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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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While having an upkeep of one of the rarest resources and having literally no other effects at all
The dark matter upkeep of DME is not a serious impediment, though it does put a damper on things. Even if you buy it from the market at the maximum possible price, it's equivalent to an extra 0.02*20*5*1.3=2.6 energy upkeep per pop.

For technicians/tech drones, it's a straightforward 18.3% boost.
For everything else, it's a function of your technician's output. If you have e.g. +200% output to your technicians before DME, the math works out so that you divert 6.35% of pops to technicians and keep the rest. For a worker with a similar +200% output bonus, the total is (1+2+0.4)*0.9365=3.1841, or the same 18.3% boost (ignoring the sig figs lost by the aggressive rounding).

If you had +200% on that job before, it's a 18.3% boost. If you had +100% before, it's a 24.7% boost. etc.

The boost is higher if your technicians are even more powerful, lower if they're weaker.



And this is all before taking into account pop upkeep reductions (25% from the Synthetics tree, -10% from Harmony/Synchronicity, -5% from having an Advisor like the Growth Node, etc.), which makes the boost even higher. It's also assuming you buy your Dark Matter from the market at the highest possible price (a whopping 130 energy per dark matter).

And, of course, if you have a strong source of dark matter (Dark Consortium, Portal/Anomaly researchers, etc.) you might not even have to buy enough to drive the price up that far.

Basically: you can treat DME as a no-drawbacks +20%ish boost and you won't be far off in most realistic post-ascension scenarios for standard Machines, or +30% for Synths (who get a -25% upkeep reduction for free).
 
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Btw, don't robots have absolutely crappy pop growth, so I could literally just get two bio-pop with +20% each and out-produce your one +40% robot by a lot without having to pay any dark matter even?
No, physical synth and Modularity machine growth has been just as good (better, in extreme cases) as genetic ascension's growth, since Machine Age.

Their growth is expensive (because they have to invest pops into working Replicator jobs), but that's not the same thing as being weak.

Hopefully that changes with Biogenesis, though.
You can't even conquer and assimilate other empires as robots unless you luck out and find a robot empire, while bio-empires can conquer/buy anything with a pulse
As machines, no. As synths, yes.
That's kinda the design idea of Stellaris anyways, that different builds achieve similar levels of overall power through different means
This only applies if the power level is the same. Currently they're not. Genetic is just weaker in every respect.
 
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No, physical synth and Modularity machine growth has been just as good (better, in extreme cases) as genetic ascension's growth, since Machine Age.

This only applies if the power level is the same. Currently they're not. Genetic is just weaker in every respect.
So it's fixed now?!
Genetic ascension gets buffed and gets to be as strong as synth ascension, just in different ways

Same as synths and biological species have different base stats
 
But evolutionary predator is immune to modifications
That would be as pointless as taking clone origin and overtuned
Or life-seeded and void borne
Or life-seeded and lost colony (your homeworld gets to be gaia and your capital does not, lol)
I understand that there may not be enough imagination and you may not have such an enterprising view of things, being able to combine and get not a conflict kit, but something third, interestingly playing with the original premises.

What if the combination can give theft of genes but at the same time adapt them to the species in a completely exaggerated sick way. And collecting the best genes after processing the gene material gets an absolutely sick result in the style of overtuning body horror (on paper and gene perks). No? Still funny and meaningless? Okay dude, whatever you say, this is just an assumption within the framework of one big idea of dual origins.

And you know, of course there will be incompatible origins, just as there are now incompatible civics, etc. For this there are beta tests, a sense of adequacy, measures and refinement of the idea. So of course, if we speak a little realistically, there will be blocks on some combinations. I talked about this before.

For now, I'm just sharing the feeling of potential of the idea with people.
 
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So it's fixed now?!
Genetic ascension gets buffed and gets to be as strong as synth ascension, just in different ways

Same as synths and biological species have different base stats
The amount of extra growth they would need in order to compensate for machine/synth's more efficient pops (assuming they don't get even better traits) would be very high, though. Empire size and conquest exist, which both put a damper on the actual benefits you can get from just growing a boatload of extra pops.

We'll see. Paradox could do a lackluster buff that still isn't enough, or give them such an enormous boost that they're absolutely busted (and poor psionic is left even farther in the dust until its own DLC comes out), or anything in between.

That's why I'm only objecting to incorrect statements about the current state of the game. It's pointless to speculate until we see the full trees/traits (and how they interact with the new workforce economy).
 
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Btw, don't robots have absolutely crappy pop growth, so I could literally just get two bio-pop with +20% each and out-produce your one +40% robot by a lot without having to pay any dark matter even?

You can't even conquer and assimilate other empires as robots unless you luck out and find a robot empire, while bio-empires can conquer/buy anything with a pulse

That's kinda the design idea of Stellaris anyways, that different builds achieve similar levels of overall power through different means
Actually, when you obtain the Fallen Robot Assembly Plant through the Crisis path, its population assembly rate far surpasses that of organic pop growth.
 
That's crisis though, not a normal playthrough
Damn translation slightly distorted my meaning. The robot assembly plant I'm referring to is obtainable through normal gameplay - specifically via the Synthetic Age's Crisis Ascension path. I'm not sure how else to explain it, but that's how you unlock the assembly plant I mentioned.
 
I wonder how perfect habitability worlds work with the 200% habitability cap in the genetics tree. Would a Gaia world automatically give 200% habitability or would it give a floor of 100% habitability. I look forward to finding out.
 
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Can we get more negative traits to mirror positive ones? So an “Unintelligent” trait to mirror Intelligent or an “Extremely Weak” trait to be the level 2 equivalent of Extremely Strong?
 
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Actually, when you obtain the Fallen Robot Assembly Plant through the Crisis path, its population assembly rate far surpasses that of organic pop growth.

Not that I disagree some ME balance is wonky, but if you’re running the assumption of cosmogenesis then you’re already off the norm the game is balanced around.
 
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Can we get more negative traits to mirror positive ones? So an “Unintelligent” trait to mirror Intelligent or an “Extremely Weak” trait to be the level 2 equivalent of Extremely Strong?
I am sceptical about negative traits whose effects can easily be avoided. For instance, the Weak penalty to Worker jobs can be easily avoided by building robots or obtaining other species, and then this "negative" trait basically becomes a free trait point.

In my opinion, negative trait effects need to be unavoidable in order to be balanced.
Repugnant pops could consume +25% Amenities, rather than (mostly only theoretically) producing -20% Amenities from jobs,
Quarrelsome could affect Faction Unity rather than job output Unity,
Slow Learners, Jinxed and Fleeting should always be unavailable for pops that can't produce leaders (like Serviles),
and so on.
 
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I am sceptical about negative traits whose effects can easily be avoided.
Almost all negative traits are relatively easily managed once you get out of the early game, unless you are Fanatical Xenophobe or a genocidal gestalt.
 
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