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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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Adaptive Evolution just breaks the UI. New features are bad when they break the game :(
Well, i can live with this particular UI break. It's such a niché case and also rather irrelevant, since they are all good traits. I just know that stacking more of them is more good. I am not too concerned with the specifics.
 
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Can't wait to eat a prethoryn queen alive

Now I hope that if the Prethoryn arrive, we can tell them "You look delicious".
The guys came for a buffet, but became the buffet. Beautifully poetic, even Zarqlan's head shed a tear.
 
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Hate to be rude but... Man, some of you people have completely missing the point.

First part is that no developer considers this change in design to be bad. At worst, tehy think it'll be good later down the line (as they expaline with Zones). The Devs did not sit dow nand say "Let's make the game worse mwuahaha!"
Second is the part where I say that you may not consider it an improvement. This is meant to say "Yeah they are improving it, but it won't necessarily be something you like or something any of us will like for a while".

Because that's the problem with overhauls and big changes to the game: they are going to be controversial and will need tim to be ironed out. They are more likely than not going to need several versions to beceome truly good.

I don't even say this as the fan of the changes (Zones are an unnecessary overcomplication IMO and there is no doubt in me that the May release will be "fiery"), but that's how things are. And even in the best scenario, when everything is ironed out, there will always be peopole who don't like the used approach. There are still people missing the multiple FTLs, the old leader system, and even tiles.
If you want "Improvements" that overhaul a core part of the game, you have to accept the risks and potential problems that will more likely than not ensue in at least the short term. That is the price you pay for these improvements.
By that logic, the concept of “making things worse” wouldn’t exist at all, as long as every decision is made with some kind of positive intent behind it. But that’s just not how it works.

Let’s say we completely removed the planetary development system — planets would just passively generate more resources over time, and the only thing players would choose is the specialization to determine what type of resource they produce.

And honestly? I could give you several reasons why that would be an “improvement.” It would greatly boost performance, reduce micromanagement, and let players spend more time on other aspects of the game.

But would that actually be better for the game as a whole? Many players would probably see it as dumbing down the mechanics and stripping away depth. So even if there are good intentions and benefits, that doesn't automatically make a change good. In the end, we judge changes not just by what they aim to do, but by what they actually do — and how they feel to play with.
 
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you do realize they have different teams for different things right?
No. What's in this dev diary is literally the only thing they have been working on. Obviously.
 
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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!

More grounded and reality-bound xD

First off, this all seems great! The origin reminds me of the Zerg story on Starcraft 2.

Now, a couple questions/wishes. As usual, it is mostly me wanting something added xD. While this is great I dislike one thing about the rework that hopefully can have some thought. Let me explain what it is.

While Biogenesis adds a lot, really a lot, it also takes away a bit. It does not remove things from the game, but removes them from the player. As an example, previously anyone could build clone vats or use leviathan traits. Now only certain paths can. I am totally in for certain parts having improved effects for their related stuff, for example the increased clone vats from capital buildings for clones. However, we are losing things, I won't be able anymore to use both clone vats and leviathan traits, as they come from different paths. Like I said, they are in the game, but we lost things we could do before.

Sure, some people didn't want the traits, or the vats or whatever, now with choices they can play as they want. But it also means that IN THIS PARTICULAR cases, the change is a downgrade. I will say it again because I know that a lot of people jump easily: I am not saying that the new genetics is worst or a downgrade in comparison to the current one, just some particular things, like the one I am mentioning in this example.

For instance, and to be fair, when machines got their rework they didn't lose anything. No path lost access to leviathan traits, nor to assembly, nor to modding. They each 'upgraded' or 'developed' on one area, but without losing what they had. With genetics we are doing it, which I do not like.

Another example, and the one that upsets me the more so far is that the new phenotype traits are going to be restricted to phenotype except to one path, when previously all genetic ascendants could do so with a tech. So this something else that is lost now.

I think that the paths should improve the most logical things, but not gate keep them. Go cloning and have more and better vats as well as the leaders traits etc. But don't make the vat unique to them. Went mutation, then go all crazy mutating, but don't keep things we already have just for it like leviathan traits etc.

I know that Elaidrin said he reads everything up, so I hope it is true this gets at least some thought. Like you said on a Dev stream, the idea is to be able to do the same we can do now, and more! So, please take this into account. Each path has enough unique things already in the form of governments, traits, agendas, policies etc (judging for what has been said/seen ofc) That gate keeping isn't necessary. And while the new genetics ascension is going to be better even as it is now, this changes do take away a bit of possibility. And again, machines didn't got that treatment, so I do not see why genetics should have things removed from core gene ascension and moved to paths when machines didn't had it (and where/are OP as hell).

This is about the change. Now, something I would love if it could be added, or perhaps there already is, hard to know with the drops of info we get :). Anyways, something very simple, can we get negative traits for -100% pop growth and habitability?

The reasons you ask? Well, many. First, it would help a bit with this fantasy that a lot of people seem to have of making the worst pops ever and spreading them all over the galaxy! It could also help with things like restricting pop growth. Now that all species grow at the same time, if I want to keep an specific planet population of X species locked to a set number, but only for that planet (as such species rights won't work here) then I could gene mod those species in said planet. I have complained about this in particular in posts about the beta removing that capability, but have received no response from devs, neither to say it is going to be added, nor that it is not, so I do not know how this will finally end up being. But in any case, extreme traits to punish the filthy xenos should be all the reason we need to add this kind of traits. I want (actually my GF, I am really nice, I promise) 100% habitability, happiness, growth, etc. Make them miserable and pay for their heresy etc.

EDIT: a key note here for people that don't seem to be aware. These mechanics/features are all tied to the third decision in the situation. This means that you can't have lets say vats and leviathan traits for instance. If they where moved to other decisions (perhaps a good idea devs) then we could have them both sacrificing some other stuff.
 
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It seems like it works more as a surprise bag, where if you have eaten a pop from a given phenotype, the trait you'll get will be from that phenotype (or maybe generic?) Based on the event choices...
As i can see it - If i already have traits X1, X2, X3... X7 and I see a slave on market with X1, X3, X7 traits - I don't need this species, it can't give me anything new. So i would like to be able to quickly understand is there any new traits i can get from this Slave in marker/this planet/this pre-FTL/this man species who wants make a migration pacts with me etc.
So if i want to get "Very strong" trait i need to find the specie who has it.

Or do I just get random trait from all trait pool, even if that specific specie doesn't have it?
 
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As i can see it - If i already have traits X1, X2, X3... X7 and I see a slave on market with X1, X3, X7 traits - I don't need this species, it can't give me anything new. So i would like to be able to quickly understand is there any new traits i can get from this Slave in marker/this planet/this pre-FTL/this man species who wants make a migration pacts with me etc.
So if i want to get "Very strong" trait i need to find the specie who has it.

Or do I just get random trait from all trait pool, even if that specific specie doesn't have it?
I think the way the choices are presented on that screenshot (environment, humanoid, molluscoid, embrace chaos, "good enough") aswell as the "but they're cute" - event stating it "adds mammalian DNA" despite those event creatures not having any traits as far as I'm aware, I think it would be from all trait pool filtered by the phenotypes you've eaten and your choice on that finisher event - at least that's how I'm reading those screenshots
 
Orbis Customer Synergies is happy to announce that you can now purchase traits for the low, low price of just a single energy credit! That’s right!
Just a single DNA transfusion syringe, and YOU could have the genetics of your dreams!
Stop by your local commercial zone today!
In accordance with galactic law, Orbis Customer Synergies is required to specify that DNA Transfusion Syringes may contain trace amounts of: Volatile motes, exotic gases, dark matter, glucose, menace, advanced logic, red 678, and Dihydrogen Monoxide.
Not available in certain empires or undeveloped colonies, some exclusions apply.
 
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I wonder will there be any new interaction with the new content for Life-Seeded Origin? Clone Soldiers get something, and this origin is also thematically fitting. For example, a boost to phenotype traits of plantoids/fungoids
 
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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 genes safe!

How do we know which species portraits have extra use of other type traits like Platypi and eggs?
 
Unnatural Selection:
Could it also enable removing positive traits?

Side-question:
Will we normally be able to replace positive traits with higher-level versions, such as Strong with Very Strong?
(It is counter-intuitive that, without bio-ascension, the only way to add the Very Strong trait is to avoid having Strong in the original design - while Weak is just fine.)

Genetic Memory:
Will there be interactions with psionics?
Asking for a Bene Gesserit friend.

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!
Will you consider splitting portraits into subcategories, such as one for winged mammals (like bats and Oz monkeys)?
And/or giving portraits in the selection list some graphic indication of unlocked traits?

Please consider allowing Malleable Genes to be picked independently of the origin.



Finally:
Will there be a new, bio-ascended member of the ratling family (Ketling, Racket)?
 
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More grounded and reality-bound xD

First off, this all seems great! The origin reminds me of the Zerg story on Starcraft 2.

Now, a couple questions/wishes. As usual, it is mostly me wanting something added xD. While this is great I dislike one thing about the rework that hopefully can have some thought. Let me explain what it is.

While Biogenesis adds a lot, really a lot, it also takes away a bit. It does not remove things from the game, but removes them from the player. As an example, previously anyone could build clone vats or use leviathan traits. Now only certain paths can. I am totally in for certain parts having improved effects for their related stuff, for example the increased clone vats from capital buildings for clones. However, we are losing things, I won't be able anymore to use both clone vats and leviathan traits, as they come from different paths. Like I said, they are in the game, but we lost things we could do before.

Sure, some people didn't want the traits, or the vats or whatever, now with choices they can play as they want. But it also means that IN THIS PARTICULAR cases, the change is a downgrade. I will say it again because I know that a lot of people jump easily: I am not saying that the new genetics is worst or a downgrade in comparison to the current one, just some particular things, like the one I am mentioning in this example.

For instance, and to be fair, when machines got their rework they didn't lose anything. No path lost access to leviathan traits, nor to assembly, nor to modding. They each 'upgraded' or 'developed' on one area, but without losing what they had. With genetics we are doing it, which I do not like.

Another example, and the one that upsets me the more so far is that the new phenotype traits are going to be restricted to phenotype except to one path, when previously all genetic ascendants could do so with a tech. So this something else that is lost now.

I think that the paths should improve the most logical things, but not gate keep them. Go cloning and have more and better vats as well as the leaders traits etc. But don't make the vat unique to them. Went mutation, then go all crazy mutating, but don't keep things we already have just for it like leviathan traits etc.

I know that Elaidrin said he reads everything up, so I hope it is true this gets at least some thought. Like you said on a Dev stream, the idea is to be able to do the same we can do now, and more! So, please take this into account. Each path has enough unique things already in the form of governments, traits, agendas, policies etc (judging for what has been said/seen ofc) That gate keeping isn't necessary. And while the new genetics ascension is going to be better even as it is now, this changes do take away a bit of possibility. And again, machines didn't got that treatment, so I do not see why genetics should have things removed from core gene ascension and moved to paths when machines didn't had it (and where/are OP as hell).

This is about the change. Now, something I would love if it could be added, or perhaps there already is, hard to know with the drops of info we get :). Anyways, something very simple, can we get negative traits for -100% pop growth and habitability?

The reasons you ask? Well, many. First, it would help a bit with this fantasy that a lot of people seem to have of making the worst pops ever and spreading them all over the galaxy! It could also help with things like restricting pop growth. Now that all species grow at the same time, if I want to keep an specific planet population of X species locked to a set number, but only for that planet (as such species rights won't work here) then I could gene mod those species in said planet. I have complained about this in particular in posts about the beta removing that capability, but have received no response from devs, neither to say it is going to be added, nor that it is not, so I do not know how this will finally end up being. But in any case, extreme traits to punish the filthy xenos should be all the reason we need to add this kind of traits. I want (actually my GF, I am really nice, I promise) 100% habitability, happiness, growth, etc. Make them miserable and pay for their heresy etc.
Doesn't virtuality lose pop assembly? They also lose the option to co-exist with organics because organics never stop growing and virtuality actively punishes you for growing


Synth ascension for biologicals is even worse since you lose your entire main species

And I heard nanite leaders lose their special trait for being robots?