heard about the Mutation path of Genetic Ascension. Well, if you fully commit and go full mad scientist you can add these traits to any of your pops. Make your egg laying, winged humans and wonder why the aliens won’t contact us.
dd5.png

No, I don't need a map! My genes tell me the gas station will be around the corner.

These traits will be fully compatible with all the portraits we have in the game, including the new free mammalian ones coming in 4.0, so get ready to break out that ancient Hydra portrait and see what havoc you can bring to the galaxy.

One more thing though…

dd6.png

Did you know our logo is supposed to be a Platypus skeleton?

A lot of portraits don’t fit nicely into a single category, and for that, we have managed to make exceptions. So expect to see Egg-Laying platypi, Flying monkeys, Budding coral reefs, Shelled turtles, and more!

Evolutionary Predators​

Now if you are like me, you played Crusader Kings 2 back in the day, got the cannibal trait, locked people with good genetic traits inside your castle, and ate them all to gain said traits. After that, you said, “This is peak game design!”

... Just me?

Either way, I have wanted to bring that playstyle back to our much more grounded and reality-bound game, Stellaris, and with the addition of Phenotype Traits, we finally have enough goodies to go around!

dd7.png

Lithoids are crunchy.

Welcome to the Evolutionary Predators Origin! This is an Origin with relatively few restrictions. As long as you are organic, you are free to play it! I worked hard to keep the language as neutral as possible. If you want to be a former hunter of the night, spreading fear across your entire planet, but now you have reformed and adopted pacifism and xenophilia, then go for it! Now, unprompted, let me show you our bat portrait.

dd15.png

Get down from there, this is an important diplomatic conference!

This Origin comes with the Malleable Genes species trait, which blocks you from manually modifying your species. As you can see, it costs an exorbitant 6 points, forcing you to pick a few extra negative traits to even start the game. Luckily, your economy should still run, as Malleabele Genes is an auto-modding trait that ensures that your pops are working each job fully.

Once you get started, you will be greeted with the Adaptive Evolution situation and a homeworld carrying the Genetic Soup modifier, which will help boost your situation progress.

dd16.png

Mmmm, avian…

The situation progresses faster from: fresh colonies, having many species in your empire, having a diverse council, purging, through a vassal agreement, and if you are a megacorp, through commercial pacts!

dd9.png

You don’t spontaneously evolve an extra heart?

Once the situation is finished, 3 randomly generated options will be presented to you which will grant you a random positive trait from that category.

Each time you complete the situation, it will get harder to complete again. But stay the course and always seek out novel genetic material and you too can become an abomination, unknowable by mortal Blorg.

dd10.png

Yes, I was called into a meeting with the UX designer when I first presented this. How could you tell?

The above example is pretty extreme and would only really happen in late mid game, but you can for sure get there if you try hard enough! As you can see the edges of, once you genetically ascend, you can also get access to the Genetic Ascension traits of old. As well as your own bespoke Evolutionary Predators’ advanced authorities!

dd11.png

If you ask me nicely perhaps I will share some more.

It was very interesting designing authorities specific to a single Origin. You can go a lot more granular with the flavor and consider what a truly complete Evolutionary Predator might look like.

dd12.png

But They’re Tasty too.

One final extra step I took for this Origin was to go through every single event that mentions biological species of some kind and add in an option to consume their DNA, if applicable. Finally, when you discover that ancient avian pilot you can gain Flight, or Shelled from that molluscoid that was buried in that archeological site.

Next Week​

Now I am hungry, so I will be signing off until next week when we’ll be securing our borders, and enduring invaders with the Deep Space Citadel and the Starlit Citadel Origin!

Until then, keep your genes safe!

dd13.png
 
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Overall I really like these traits, but this one doesn't make sense to me.

Is housing more relevant in 4.0 than it was in the 3.99 open beta?

Asking because it seemed like housing could have been removed without much impact, given how much excess housing I got when trying to build jobs.

-75% housing in 3.x would have been interesting, but I don't understand how it will impact 4.0 games if they're like the open beta.

Thanks for any insight!
The beta's numers are not what we will be seeing in the release.
I'm pretty sure they are not making housing irrelevant, or we'd be reading about it in a dev diary (probably in one of those about the planetary rework).
The point of the beta was to test Zones, and everything else was either non-functional (armies, for example) / made functional by giving you too much of it, so you can focus on and play with the Zones.
 
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One more thing though…

View attachment 1279045
Did you know our logo is supposed to be a Platypus skeleton?

A lot of portraits don’t fit nicely into a single category, and for that, we have managed to make exceptions. So expect to see Egg-Laying platypi, Flying monkeys, Budding coral reefs, Shelled turtles, and more!
Oh this is really nice to know! It'd be great to see the fungoid portraits that have mammalian hosts use some of each traits, so that'll be fun.
 
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Sooooooooo, will there be a new option during hostile first contact ?
I mean, if someone was to vivisect an alien, why not take its genes ?

Edit: also, new holdings ?
 
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This is very tone deaf. It's explicitely saying we shouldn't need that. We are making aliens, why are we artificially constrained on how weird they are?
No you are tone deaf, bet you can't sing for shizzle!

Jokes aside, I get you want psionic humas with roots, but c'mon, there have to be some limitations!
Besides, modding this game is beyond simple, it's almost criminally easy. Not to mention you could achieve this with the console with even less effort.
 
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New Origin looks great! I am also very happy that the advanced authorities actually affect what authorities are supposed to be about to be about: the rulers. Though even here they feel more like civics, since authorities are supposed to determine how the ruler is selected.
Hmmmmm, are you sure about all of that in one tradition? Currently that's spread out over three traditions and a bunch of techs, making your advances more gradual. This feels a bit overloaded to get all at once.
 
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oh yeah, absorbing the best genes of the entire galaxy, how I want it
I don't want to bother you, so with all my apologies I'll repeat the questions regarding the additions, I hope to see some hints

Questions
1. Will there be synergy between bioships and fauna? For example, some kind of terrifying chimera of a ship and fauna, for which animal rights activists will punish you? Or some special technologies? or something else?

2. For all megastructures, is there an option to build them for trillions of tons of food with a bio 3D model? I want a giga-scientific base megastructure in space (like in Guardians of the Galaxy 3) ( I think so? I am right? )

3. If there is a Utopia DLC, a Robot DLC and a Biogenesis DLC, can there be a special path of super-perfect fusion of cybernetics and genetics? Set very difficult conditions, demand certain civils so that the player has a challenge to cope with this roleplay challenge to tuning and powerup their population to the maximum.

Honestly, here an important moment of the feeling of the integrity of the game is touched upon in the form of interaction of different DLCs as one mechanism that forms a seamless, perfectly working mechanism that creates excellent content at the junction of the DLC themes. And not as disparate parts of a mosaic. As if when we seem to have excellent pants and a shirt, but between them the belly is visible and there is no belt (yes, I love analogies with clothes)

and the link is simply within the framework of fantasies of special content or special conditions that appear in some Origins when purchasing all the Ascension DLCs. Look at this bio-mechanical madness on Instagram, maybe it will inspire someone.


4. Considering HOW MANY Civics and Traditions will be added - are there any plans to increase the maximums of Civics and Traditions that can be used at the same time? For roleplaying and race uniqueness

5. if there is a megacorp hive that fills the galaxy with its strange product, then I hope to find out that it is true right now! :) It's really interesting to know about this moment with megacorps, please give us a hint
 
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Good afternoon fellow organics! @PDS_Iggy here with the latest evolutions to our organic forms.

Way back when, in the summer of 2019 @Eladrin (then a simple Game Designer) was left all alone in the office with the Lithoids DLC. Once people came back to the office they were greeted with the Lithoid traits! Since then @Alfray Stryke further experimented with these phenotype-locked traits back in 3.1 Lem for Plantoids and Fungoids.

Well, now we have reached the DLC that is all about genetics and organics, so of course we had to take this to the end game. For that reason I started to work on Phenotype Species Traits and that naturally led to the Evolutionary Predators Origin!

Phenotype Species Traits​

View attachment 1279037
In Turtle society you don’t really buy homes as much as rent sleeping nooks.
In BioGenesis, we’ve added 16 new Species Traits for you to explore at game start. Each of these is locked to specific portrait classes or, as we will refer to them here, Phenotypes. At a minimum, each one should have at least 2 positive traits and 1 negative. As you can see above, these traits are shared between Phenotypes, similar to Fungoids and Plantoids.


The intention of these traits was to make a Necroid Beacon of Liberty Subterranean playthrough feel different than a Reptilian one. Every choice in Stellaris should be an opportunity for mechanics and roleplay!




View attachment 1279038

If the atmosphere is not at least 95% water, I will not leave the colony ship.

View attachment 1279036

This habitat has been our home for 30 minutes. We will not be visiting the one a system over!


Negative traits are really interesting to design as they set up puzzles for the player to get around. What can you forgo, and what are you willing to pay for that intelligent trait? Here we attempted to stay flavorful to your species while providing more interesting modifiers than just simple static upkeep ones.

In addition, we have played it a bit looser with points cost here, introducing more 3-point traits that can really grant you the opportunity to craft the species that fits your fantasy.


View attachment 1279040

Project Chimera is a go.

If you have been following the recent developers streams we have been broadcasting you might have heard about the Mutation path of Genetic Ascension. Well, if you fully commit and go full mad scientist you can add these traits to any of your pops. Make your egg laying, winged humans and wonder why the aliens won’t contact us.
View attachment 1279044
No, I don't need a map! My genes tell me the gas station will be around the corner.

These traits will be fully compatible with all the portraits we have in the game, including the new free mammalian ones coming in 4.0, so get ready to break out that ancient Hydra portrait and see what havoc you can bring to the galaxy.

One more thing though…

View attachment 1279045
Did you know our logo is supposed to be a Platypus skeleton?

A lot of portraits don’t fit nicely into a single category, and for that, we have managed to make exceptions. So expect to see Egg-Laying platypi, Flying monkeys, Budding coral reefs, Shelled turtles, and more!

Evolutionary Predators​

Now if you are like me, you played Crusader Kings 2 back in the day, got the cannibal trait, locked people with good genetic traits inside your castle, and ate them all to gain said traits. After that, you said, “This is peak game design!”

... Just me?

Either way, I have wanted to bring that playstyle back to our much more grounded and reality-bound game, Stellaris, and with the addition of Phenotype Traits, we finally have enough goodies to go around!

View attachment 1279048
Lithoids are crunchy.

Welcome to the Evolutionary Predators Origin! This is an Origin with relatively few restrictions. As long as you are organic, you are free to play it! I worked hard to keep the language as neutral as possible. If you want to be a former hunter of the night, spreading fear across your entire planet, but now you have reformed and adopted pacifism and xenophilia, then go for it! Now, unprompted, let me show you our bat portrait.

View attachment 1279049
Get down from there, this is an important diplomatic conference!

This Origin comes with the Malleable Genes species trait, which blocks you from manually modifying your species. As you can see, it costs an exorbitant 6 points, forcing you to pick a few extra negative traits to even start the game. Luckily, your economy should still run, as Malleabele Genes is an auto-modding trait that ensures that your pops are working each job fully.

Once you get started, you will be greeted with the Adaptive Evolution situation and a homeworld carrying the Genetic Soup modifier, which will help boost your situation progress.

View attachment 1279050
Mmmm, avian…

The situation progresses faster from: fresh colonies, having many species in your empire, having a diverse council, purging, through a vassal agreement, and if you are a megacorp, through commercial pacts!

View attachment 1279051
You don’t spontaneously evolve an extra heart?

Once the situation is finished, 3 randomly generated options will be presented to you which will grant you a random positive trait from that category.

Each time you complete the situation, it will get harder to complete again. But stay the course and always seek out novel genetic material and you too can become an abomination, unknowable by mortal Blorg.

View attachment 1279053
Yes, I was called into a meeting with the UX designer when I first presented this. How could you tell?

The above example is pretty extreme and would only really happen in late mid game, but you can for sure get there if you try hard enough! As you can see the edges of, once you genetically ascend, you can also get access to the Genetic Ascension traits of old. As well as your own bespoke Evolutionary Predators’ advanced authorities!

View attachment 1279055
If you ask me nicely perhaps I will share some more.

It was very interesting designing authorities specific to a single Origin. You can go a lot more granular with the flavor and consider what a truly complete Evolutionary Predator might look like.

View attachment 1279057
But They’re Tasty too.

One final extra step I took for this Origin was to go through every single event that mentions biological species of some kind and add in an option to consume their DNA, if applicable. Finally, when you discover that ancient avian pilot you can gain Flight, or Shelled from that molluscoid that was buried in that archeological site.

Next Week​

Now I am hungry, so I will be signing off until next week when we’ll be securing our borders, and enduring invaders with the Deep Space Citadel and the Starlit Citadel Origin!

Until then, keep your
I wonder if this would make for a good hive mind - "We are the nomnomnorg. Your biological and evolutionary uniqueness will be added to our own. Resistance is futile. Burb."
 
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All this is simply fantastic. Great work!

Looking forward to recreating all my legacy organic Empires with the new phenotype system.
 
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Something I've wanted for a long time, and was curious to see if we'd get here, are traits related to size. Are these something you've considered? Like a chain of tiny - small - big - huge, similar to nonadaptive - adaptive - extremely adaptive.
 
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Something I've wanted for a long time, and was curious to see if we'd get here, are traits related to size. Are these something you've considered? Like a chain of tiny - small - big - huge, similar to nonadaptive - adaptive - extremely adaptive.
I will do it when art gives me a portrait that is just a giant dinosaur foot.
 
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These look really really fantastic! There are some phenotype locking traits on the workshop and they are my favourite way of doing species traits for a long time - you guys took some of the absolute best ideas from them! Super happy with that!!!
 
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2. For all megastructures, is there an option to build them for trillions of tons of food with a bio 3D model? I want a giga-scientific base megastructure in space (like in Guardians of the Galaxy 3) ( I think so? I am right? )
Confirmed in DD#377 :)


Can't help with the rest of your qestions, tho :(
 
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