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Stellaris Dev Diary #382 - The Next Step in Evolution

Hi everyone!
Cosmogone here with the final Dev Diary before May 5th and the release of BioGenesis and 4.0. Today, we’ll be taking a look at the various civics and at the latest innovation in galaxy-threatening technology: Behemoths.

Civics​

We have a lot to cover, so I’ll be brief here and let screenshots speak for me.

  • Regular Empires/Corporate civics:
image21.png

Crowdsourcing: Faction Output numbers are non final
Genetic ID: Combine with CyberCreed and Dimensional Worship for a no scientist run
Civil Ed: “It stacks with Utopian Abundance” - Iggy (2025)

  • Hive Civics:
image17.png


  • Machine Civic:

    image33.png

  • [REDACTED]
    image30.png
[REDACTED] are just a fairy tale told to [From.GetSpeciesSpawnNamePlural] to keep them afraid of the dark and keep them in line.


image11.png


Alright, this one warrants a few more explanations in regards to the new operations made by Iggy:
- Smuggle population is a new operation available to everyone that lets you steal a few hundred pops from a target empire. Whether you are using it to liberate slaves or acquire fuel for the Synaptic Lathe is up to you.
- Prepare Invasion is exclusive to this civic, and for a cost of pops, will let you strike from the shadows at the beginning of a war, flipping starbases in systems close to you and even spawning a handful of armies on some planets in an attempt to conquer them by surprise. The total number of systems affected by this effect depends on how many pops you choose to sacrifice when preparing the operation with a maximum of 2000 pops of the victim’s species for 50% of its controlled systems.


Behemoth Fury​

Our new crisis path, only available to bioship empires, will be a must-play for enjoyers of Kaiju movies, titanic dragons, and BIG monsters in general. In it, you seek to transcend the weak form that binds you to planets and prevents you from just having the time of your life in space under the foolish excuses that you need to breathe, be warm, or that solar radiation can mess up your systems.

Your path to a new life begins with figuring out how to craft new spaceborne life:

image26.png

To support the ever growing number of crisis paths, the Crisis tab has been made more modular than ever and can accommodate new backgrounds and color schemes.But I digress. Behemoth Fury will see you accumulate Feral Insight to progress through the levels, with the biggest rewards coming from birthing and interacting with Behemoths.

image27.png


Most of the perks revolve around them directly, but quite a few will significantly buff your bioships, your food production and your society research as your entire empire is skewed towards developing and supporting Behemoths. Here are a few examples:

image35.png

In order to birth Behemoths you must first prepare a suitable vessel for something this size. A megastructure ought to do it. The Behemoth Eggs are built and hatched exclusively with food so those farmers better get to work, because you’ll need a LOT of it.

image14.png


Newborn Behemoths are not that impressive yet, sporting a mere 28.5K fleet power, and a lot of it comes from how tanky they are. They are still a far cry from the objective of breeding the ultimate predator, but they are a necessary step.

image24.png

Note the fancy new ship UI that made way for a brand new “Growth” bar and the very non-threatening “Rage Status”. As your baby Behemoth goes around the galaxy, living its best life by eating ships and pop (by bombarding planets, it’s not big enough to eat them whole yet), it will fill up its growth meter. Once the meter is full, it turns into a button, and if you’re far enough along the crisis path, you’ll be able to click it to send the Behemoth back into an egg, or a Chrysalis if you want to be technical about it.

Once again, you can spend a lot more food in order to let an even bigger beast emerge, ready to feast upon an unsuspecting galaxy.

image15.png


However, this is not without danger. Behemoths are dangerous beasts, and until you can find a way to fully control them, they WILL escape your grasp from time to time, succumbing to their rage and hunger. With the right stimulation, you can, however, induce this rage artificially, unleashing the Behemoth when the time is right.
When Raging, a Behemoth will attack anything else in the system, then attempt to seek out the closest source of food (a colony or a Behemoth egg) to go and devour it. As a Behemoth Crisis empire, you can defeat them in combat to beat them into submission and take control of them, while other empires that can prevail over a raging beast will kill it.

There is more finesse to this system, such as the fact that fully fed Behemoths no longer randomly rage, or that if two Behemoths meet, they will try to fight each other, possibly to the death. The Rage Status indicator in the fleet view should let you know when your beast is at risk of succumbing to its anger.

It is absolutely possible to get killed by your own feral behemoths and I have lost count of the times where I got game-overed when testing the rage while owning a single colony.

image28.png

The final level of the crisis is the most transformative in terms of gameplay. As usual, crossing that final line is up to you, and it will have important consequences. First off, the Galactic Community will collectively declare war upon you, and even Fallen Empires have a chance to decide to step in.

image20.png

Having completed the Mind Meld special project, you will assume full control of one of your Behemoths, which will in turn keep any other in line, preventing them from raging unless you use the rage action.
As you merge the minds of your population with the beasts, you will unlock increasingly powerful bonuses before your final ascension.

image22.png

What’s that? A final boss? Don’t worry about it.

Your capital will swap its city districts for Mindlink Metropolis ones that produce unity and research for each pop that has already been “Transferred” and whose mind became one with the Behemoth. The starting output is tiny, but it will rapidly increase as long as you can find volunteers.
image6.png

༼ つ ◕_◕ ༽つ Kaiju take my energy! ༼ つ ◕_◕ ༽つ

On the other hand, having a mind link with a beast like the Behemoth can prove a little distracting, and raises questions like “What’s the point of anything in life when all I want is to merge into the beast?”

Such thoughts are represented by the following modifier and will grow worse as you progress through the final situation of the crisis.

image19.png

Who knew that letting a starbeast into your mind would have consequences?

Speaking of, the Growing Pains situation tracks how well you adapt to your new body and will let you unlock increasingly powerful mutations for your Class IV Behemoth, to grow it into the ultimate starborn predator.

image4.png


The situation progresses faster depending on your approach and your growth factor, which tracks how many pops have been transferred as well as how much you’ve eaten yet.

At this point your Behemoth has reached its adult size and can simply go around the galaxy, gobbling up habitable planets to absorb their biomass and population.

image5.png

At this stage of its growth, the Behemoth makes full use of the new fleet UI created for “Hero Ship” and can unlock new activated abilities as you progress through the Growing Pains situation. At every stage, you will be given a choice of bonuses to gain, the first of which regards the type of eggs that you want your behemoth to lay. Eggs will be able to hatch into other baby behemoths or swarms of bioships to support your creature as it devours the galaxy.

image18.png

Eggcellent

By the end of the situation, you should have unlocked five new activated abilities, located under the usual Orders bar. These abilities can target planets, enemy fleets, ally fleets, or the Behemoth itself. Oh yeah, and one of them lets you cloak your Behemoth if you have First Contact.

image10.png

Can’t wait to see what modders will do with this. Surely nothing too crazy.

In addition to all that, the Behemoth will not be locked in combat (like a colossus), can still be ordered around while fighting, and even got a fancy combat UI improvement to let you trigger its various abilities.

image23.png

Stellaris MOBA, when?

Here is a sample of the abilities on this specific Behemoth, but bear in mind that all abilities have swaps, except the Thermoclastic Roar that needs none. This is all pretty novel stuff, so the fleet power doesn’t really reflect abilities like this, and honestly, I’m certain you will manage to break this new system in exciting ways, and I cannot wait for the memes.

image34.png


I definitely don’t have the room for all the mutations here, so here are a few numbers about the Crisis:
  • 26 244 uh no 78 732 Quite a few combinations of mutations
  • 13 different active abilities
  • 21 different passive bonuses
  • 1 allegedly invincible final boss

There is a lot more that I don’t have time to tell you about and that you’ll need to discover by yourselves, so I will leave you with amazing placeholder UI art, courtesy of our UX designer and featuring a hungry and angry behemoths:

image12.png
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Oh and we also forgot about…​

There are things that simply didn’t fit in any dev diary, and others that have recently changed about 4.0, so here is a non-exhaustive list:
- Hive pops can now live and work in non-hive empires without being purged
- We’re adding a whole bunch of new planet-related events
- A whole swathe of new mammalian portraits are available for everyone for free!

Untitled.png



  • Hive Worlds and Machine Worlds now work on a similar level to Ecumenopoli!
  • You can get all the new Fallen Empire Buildings from Machine Age when using Reverse-Engineer Arcane Technology
  • You can now forgive the Radical Cult! No longer must you chase them down in every system if you don’t want to.
  • Did we ever show you what the finished Timeline looks like?
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Partial Features Release Notes​

There’s a lot in this release, so we have partial release notes for today. We’ll have the rest alongside the release on Monday.

BioGenesis Features​

  • Overhauled Genetic Ascension
    • Choose from three Ascension paths: Cloning, Purity, or Mutation
    • Evolve your empire's government into one of 18 enhanced authorities
    • Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
  • Biological Ships
    • Command living fleets that evolve alongside your empire
    • Customize these ships for specialized roles, from battleships to support vessels, each capable of empowering allies and weakening foes
    • Two new biological shipsets, Spinovore and Shellcraft
  • Player Crisis Path - Behemoth Fury
    • Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
  • Three New Origins
    • Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
    • Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
    • Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
  • Hive Fallen Empire
    • Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
  • Six Seven New Civics
    • Genetic Identification
    • Crowdsourcing
    • Familiar Face
    • Aerospace Adaptation
    • Shared Genetics
    • Civil Education
    • Bodysnatchers
  • Deep Space Citadel Megastructure
    • A versatile new defensive station capable of holding off powerful enemy fleets at any system.
  • 12 new Species Portraits
    • Evolving and changing with levels and roles
  • Phenotype Species Traits
    • 16 new traits based on the abilities of the species
  • Wilderness-themed City Set and Diplomatic Room
  • New Music
  • 65 new events

4.0 ‘Phoenix’ Features​

  • Planet Economy has been reworked
    • Planets produce and consume resources through Jobs.
    • Districts provide Jobs based on their development.
    • District Specializations dictate what Job types are provided by Districts and what buildings may be built.
    • Buildings typically modify the output of the Jobs.
  • Pop Groups & Workforce game concepts have been introduced
    • Pops are now grouped together based on Species, Strata, Ethics, and Faction.
    • Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
    • Pops produce Workforce that fills up Jobs.
    • A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
  • Pop growth has been reworked
    • All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
    • Underrepresented pops are no longer given population growth bonuses.
    • Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
    • All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
    • The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
  • Empire Focuses and Timeline has been added
    • The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
    • Empire Focus Tasks introduces short and medium term goals for players to strive for, and offers an alternative way of unlocking key technologies.
      • Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
      • Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
      • Task completion is retroactive and will award progress if drawn.
      • Tasks may be discarded for a small cost in Unity.
  • Trade has been revamped into a standard resource
    • Trade is now used as the Market currency.
    • The Trade Routes system has been removed.
    • Ships now have logistical upkeep paid by Trade
      • Based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
      • Larger ships have higher upkeep.
      • Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
    • Planets now have logistical upkeep paid by Trade based on their local resource deficits.
      • Local deficit costs vary based on the base market value of the resources.
    • Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
    • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
  • Databank game info library has been added
    • The main help button now displays the Databank window where you can explore brief articles on many in-game concepts.

There are about 9000 lines in the export log for us to go through to get you the rest, sorry we couldn’t get them sorted by this dev diary!

Next Week​

Join us next week for the full patch notes of the 4.0 release and, of course, to play BioGenesis!
Who’s hyped for meat ships?
 
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When Raging, a Behemoth will attack anything else in the system, then attempt to seek out the closest source of food (a colony or a Behemoth egg) to go and devour it. As a Behemoth Crisis empire, you can defeat them in combat to beat them into submission and take control of them, while other empires that can prevail over a raging beast will kill it.

Can Reanimator empires revive the Behemoths?
 
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When I said I wanted playable space dragons, I only meant reptilians with wings!

This looks real interesting and definitely different from what I assumed at first glance, I'll be sure to give it a try. Also neat surprise buff to Hive and Machine Worlds, love to see it!
 
The new Behemoth stuff looks really cool, however my one and only complaint is that it might be complicating things too much? It just feels like the Developers may have gone a bit overboard while making the design.
 
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The new Behemoth stuff looks really cool, however my one and only complaint is that it might be complicating things too much? It just feels like the Developers may have gone a bit overboard while making the design.

Why would that be a problem? Excited devs make fun features, Kaiju fans will enjoy grooming their own Kaiju, and this new stuff (Hero Ships) is going to most certainly be used by the modders.​
 
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Its honestly impressive how you still have no idea how to design Civics after nearly a decade of development...
Crowdsourcing is so bad its hilarious xD

+4% to faction output, hmm yes, such an incredible bonus. Actually make it +0.4% to make sure I never notice its effect.
BUT WAIT! THERES MORE!
Its not actually a buff, its a bloody conversion! So not only is the buff miserable, but it also TAKES AWAY the unity output!
BUT WAIT! THERES MORE!
Lets give it a DOWNSIDE! Cause its just so damn powerful! So that my empire doesn't outscale everyone in 3 months!

CONVERSIONS ARE NOT BONUSES!
YOU CANT HAVE CIVICS THAT ARE DIRECT BONUSES ALONG WITH OTHERS THAT ARE JUST CONVERSIONS!

THE DOWNSIDE OF A CIVIC IS THAT IM TAKING IT INTO ONE OF MY 3 SLOTS AND NOT ANY ONE OF 300 OTHER CIVICS!

I will definitely take this civic over +10% Raw specialist job output.
Paradox please take away 2 civic slots I'm too powerful, and there is just too much room for roleplay and self expression!
 
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- Hive pops can now live and work in non-hive empires without being purged
Holy crap! What?? This is so cool!

But how does this work practically? If I have a bunch of pops on my planets who are a part of the Blorg hive mind. And I then invade the Blorg hive mind, how do those pops react? Or do they leave that hive mind when they move to my empire?
 
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Holy crap! What?? This is so cool!

But how does this work practically? If I have a bunch of pops on my planets who are a part of the Blorg hive mind. And I then invade the Blorg hive mind, how do those pops react? Or do they leave that hive mind when they move to my empire?

Presumably the hive fragments, otherwise it would be a bit bizarre.
 
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Since the Scourge is also meat based, do they have unique interaction with the behemoth empire?
Do, meat empires in general have unique interactions with the scourge?
 
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There was some talk of increased logistics* as possible doomstack mitigation, is that a never or a maybe later or a definitely later?

*I'm gonna on principle repeat it should only be during combat
 
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Its honestly impressive how you still have no idea how to design Civics after nearly a decade of development...
Crowdsourcing is so bad its hilarious xD

+4% to faction output, hmm yes, such an incredible bonus. Actually make it +0.4% to make sure I never notice its effect.
BUT WAIT! THERES MORE!
Its not actually a buff, its a bloody conversion! So not only is the buff miserable, but it also TAKES AWAY the unity output!
BUT WAIT! THERES MORE!
Lets give it a DOWNSIDE! Cause its just so damn powerful! So that my empire doesn't outscale everyone in 3 months!

CONVERSIONS ARE NOT BONUSES!
YOU CANT HAVE CIVICS THAT ARE DIRECT BONUSES ALONG WITH OTHERS THAT ARE JUST CONVERSIONS!

THE DOWNSIDE OF A CIVIC IS THAT IM TAKING IT INTO ONE OF MY 3 SLOTS AND NOT ANY ONE OF 300 OTHER CIVICS!

I will definitely take this civic over +10% Raw specialist job output.
Paradox please take away 2 civic slots I'm too powerful, and there is just too much room for roleplay and self expression!

Bro, go find some hobby to calm yourself down. It feels like you rage and scream evey time you post something, and toxically overreact to the most insignificant things, which is not healthy for you.
 
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There was some talk of increased logistics* as possible doomstack mitigation, is that a never or a maybe later or a definitely later?

*I'm gonna on principle repeat it should only be during combat
If you don't wanna doomstack then just don't

If you spread out other players will be forced to spread out too or else your fleets will eat into their empire faster than their doomstack can eat yours (or faster than they can be caught)

And AI doesn't doomstack in the first place, which is why people regularly complain about having to fight federations and the like

Also it would massively handicap you against the crisis
 
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Still excited for the DLC but most of those civics feel pretty dull to me. Oh well.

Love the new portraits though, hope they look good animated and fit with existing portraits (that has been an issue with some of the newer portraits).
 
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Bro, go find some hobby to calm yourself down. It feels like you rage and scream evey time you post something, and toxically overreact to the most insignificant things, which is not healthy for you.

Checking post history and Jesus you’re not wrong. It’s one thing to have a tantrum but to be in full time tantrum mode can’t be a sign of good health, nor a good way to communicate a message even if there is a good feedback buried in their somewhere.
 
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  • [REDACTED]
    image30.png
[REDACTED] are just a fairy tale told to [From.GetSpeciesSpawnNamePlural] to keep them afraid of the dark and keep them in line.



image11.png



Alright, this one warrants a few more explanations in regards to the new operations made by Iggy:
- Smuggle population is a new operation available to everyone that lets you steal a few hundred pops from a target empire. Whether you are using it to liberate slaves or acquire fuel for the Synaptic Lathe is up to you.
- Prepare Invasion is exclusive to this civic, and for a cost of pops, will let you strike from the shadows at the beginning of a war, flipping starbases in systems close to you and even spawning a handful of armies on some planets in an attempt to conquer them by surprise. The total number of systems affected by this effect depends on how many pops you choose to sacrifice when preparing the operation with a maximum of 2000 pops of the victim’s species for 50% of its controlled systems.
So is this Civic, which looks like what Body-snatchers would do if it was real, exclusive to Hive Minds, or not? This is clearly the Hive version of a Civic, but you didn't put it in the "Hive Civic" category.
 
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Checking post history and Jesus you’re not wrong. It’s one thing to have a tantrum but to be in full time tantrum mode can’t be a sign of good health, nor a good way to communicate a message even if there is a good feedback buried in their somewhere.
Is there even good feedback hidden in there?
I mean, essentially it just switches the need for research buildings early on into a need for unity buildings
And given that people already are notably favoring research over unity I don't think that's gonna hurt

Looks like a fun little roleplay thing at minimum and potentially even essential in some niche meta build
 
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Bro, go find some hobby to calm yourself down. It feels like you rage and scream evey time you post something, and toxically overreact to the most insignificant things, which is not healthy for you.
He's raging out in an unhealthy way here, but this might be a case of "[redacted] guy has a point". The vast majority of civics are bonuses. So having having simple conversions (like Catalytic Processing?) or relatively equal trade-offs mixed in does not make much sense, and might be bad design.
 
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