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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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I like the look of all this, but it's either something I'm seeing as thematically weird or just not understanding.

What is Deathless about Deathless Dynasty? How will that work in practice? What is a Great Leader?

It seems, without knowing specifics, like on average (especially for your starting ruler) your leaders will die around the time your ruler does, so they'll get minimal benefit. Does consuming a leader extend ruler lifespan? Is ruler lifespan buffed specifically and just not listed there?

Basically, it seems like a less extreme version of why Imperial Feedback never impressed me. For that, the problem is wanting leaders to die often but they're robots so you can't use Overtuned with them. For this, it... still kinda looks like you'll want frequent leader deaths, but NOT frequent ruler deaths, which incentivizes me to mod my rulers to be as close to immortal as possible (immortal lobster trait?) and the rest of my leaders be fleeting.

I'm very interested, I just don't understand.
Leaders die all the time, especially scientists (crippled, substance abuse, partially digested, actual deaths in combat or astral rifts, etc.)

Also if you make your main species live very long and then hire foreign leaders and paragons they probably won't outlive your ruler
 
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.
This is not true, with the way you can customize the trees, one of the chooses gives you access to each of these in the situation. I advise you watch the stream from last week.
 
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The point is not about them being less restrictive or more. Is about losing mechanics. You are not talking about the same thing as I. I said mechanics loss.

Did they lose a mechanic they had? No.

They have their own restrictions? Yes, like everything else. That does not make them special/different.

And again, machines are the closest thing we have to the coming genetics, cyborgs/synths/psionics don't have paths at all. So they are all out of the question for the topic discussed.
Tbh I don't get your example of losing cloning anyways

You can pick cloning on your first choice and the leviathan traits on your third, it's not like they're mutually exclusive
 
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This is not true, with the way you can customize the trees, one of the chooses gives you access to each of these in the situation. I advise you watch the stream from last week.
That does still mean not everyone gets it.

Everyone CAN get it, but it previously didn't have an opportunity cost and now it does.

I just hope customizing my traditions won't require wikidiving, like figuring out what decisions give which cybernetic authority (synthetic is basically clear, although I'd still prefer to NOT be making massive permanent decisions blind when I don't have the authorities memorized).
 
That does still mean not everyone gets it.

Everyone CAN get it, but it previously didn't have an opportunity cost and now it does.

I just hope customizing my traditions won't require wikidiving, like figuring out what decisions give which cybernetic authority (synthetic is basically clear, although I'd still prefer to NOT be making massive permanent decisions blind when I don't have the authorities memorized).
It's not like everyone wants to get it either, lmao
If you want it, you can get it
If you don't want it you don't have to waste your unity on it and can get something BETTER
 
That does still mean not everyone gets it.

Everyone CAN get it, but it previously didn't have an opportunity cost and now it does.

I just hope customizing my traditions won't require wikidiving, like figuring out what decisions give which cybernetic authority (synthetic is basically clear, although I'd still prefer to NOT be making massive permanent decisions blind when I don't have the authorities memorized).
Yes everyone can get it ,they are implying that only certain paths can which isn't true.
 
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Yes everyone can get it ,they are implying that only certain paths can which isn't true.
Doesn't really change my point.

I haven't seen enough of them to know, but as long as they don't have too obvious a synergy for any given path the system is fine. Still means you don't always get those, and previously you did always get those.

If there's anything too specific, like if Clone Vats gives 150% the effect for clone ascension, that's not really a choice. Dunno, haven't seen it.
 
Doesn't really change my point.

I haven't seen enough of them to know, but as long as they don't have too obvious a synergy for any given path the system is fine. Still means you don't always get those, and previously you did always get those.

If there's anything too specific, like if Clone Vats gives 150% the effect for clone ascension, that's not really a choice. Dunno, haven't seen it.
From what I seen in the live stream you can basically make any tree like the old BIO tree, but better. Now certainly if you don't pick cloning you are not going to have the best cloning ability, but it should be at least as good as the old BIO tree on any of the trees.
 
Pretty pretty please with sugar on top show off Chromalog? I had to learn what the word even means and it costing 4 perk points has me far too excited. I was excited enough to make an account just for it
 
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Seriously, the current advanced traits for Gene Ascension are pretty terrible. I wonder if they'll get any improvements in the new patch
Agreed. Synthetic and cybernetic is just objectively better in almost every way. Heck, mechinist is relatively new. So for years, bio ascension had nothing to boost alloys.
 
Should totally be able to get necromancers in the mix so you can have exploding zombie armies.

But I don't think zombie armies get trait benefits...
Which begs another question about the necromancers in combination with spare organs: Is there a chance you kill an army and, instead of going down, a zombie army shows up while that army just keeps going?

Would it be realistic? No.

Would it be awesome? Yes.
 
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