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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  • Fixed outdated Overtuned Traits tooltips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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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.
It may actually be kind of realistic that there can be an "overproduction" of Elite pops. Some have argued that it (having more people born or elevated into elite classes than there are positions for) is a contributing reason to recent years' rise of populism that is fascinatingly often led by people from the elite stratum - people who failed to advance within the elite to their desired status.

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.
This argument, however, I can sort of sympathise with. If unemployment does not make a meaningful impact, it should either be removed or changed so that it does make an impact.

If unemployment is removed, I would personally like to see new mechanics for pop promotion and demotion that incorporate the species traits that currently only affect leaders (such as xp gain modifiers and lifespan modifiers), but "realistically" should have a societal impact as well. There are at least two different paths for that.

The first could be that pop groups get experience points, which earns them ranks, that in turn give job bonuses. In this post-pop / pop-group world, this could translate to each pop group having an experience point distribution where the number of pops at each rank would be a function of xp gain, lifespan and traits like Talented. This would however require monthly recalculations and might interact with the Workforce assignment system in very complicated ways, and it would "only" be another way to get output/workforce bonuses, so it could be much work and cpu burden for an effect that might not be terribly exciting.

The other, more exciting alternative could be a pop education/training/promotion system. Here is one potential implementation:
  • All pop growth and assembly occurs in the Civilian stratum (assembly jobs would still exist, to represent the physical production of new bodies from physical resources, but the throughput capacity of assembly jobs could depend on the number of Civilians; it takes a village to raise a child).
    • Performance benefits are manifold:
      • much fewer population growth checks, since only Civilian pop groups need to be checked for pop growth
      • fewer pop groups would exist, since strata would no longer spawn pops into unemployment, which also means fewer pop groups to check
    • Design benefits:
      • it makes Civilians desirable, even essential, without relying on bonuses that can make them directly outcompete "military/government sector jobs"
        • since Research and Unity (and Alloys) are investments that draw on the other job outputs, one straightforward solution to make Civilians truly "competitive" is to make them an investment as well, rather than a source of outputs normally produced by other jobs and then used by Research and Unity (and Alloy) jobs
        • this could be a final resolution to the ancient Clerk dilemma, where a position is mostly "worthleast" but can situationally be buffed enough to outcompete other jobs in their own outputs (previously it was energy credits from Technicians, now it can be traded goods in general); Civilians could hold a unique role, with a main "output" that is desired alongside, not instead of, all other jobs' outputs
      • it opens up whole new strategic considerations, since population growth becomes a function of how much the player chooses to (not) put into Research and Unity (and Alloys)
        • it would become possible for empires to focus hard on population growth, by sacrificing progress in other areas
          • there would no longer be as rigidly linear correlations between empire/population size and population growth rate; population growth rates would vary naturally over time, representing varying degrees of societal "hardships" / changing socioeconomic priorities
        • "breast-feeding" recently enlightened empires could help them catch up faster, by providing them with security and technology and allowing them to focus on growth; taxing subjects harshly can similarly be about long-term power balance as much as the resources gained
        • becoming the subject of a "sugar parent" empire could be a strategy to gain a growth opportunity, by spending less on defense and technology (which they provide) and letting more pops fill the Civilian role
          • if subjects tended to focus more on growth/Civilians (since they are supposedly protected by their overlord) it could become harder for overlords to stay on top in the long run
      • it makes logical-sociological-economic sense, since Civilians cover all of the civilian jobs that facilitate the raising and integration of new individuals into society; the premise is that in the future, family planning and societal integration capacity would effectively go hand in hand (it is not that Miners and Entertainers would stop being fertile, it is just that their family planning would depend on how well their society accomodates the raising of children; pop growth rates do not reflect the theoretical biological growth capacity, but rather the societal growth capacity)
      • (it could also allow a whole new take on the Economic Policy's options; a Militarized Economy could be better for naval capacity, war exhaustion, alloy production and perhaps also promotion times, while a Civilian Economy could be better for growth, trade and amenities)
  • Education/training jobs are added as the sole gateways to higher strata.
    • Pops cannot normally take a job in a stratum, unless they are already in that stratum.
    • Apprentice, Student and Aspirant "jobs" are added, to funnel pop promotion from the Civilian stratum to the Worker, Specialist and Elite strata.
    • The number of education positions is equal to the number of job openings in the respective strata. Job weights could similarly be derived from the vacant positions (or, alternatively, the education positions could be where pops get sent if they want to apply for a job vacancy; or, alternatively, each job could create education positions of its own, with the same job weights).
    • Upon graduating from an education job, a pop is "demoted" to the respective higher stratum.
    • Pops finish their educations at a rate that depends on the xp gain rate of the pops involved; Swift Learners would graduate faster.
      • The mean time to happen for a promotion could be 2 years for Apprentices, 5 years for Students, and 10 years for Aspirants.
        • Policies, edicts and other modifiers could alter these values, while also providing job bonuses. Longer training for bigger bonuses, at the cost of a shorter worklife - or the other way around...
      • This means that Transcendent Learning (the ascension perk), Meritocracy (the civic) and similar bonuses could also influence graduation rates.
  • Pops retire from jobs to Civilian status at a rate that is a function of their lifespan.
    • Either as a "demotion" to Civilian, or as an actual deletion of the pop.
    • This creates population turnover and new job openings that need to be filled via education, helping oil the socioeconomic machinery against pops holding entrenched positions.
      • Barring discrimination, demographics will now definitely eventually reach the higher strata as well.
      • Pops living in a bad climate will eventually get a chance to emigrate away as Civilians, even if they are currently imprisoned by job weights in an Elite job against their will.
    • Lifespan traits now matter for the economy, because they allow pops to spend a larger share of their lives in jobs before they retire.
      • Pops with longer lifespans would be naturally over-represented in the cushy, non-Civilian job positions.
    • Lifespan modifiers for pops would give the developers another tool for adding flavour and impacts of various choices.
      • Living standards could now give different lifespan modifiers for different strata, giving more egalitarian empires the benefit of workers who live longer (and who thereby spend a smaller share of their worklife on training, though perhaps they also spend 1 more year in education on average).
      • Oppressive edicts that work pops really hard could result in more frequent demotions/retirements/deaths, representing a substantially shorter lifespan for those affected. Yes, I am looking at you, Extended Shifts.
      • A number of Happiness modifiers could probably be replaced with Lifespan modifiers, and many events that enable lifespan bonuses for leaders could now also feature more egalitarian alternatives.
        • The Tree of Life could offer a population lifespan modifier of +1 year, instead of the current Happiness bonus. (This could arguably be replaced with a special "Tree of Life" policy choice, since we may change our minds in the future, after a glorious revolution or two.)
    • Aristocratic Elite could stop the lifespan-based demotion for the Elite stratum. Or at least, for pops working Noble jobs. They would be really entrenched, just like the tooltip says!
  • Lifespan and experience gain traits would now influence the number of jobs that are vacant, while the replacements are being trained. Swifter learners would spend less time in education, while longer-lived pops would keep their jobs longer before they retire. These traits would, finally, no longer be irrelevant for the economies and societies of Stellaris. (The Talented trait could perhaps also be worked into this system, or perhaps it could be revamped as a small bonus to Specialist jobs, similar to the Strong trait for Worker jobs. And perhaps Intelligent could become the equivalent to "Very Strong". Or perhaps there is some better solution for Talented/Jinxed.)
 
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please make better pop growth and asemble system it tereble you have 0 control over it in BIO uptade !!!!! LITERALY last one and first one where 10 bettere in evry way
 
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There are some civics I do not recognize, what were those supposed to be?

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My highly educated guess would be that the middle, corporate civic was called "The Fast and the Furyan" and was about not entirely legal space racing involving the performance of riddickulously unlikely stunts in prohibitively expensive vehicles, running from bounty hunters, and treasuring familial units so much that your eyes start to shine.
 
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For what it’s worth I thought the art and ship designs were some of the best yet. It’s a small thing but I particularly liked the icons for the purity route of biogenesis.
 
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My highly educated guess would be that the middle, corporate civic was called "The Fast and the Furyan" and was about not entirely legal space racing involving the performance of riddickulously unlikely stunts in prohibitively expensive vehicles, running from bounty hunters, and treasuring familial units so much that your eyes start to shine.
And now I officially require this civic to be added to Stellaris.

After they fix the horrible state of the current game, of course.
 
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Would anyone happen to know where these are in-game, or are they unused?
Those organic assets look super cool and I haven't seen them before so I wondered!
 

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The species portraits are getting better and better! Reasonable sensory organs, sturdy musculature, and aesthetic flair. If I were an extraterrestrial alien, I would also want to be adaptable, strong, and beautiful. These are a meteoric improvement over the originals, please keep this level of quality going forward!