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Stellaris Dev Diary #384 - The Art of BioGenesis

Hello everyone!

Today the artists are excited to bring you the Stellaris Art Blast, but first I wanted a moment to talk about the patching of 4.0 and where we’re going.

4.0.10 will be releasing today (which makes four updates this week!) with the following changes:

Stellaris 4.0.10 Patch​

Improvements​

  • Bloomed Biomass is now prioritized if unqueueing a Building that costs Biomass on Gaia worlds.
  • Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
  • Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.

Bugfix​

  • Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
  • Wilderness Empires will no longer be offered Gene Seed Purification
  • The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
  • Wilderness Biomass is now more likely to gain the Bloomed trait
  • Democratic Transference will no longer be granting hundred times more efficiency than expected.
  • Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
  • Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
  • Updated the "Weak" trait tooltip
  • Fixed outdated Overtuned Traits tooltips
  • Restored icons to the "Win a War" Focus Card
  • Total War Empires can now complete the "Win a War" Focus Card
  • Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
  • Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
  • Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
  • Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
  • Fixed Clear Design for space fauna duplicating components and not clearing anything.
  • Fix some incorrect text in civics tooltips during empire creation
  • Slaves and purged pop groups no longer listed as being demoted
  • Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
  • Fix some modifiers missing from job production tooltips.
  • Fix to Tiyanki Graveyard animation
  • Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos
  • Adjustments to Xeno Mediator to be correct for 4.0
  • You can no longer build rural support district specialisations in urban districts if the planet type does not have the district type it would support

Balance​

  • Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
  • Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
  • Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.

UI​

  • Significantly improved Pop Job's production tooltip and details panel
  • Buildings in the Planet UI do not escape their frames anymore.
  • Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
  • Updated the District Cap Background size and also the district slots padding.
  • Added more padding and even margins for the Planet UI.
  • Updated the look of Planet Production and Planet Deficit section of the Planet UI.
  • When opening the leaders view, the Available Positions window will now always start closed.

Performance​

  • Reduced the amount of pop groups by adding a mechanic for merging smaller similar ones.
  • Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations
  • Fixed monthly job assignment not triggering another one next day
  • Reduced memory allocations between monthly job distributions
  • Tweaked the grain size for planetary threaded updates

Stability​

  • Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
  • Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
  • Fixed crash when opening leader level up message if there is no trait to pick.
  • Fix CTDs related to Behemoth
  • Fixed OOS due to ship designer using synchronized random

Modding​

  • Add can_be_automated token for jobs that cannot be automated

So far we have released a total of 9 patches but we have not yet reached a place where we want to be. Currently, our major priorities are on multiplayer stability and performance. Our goal is to get the Out of Sync errors under control as soon as possible. As these are notoriously difficult to track down I can’t guarantee it over the next week, but we remain committed to getting back to MP stability. As soon as these are out of the way, improving the AI is next on my hit-list. In addition the team will also keep focusing on the most important issues that we gather from your feedback and our internal testing.

My current plan is to have two patches next week, with the first scheduled for Tuesday. We’ll be evaluating this on a daily basis in case there’s anything that shows up that we deem requires a hotfix, and of course will continue afterwards as long as needed.

Many thanks to everyone who has been reporting bugs and providing save games, it’s helped us tremendously. If you run into crashes, reporting them really helps, especially if you can provide a few lines about what you were doing immediately before it.

Now I’ll yield the floor to Anton.
- Eladrin​




Hello there!

As courtesy dictates; Introductions first. I’m Anton and I have the honor and privilege to manage our extremely incredibly talented Stellaris Art Team here in Stockholm.

It’s become a bit of a tradition that after each release, we bring you a Dev Diary from our team, where we get to talk about (and show off!) the art behind that release. And yes, this is that Dev Diary.

So welcome to The Art of BioGenesis & 4.0!

You’ve most likely already watched all the “Art of…” videos we’ve uploaded to the Stellaris YouTube channel (right? RIGHT!?), including the latest one where some of our artists discuss how we approached BioGenesis and the reasoning behind certain creative decisions. But those videos only scratch the surface of what we’ve done.

Fact is, and these numbers are fresh from JIRA, that we logged 870 workdays (that’s over 25 million seconds) on creating art for BioGenesis across all disciplines. That’s nothing short of both impressive and amazing.

Fantastic job, Team!

Now: before we dive into the Meat and Bones (see what I did there?) of this Dev Diary - I wanted to mention two quick things that might come in handy as you scroll through the post:

1. If you click the artist’s name and title (the headline, in bold), you’ll be taken to their ArtStation page, basically their portfolio, where you can check out even more of their incredible work.

2. Likewise, clicking the project title (also in bold) will take you directly to the specific project page on their ArtStation-page.

Anyway, that’s enough from me for now. So before I hand it over to our Art Director, I just want to say Thank you for all the great feedback on our work, we genuinely appreciate it. I know I speak for the whole Art Team when I say that we love creating the art you see and the assets you get to play with in the game.

We can’t wait to show you what’s coming next!

______________________________________

Meat Ships!​


For as long as I’ve been at this studio, one request has echoed louder than the rest: Bio Ships. Or, more affectionately (and possibly unsettlingly), meat ships. Some folks were more refined in their petitions - opting for the elegant “Organic Vessels” or “Biological Shipsets” - but the dream was always the same: meaty, fleshy, bony, and squishy starcraft.

With BioGenesis, we finally got to bring that dream to life. And not just one shipset - two. In true Ascension Pack fashion, we had the chance to explore both sides of the biomass coin: the menacing Spinovores and the noble Shellcraft. Two very different flavors of organic ships, two entirely new challenges for our art team.

We usually do hard-surface ships. Angular, mechanical, symmetrical. Bio ships? They’re messy. They're weird. They’re alive. (Are they alive? That’s one for the players to determine ;-) )That meant learning new visual language, new workflows, and in some cases, unlearning habits we’ve built over years. And honestly? It was a blast.

This was a rare chance to stretch some artistic muscles we don’t always get to use. And the team made it count. Every tentacle, plate, gland, and chitinous hull—painstakingly sculpted, painted, and polished with the same care we give our most beloved fleets.

I’ve said it before, and I’ll keep saying it: Our team is small, but they deliver like giants. Year after year, they match (and often outmatch) the output of teams twice or three times their size. Every line, every pixel, every polygon has to carry its weight. No room for fluff. Just art. Just bone. Just muscle and protein.

Hope you enjoy the weird, wonderful biology of BioGenesis. We sure did.

-Scott Austin-

Art Director, Paradox Interactive

Biogenesis UI Art
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BioGenesis Event Image
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Two ideas to boost the experience and maybe performance.

1. Make new pops civs
It's strange that rulers, specialists and workers all produce pops that then can become unemployed or move to jobs. It's confusing and its not making sense.

Make all new pops start as civs and then move to a new role. Becomes easier to see and means we don't have loads of different tiny groups growing or declining.

2. Make unemployment one group
Understand the old benefits of unemployed rulers needing time to demote to specialists etc etc but with the new system following all of this isn't fun nor something I focus on. Make everyone just become one strata of unemployed who can then wait until they become civs. Makes no difference to game experience and boosts productivity - if anything makes things clearer.
 
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Like a few people said before, do we really need unemployment anymore ?
The bonus of shared burden, utopian abundance and the like compared to stratified society can be entirely done with bonus and malus to civilian happiness and outputs. Having always 4 or 5 unemployed rulers on the planet because rulers generate rules makes no sense optimization wise. Those 5 rulers have 0 impact on stability (5 compared to the working 1000 rulers is nothing) but they generate a group that requires its own calculation. Having all pops generate civilians solves that as civilians already try to fill better jobs.
We will lose on the stability hit of removing buildings but is this interaction really necessary for the game balance ? I doubt it.
 
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I just would like to be able to decide what pops can grow on my planets, and not have thousands of subspecies. And also design starbases.
 
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and not have thousands of subspecies

You can use the new integration mechanic. All you need to do is designate one subspecies as default and change the species rights to integrate. Over time they'll all become that one and any new pops arriving that can be integrated into that template will.
 
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With the bonus from Virtuality, we were getting bonuses from clerks, but now we can't because clerks were removed. What will replace it?
It is replaced with bonus bureaucrats and researchers, which Virtual did not previously grant.
 
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I hope we get some more UI updates, especially for the population screen. The old pop system made it clear not only what was happening with your population growth but also why. This new system is so opaque that I often don't know why some of my planets are languishing.

A buff for holo-theaters would be appreciated too. I'm happy that luxury residences are more viable than they were pre-4.0, but now they give you way more than holo-theaters without using 200 jobs. Honestly just making luxury residences give 2000 amenities would probably do a lot to balance the two buildings.
 
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A buff for holo-theaters would be appreciated too. I'm happy that luxury residences are more viable than they were pre-4.0, but now they give you way more than holo-theaters without using 200 jobs. Honestly just making luxury residences give 2000 amenities would probably do a lot to balance the two buildings.

Similarly there are a few things that give a boost without jobs, making them a bit of a no brainer. E.g. on a tech world with lots of urban districts it can be better to create one of each basic resource district with the research support specialisation, which gives +10% to research, and disable all those jobs.
 
Thumbs up and great respect for the artwork. I guess, designing bio-ships but also actually 3D modelling them is quite the work compared to other more "pointy" and "rectangular" artwork.
 
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I still think this would have been so good as the Cloning Imperial authority icon, instead of the synthetic authority it's being used for now.


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I noticed the advanced authorities for biological ascension are generally more uniform across the ascension path than the ones for cybernetic and synthetic ascensions, and I can't tell if it's better that way or not, or if I would prefer this approach to cybernetic and synthetic authorities or not.
 
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It's honestly really frustrating that the maintenance drone situation isn't mentioned as a key priority.

You currently can't create new jobs for auto migration targets unless a planet is small enough to rely on building-based amenities, meaning you can't fill up ring worlds or ecumenopolises without copious manual resettling. You also have to worry about your maintenance drones migrating away, causing your amenities to crash, and you can't build new jobs in advance of pop growth without the same issue. Gestalts also get screwed when initially colonizing a world, requiring a dedicated amenities buildings immediately because none of the jobs on a new colony provide amenities (I'm also shocked that base amenities before even accounting for pops is still -200 because of the base amenities cost being larger than the amenities provided by the base capital).

All this this renders gestalts basically unplayable to me since both the early game and late game have enormous pain points that can only be addressed with painful levels of micro.

Please, please, please make maintenance drone improvements a priority.

Preventing maintenance drones from filling other jobs or auto migrating if amenities are low seems like the best approach if you're set on gestalts using mainly denizens for amenities. Though creating a new job to be the main provider of amenities would work, too. Neither of those addresses the new colony issue, but that seems easier, just requiring an adjustment to base amenities requirements and the amenities provided by the capital (or possibly adding a small amenities output to replicators).
 
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