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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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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).
now if only there was a trait for shapeshifting - then the X parasite empire would be complete.
 
Oh, okay. So nobody lays eggs unless I shell out 2 points for it. Lovely. Garbage. Ew. And also, how in the world does a genetic memory, of all things, improve HABITABILITY?!
My understand was that the egg laying thing was more about how often the laying of eggs is possible. As others have said: Lots of food, lots of eggs.

As for the habitability connection of genetic memory. Its more likely than any other type of genetic memory I've ever seen in media. Especially as one can suggest its a type of genetic inheritance not dependent on the DNA itself.

To be clear, genetic inheritance is about passing down information from parent to child via reproduction--where that inheritance is variable as well--and if we are talking about Aliens it does not need to be tied to DNA. On earth we have species using RNA as their genetic code. and some bacteria can pass new RNA horizontally. Basically pass useful code from one living thing to another without reproduction. Something like this could encode learned fear reactions and then pass it down to whatever passes as reproductive cells

Something like that but with behavioral code;
  1. Red Fruit will murder you
  2. this gravity, slows steeper than x will land slide with you on it.
  3. this weather is highly dangerous
  4. trees in this world don't conduct lighting
  5. thorns on this innocent looking flower have fungus that will murder you
  6. whatever.
Genetic memory is rarely that believable, but something like this is arguably plausible with sufficiently alien biology. Not certain I still buy it though.
 
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Yeah, genetic memory is clearly not meant to be as sophisticated as greenskins have in Warhammer where the entire species just knows how to fight, smith, breed animals and use their shamanistic magic

It's just general vibes and instincts - something like "this feels edible" when you see something your parents and grandparents have been eating for decades - or "this river feels dangerous" when it's a place where your family regularly saw crocodiles
 
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Hmm. Can you have a sub-species that eat be modified to have mutations so you can use the mutations to make exactly what you want (i.e. take in a chicken species, make it non intelligent, modify it to get exactly what you want, then use that modified subspecies to make the main species perfect. Even have chicken mutation planets to do the damage work.

We don't even need to meet the other species Emperor, we can send our stupid endless chicken egg warriors to take their genes and we can use our ridiculous hard working chicken farmers to do the factory work in our Oligarcy Democracy for all.

We are going to make a genetic soup, and then we are going to make it lawful evil in three levels.
 
You mention a possibility to add a specific traits to certain portrait (like eggs to platypus or shell to turtles), which normally not allowed to other portraits of such phenotype.

How does this system interact with event from "Horizon signal", which changes portrait within the limits of phenotype?
For example my turtles meet the Worm and changes their portrait to some reptilian without shell. Will they save shell trait?

More commonly: does the new bio-ascension ways have unique interactions with "Horizon signal"?
 
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...
As someone who Mains Unholy Death Knight in Warcraft, I can confirm that Exploding Zombie Army is a cool ability.

>.> I just wish it were actually a good enough ability to actually take.
 
As someone who Mains Unholy Death Knight in Warcraft, I can confirm that Exploding Zombie Army is a cool ability.

>.> I just wish it were actually a good enough ability to actually take.
See it this way, you could take red abilities only and still have a realistic chance at beating the game - or no abilities at all
"Wasting" a mere two points on acid blood wouldn't even qualify as a handicap, imo

And you could just use genetic ascension to apply it on a handful pop in your empire before mass producing clones based on them - in theory you only need one pop per recruitment planet
 
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See it this way, you could take red abilities only and still have a realistic chance at beating the game - or no abilities at all
"Wasting" a mere two points on acid blood wouldn't even qualify as a handicap, imo

And you could just use genetic ascension to apply it on a handful pop in your empire before mass producing clones based on them - in theory you only need one pop per recruitment planet

Could even save it for your fortress worlds. Have a specific soldier template so your defence armies also explode.
 
"Yes, I was called into a meeting with the UX designer when I first presented this. How could you tell?" - PDS_Iggy

@PDS_Iggy I imagine the meeting went something like this...

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