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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 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.
You can't actually micromanage your pops like that though, they will just work whichever job is available
Also your founding species will automatically be the majority of your populace, meaning it would be very hard to get enough pops to replace them in the first place
 
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.
For me the point of negative traits is to balance out the positive ones. Even for people doing genetic ascension you’re limited in not just how many trait points but trait picks. Having more negative traits just gives you some more diversity in the ones you can use.

Adding minimizeable trade-offs like slow learners, jinxed, and fleeting to serviles for me is just good management - for planets with a negative modifier to mineral production for example, you’d just do a different specialization for that planet and make a mineral world elsewhere. Finding ways to avoid negative traits being an issue is part of the game.
 
How does the overturned origin interact with the new ascension?
Overtuned will probably want to go into Purity to make their traits even stronger. In previous dev diary they show "Planned polymorphism" tradition, which makes adaptive traits stronger. Since Overtuned can have two of those it seems like it would be a strong combo.
 
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Looks good and the Evolutionary Predators looks hilarious.

But I have not been fan of the portrait locked traits ever since they were introduced and would like to have non-mod way for the player to make custom empires freely even if randomly generated empires follow them. If I want to grow roots as a human I should be allowed to. :D
I can see both sides of this. I would find mammals with plant traits ridiculous, but I would like to have arthropods with Idyllic Bloom. Insects tending the garden based on the Uva Mosk from the old Deadlock: Planetary Conquest game. I can't though.

Here's my idea: allow rule breaking for custom starting species/empire's (with like a check box or shift-click to unlock) but not in-game with gene-modding or government reform, and don't allow rule breaking species/empire's to spawn randomly. You'd have to design and force spawn them yourself.

Additional idea: Sometimes we want to create something that isn't available at start-up. Like Mass Effect's Asari interbreeding with aliens, which is an ascension option. So I'd like to have AI player only options when creating custom empire's. Let us set a goal that the AI will aim for. Like guys you want to develop into cyborgs, or their identity absolutely must involve Executive Vigor! Would be useful for gestalt consciousness especially because without ethics it's hard to give them personality. I might see these drones as warriors but not conquerors, so assigning them Defenders of the Galaxy would help with that.
 
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You can't actually micromanage your pops like that though, they will just work whichever job is available
The job weights system automatically prioritizes pops with suitable traits for the right jobs, while pops with bad traits are less like to take and keep those jobs.

Also your founding species will automatically be the majority of your populace, meaning it would be very hard to get enough pops to replace them in the first place
The majority species does not need to become a minority to make a negative production trait irrelevant; it is sufficient to just get enough robots and xenos to fill all of the job slots concerned.

(And that is before we get into genemodding territory, where even a mono-species empire can exploit production penalty traits by splitting into 2 or more templates, where each gets a "negative" trait or two that will never have any negative effects - making them essentially free trait pick points, when compared to all of the other negative traits that have constant negative effects.)
 
The job weights system automatically prioritizes pops with suitable traits for the right jobs, while pops with bad traits are less like to take and keep those jobs.


The majority species does not need to become a minority to make a negative production trait irrelevant; it is sufficient to just get enough robots and xenos to fill all of the job slots concerned.

(And that is before we get into genemodding territory, where even a mono-species empire can exploit production penalty traits by splitting into 2 or more templates, where each gets a "negative" trait or two that will never have any negative effects - making them essentially free trait pick points, when compared to all of the other negative traits that have constant negative effects.)
even getting enough robots to fill all the basic jobs would take quite some time
also obviously "genemodding territory" takes bad traits that aren't crippling

which proud slave empire wouldn't make their slaves bad leaders?
double stacking aquatic and the wet skin thing is also a no-brainer since aquatic builds literally specialize in never leaving the ocean worlds in the first place

meanwhile those "free picks" will become an issue when an AI empire gets them and you have to make the best out of them
that's the charm of managing a multi-species empire - you have a planet suitable for one third of the populace but two thirds absolutely hate being there :3
 
I think it would be interesting if there were more resource based traits. We already have traits that boost resource output, but not many that reduce (or increase) resource upkeep. I think it would be interesting if there were a "picky eaters" trait that reduces food upkeep, and alternatively a "voracious" trait that greatly increases food upkeep. Along with many other traits that could be added in later on. Imagine a trait that boosts army damage but it costs alloys in upkeep.
 
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Imagine a trait that boosts army damage but it costs alloys in upkeep.
genetic traits are supposed to be biological, so alloys are right out. Would work for a cyborg trait however.
I think it would be interesting if there were more resource based traits. We already have traits that boost resource output, but not many that reduce (or increase) resource upkeep. I think it would be interesting if there were a "picky eaters" trait that reduces food upkeep, and alternatively a "voracious" trait that greatly increases food upkeep. Along with many other traits that could be added in later on.
While upkeep traits are useful, I don't know if they are interesting. Plus, being able to get free pops would be rather bad for gameplay. On the other hand, something that changed upkeep would be interesting. Like some hybrid trait that switched some organic pop upkeep to minerals, or the other way around of lithiods.
 
Got a question, Shouldn't the civic Natural Design (and its counterparts) be allowed to take only the Purity genetic path since thematically it seems appropriate?
 
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Got a question, Shouldn't the civic Natural Design (and its counterparts) be allowed to take only the Purity genetic path since thematically it seems appropriate?
The idea with Natural Design is that you're *already* perfect, whereas the ascension path is seeking to *become* perfect. At least that's my reading.
 
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Please make the Habitats destructible and make it possible to turn them off in game setup.
There's a problem with this. If you are allowed to turn habitats off, then the game would be unbalanced. That is, if having habitats is the default (and not having them not the default), then the game would be designed for them. If you turn them off, you'd be a lot weaker. Basically, if you want this option to turn them off, you would have to accept that your non-default setting would require additional tweaks in the main menu to get things right (like faster research speed, etc). Either this, or the devs would have to fully remove habitats completely from the game.

While I like habitats, I think having them just adds too much micromanagement (too many worlds), and they are best placed instead as (unlimited) mega-structures that you don't have to handle like worlds (planets). This would ruin one of the origins, but it's better to destroy one mere origin to greatly improve overall gameplay.

Anyway, back on the topic of the thread: I am happy that the devs are moving in this direction of having exclusivity (such as phenotypes having exclusive traits), as it makes choices more meaningful.
 
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Hive Mind Evolutionary Predators sounds like a perfect Zerg run.

According to the Starcraft 2 storyline, Evolutionary Predators is actually the most fundamental characteristic of the Zerg - all the hive mind stuff got bolted on later when they were uplifted by Amon. It might be even more interesting to imagine what an uncorrupted, "primal Zerg" empire would look like (assuming they stopped eating each other long enough to develop FTL travel).
 
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