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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​

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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!




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

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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.


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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.
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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…

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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!

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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.

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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.

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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!

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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.

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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!

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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.

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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!

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So. Meatships. Eating other species to absorb their traits. Hivemind stuff.

Tyrannids are *definitely* back in the restaurant.

I'm liking this.
 
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I am liking the new species portraits, they are of the newer style, but art style itself fits well with old art style :O

But yeah if there was any doubt, this dev diary convinced me to get the season pass ya, I love portraits get special exceptions for specific traits

(this also means I'll be throwing all my current empires into trash can x'D I really do need empire folders in this game but at least it'll be clean for while)
 
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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.
You have to be 18+ to post on this forums :)
 
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Phenotype traits where something i wanted for some time now, and the New origin is sick!

Also, a question: since The hivemind goverment type you shared mentioned cybernetic ascension, this origin is allowed to go cybernetic them? And about trait points and picks, The traits gained through the situation wont cost trait points and picks so we can apply cyborg traits to The species?

Thanks for The awesome content
 
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Phenotype traits where something i wanted for some time now, and the New origin is sick!

Also, a question: since The hivemind goverment type you shared mentioned cybernetic ascension, this origin is allowed to go cybernetic them? And about trait points and picks, The traits gained through the situation wont cost trait points and picks so we can apply cyborg traits to The species?

Thanks for The awesome content
No, it's simply the same text that all the Hive Authorities have, you are capable of assimilating other species into your Hive Mind.
 
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I have never been more excited about Stellaris DLC than now. I want to 'foreign' the rest of the galaxy. This is going to be the best DLC ever for cooking freaks, the fact that I have May 5th of for separate reasons is not related.
 
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I've noticed that we've got ourselves a story here:
  1. Tiyanki dies and lands on planet
  2. Local genestealer hivemind eats tiyanki corpse
  3. Hivemind assimilates tiyanki space travel genes
  4. Hivemind learns how to turn drones into space whales
  5. M E A T S H I P S
And that, Little Johnny, is how bioships were born.
 
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Yaaay...

You took away immortal leaders and trait stacking, only to give it back again in a DLC... rejoyce????
When did they ever remove that?

Synths never stopped being immortal and trait stacking can already be done too

One of my builds has venerable lithoid Necrophages for a base lifespan somewhere between 200 to 300 years, machines can just get an immortality trait, anyone can get that silly overrated astral rift throne and stacking three different adaptability traits from basic gene modding, overtuned and cybernetic ascension also can still be done
 
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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.

Out of curiosity, what does the Genetic Soup modifier do?
 
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M E A T P O P S M E A T P O P S M E A T P O P S
 
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I like it, as most things seen in this new DLC. Still I wish they worked more on making the late game experience more bearable instead of dozens of new ways to start the game
 
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By the way, a little on topic. If I am a genetic collector-democrat-xenophile, growing ships and stations in space, and inviting all races to my dream worlds, then will I have a special bio-geno-ecumenopolis with special bonuses and moments, perhaps stylistically all of me with meat interfaces.

I remembered that the guy here says good things, https://forum.paradoxplaza.com/foru...t-structures-meat-balls-meat-planets.1733778/
the one and only MEAT BALL MAN
 
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Did I miss something, or is planet habitability also getting a major rework? Because spending 3 points on something that improves habitability, seems like a waste of points. Especially when it is quite easy to get to 100% through terraforming, techs, buildings and galactic resolutions.
To me it seems like something you start with instead of extremely adaptive and then dip out of later if you use gene-modding once you get terraforming but I can definitely agree with what you're saying
 
Xenomorphs should get the same effect to fit their theme.
Good point. Maybe a tad weaker, since they aren't really in need of a buff.
 
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