• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #44 - Space Creature Rework

Hello everyone and welcome to another Stellaris development diary. This is the fifth part in a multi-part dev diary about the 'Heinlein' 1.3 update and accompaying (unannounced) content DLC. The topic of today's dev diary is the changes to space creatures coming in Heinlein.

Grounding the Space Creatures (Free Feature)
I've always loved the concept of space creatures - massive beings capable of living in vacuum, travelling between the stars under their own power. With Stellaris, I felt that we went a long way with the addition and fleshing out of space creatures such as amoebas and crystalline entities, but we failed to really ground them in the setting. You encounter them, you research them, you get some information about them... but where do they come from? They're just randomly scattered throughout the galaxy, with no real sense of belonging or having come from anywhere.

This is something we've changed in Heinlein. Instead of just spawning randomly anywhere, space creatures will belong to a particular region of space. They can be found outside it, but its rare, so once you encounter more than one set of mining drones, it's likely that you've entered mining drone space. In the region of a particular space creature, in addition to finding the regular versions of these creatures, you will also find a 'nexus', a system surrounded by powerful variants in which a 'boss creature' lives, and where this particular space creature is meant to have either its origins or their 'home', so to speak. For example, in the center of mining drone space, you will find the Mining Drone Home Base, a powerful adversary that once defeated will yield some significant rewards.
TqkTImo.png

wqZrUmD.png


Space Piracy (Free Feature)
Space pirates is another area where we just didn't go far enough with our implementation. Part of that is because we lack a real trade system for them to prey on, but even so, the one-off event that spawns a few ships (that may or may not look completely different from anything else your species uses) just isn't up to par. As such, we've decided to make pirates their own type of 'space creature', with a region of space they live in, a home base and several more variants of ships. From here, they will occasionally set out to raid interstellar empires across the galaxy until one of those empires has enough and attacks them at the source.

Power and Reward Rebalancing (Free Feature)
As part of these changes, we will also be looking at the power of each space creature, tweaking or creating more variants to ensure that they do not cease being relevant as soon as the player has built a destroyer or two. We will also look at rebalancing the rewards you get for killing and researching them, to make both finding and fighting them a more rewarding experience overall. The overall aim of our changes to the power and placement space creatures is to make encounters with them them rarer but more significant.
4wViR59.png


That's all for today! Next week we'll be talking about Enclaves, a feature in the DLC that will accompany the Heinlein update.
 
Last edited by a moderator:
  • 163
  • 50
  • 8
Reactions:
I hope at some point the space creature will be randomized (at least the appearance). After 1 game you already know which one does what and yields which research. At least the skins should be randomized between them so that people can't instantly recognize what they are dealing with.

Also, hopefully at some point we will have a trading system from pirates to prey upon.
 
  • 8
  • 1
Reactions:
These changes will make space creatures a lot more engaging. I hope we also get mid/late game crises related to
...
Space poop tile blockers guys. Think about it.

Brilliant, I hope @Wiz will think about it !

I hope at some point the space creature will be randomized (at least the appearance). After 1 game you already know which one does what and yields which research. At least the skins should be randomized between them so that people can't instantly recognize what they are dealing with.

Also, hopefully at some point we will have a trading system from pirates to prey upon.

Graphical appearance is costly in terms of art production, but it would be enough to have random backstory, personalities, behaviour and traits for space creatures would be cool. Basically they could keep the 3D models of existing space creatures but give them a different name/backstory/events/behaviour when you play a new game.
 
  • 4
Reactions:
Megapost part 1
@Wiz

UPDATE!: I made a thread about this button under stellaris suggestions, since i have such amazing memory i have forgotten what it was exactly called but I think you gan get to it by searching ''Robot replace button''

Awesome dev diary, and i came up with something today.

In a stream you were talking about the possible victory goal of replacing your entire population with robots, i think that for that goal specifically there should be a ''replace pop with robots'' button or something that enables you to easily replace the pop with robots, because else you would have to purge the pop, wait for the pop to be purged (and if you check too late a new pop could be growing already or could already have grown) and then build the robot, it would make it far easier to have some possibility to purge the pop and build the robots at the same time, or automatically right after each other. For this option you would (of course) need to have your purge policy to be ''Allowed'' (or maybe new purging policies like ''only replace with robots'' (for if you don't want to purge but still replace your population with robots) or ''replacement allowed'' (for if you want to regularly purge as well as replacing your population with robots) option for purging, maybe you can come up with better versions of policies for this), The button would help people who want to replace thier pops with robots a lot (synths, synths everywhere!) and would make the (maybe coming) victory goal of replacing your population much easier then without it.

If that victory condition gets in the game i will definitively give it a shot. (and maybe pursueing that goal would make the ai rebellion no longer want to attack you? else ai rebellions would be instadeath for anyone doing this) (even without the victory goal the button would be helpful in some cases)

I hope this reply caught your attention and Wiz, have a lovely day.



Edit: I thought a bit about the ethos for the policies, replacement only would most likely only be useful to fanatic materialists, because I think regular materialists would still not like being purged and replaced with robots, unless they are also collectivist and with that you would probably use the ''replacement allowed'' to still be able to purge. The option to purge without allowing replacement by robots should be the regular ''Allowed'' policy for spirtualist empires and non-materialist empires who want to purge. I think individualists should hate any of these two options, even if they are fanatic materialists as well (with the whole replacing individuals thing). I am not certain about pacifists, i think they would not like the ''replacement allowed'' one no matter what (with the purging and stuff) but perhaps they would allow ''replacement only'' if they were collectivist, materialist and pacifist at the same time. I think the replacement thing should be a thing to be mostly done by fanatic materialists or materialist-collectivists. I am going to think about how xenophobes would fit into this now, maybe ''xeno replacement allowed'' and ''xeno replacement only'' for more purge options? This is the most thought-through stuff i posted on the forums yet o_O.





Well.... another edit: The best thing about my post I think is the stuff about replacing pops with robots, and i think that it could be a button ''Replace'' could best be place where the ''enslave'', ''purge'' and ''resettle'' buttons are, it would also make it four buttons, which also looks better in terms of ui.
 
Last edited:
  • 2
Reactions:
One question: will be able to "befriend" various space creatures instead of killing them, either by making them ignore us or even protect us(on territory they reside) or supply with resources as long as we help them thrive.
Obviously they could turn against us (in larger numbers than ever) if we would try to exploit them too much :eek:.
 
  • 1
Reactions:
I really, really hope researching space creature debris will unlock new research options and not just technology. If I already know how to build a low level shard weapon I should be able to research a higher level shard weapon without finding an alien being with it (though of course that would help). And just in general I hope there are more space creature technologies in general, like unlocking new types of shields, power generators, sensors, or engines. Make it so if an empire really wanted, they could make a viable ship that uses technology based entirely on space beings.
 
  • 2
Reactions:
I am assuming this is not the same as the previously mentioned mid-game content such as colony events and other things?

It's not. Wiz said the colony events will be free when they come, but they're not in Heinlein.
 
  • 1
Reactions:
I'd really hope there was a peaceful option for dealing with the space creatures, even if it's just a weak science boost as it currently is.
Just to fulfill that fantasy of an exploration/federation style empire.

THe nicer version is to actually create a national park / protected region out of them and get a tourism benefit. You'd have to stop other empires from poaching!
 
I love the space creatures as well but agree they could use some depth and variety. Particularly in behavior, not just weapons and localisation. For example, space amoeba could retreat/emergency FTL when they perceive a greater threat, both making hunting them for tech all the more challenging and allowing peaceful empires to drive them away from valuable systems without outright murdering the wildlife. Void clouds with an equivalent of subspace snares could be fantastic, making jumping a science ship into an unknown blackhole potentially deadly.

Looking forward to it all!
 
  • 3
Reactions:
maybe the different species of space creatures should react differently in every new game, (eg peaceful, violently, neutral etc.) in order not to get boring sooner or later.

Eg. there are only so many games till I understand that the space cows are just flying around without attacking anything, or that crystals are attacking always if I fly in their range.

So the space cows should have a small chance of random behaviour so that I cannot be 100% sure how exactly they will react in my next game.
 
  • 4
Reactions:
It wasn't mentioned in the dev diary, but this addresses the biggest problem that I have with space creatures in their current implementation: They're totally front-loaded. You see them all very quickly in the early game, to the extent that you can be overwhelmed with the amount of new species, and then you don't see anything else new throughout the whole midgame and late game. It's especially bad since the midgame needs the content more than the early game does.

Slightly disappointed not to see nomads mentioned, since I would have thought they'd go along with pirates, but perhaps there will be another dev diary involving them later. Actually, they might be related to enclaves, which sound exciting just based on the name.
 
  • 11
Reactions:
I love the space creatures as well but agree they could use some depth and variety. Particularly in behavior, not just weapons and localisation. For example, space amoeba could retreat/emergency FTL when they perceive a greater threat, both making hunting them for tech all the more challenging and allowing peaceful empires to drive them away from valuable systems without outright murdering the wildlife. Void clouds with an equivalent of subspace snares could be fantastic, making jumping a science ship into an unknown blackhole potentially deadly.

Looking forward to it all!
I love this idea. Especially void clouds. Unfortunately, that would make it even more punishing to start with a black hole adjacent to your world :p
 
Having pirates spawn from a single base seems kind-of weird. It would be better if each empire, or cluster of empires, had their own, smaller, pirate base. That way it feels like the pirates are actually coming from extant civilizations, rather than just their own thing that evolved over time, like the void clouds. It would also make it so dealing with your own pirate problem wouldn't necessarily help rival empires.

Will the pirates just become the same as space creatures or can I actually make deals with them. I.e. issueing a letter of marque, co funding them and for that reaping a part of the return from succesfull raids, and so on?
Oh man, pirate techs would be awesome. You could have letters of marque to commission pirates and gain some of their plunder, conscription to convert friendly or nuetral pirates to your empire for a quick boost in firepower, and false flags to pretend your ships are pirates and raid nominally friendly or neutral empires.

I really, really hope researching space creature debris will unlock new research options and not just technology. If I already know how to build a low level shard weapon I should be able to research a higher level shard weapon without finding an alien being with it (though of course that would help). And just in general I hope there are more space creature technologies in general, like unlocking new types of shields, power generators, sensors, or engines. Make it so if an empire really wanted, they could make a viable ship that uses technology based entirely on space beings.

That would be really nice. One of the main problems I've had with the animal techs is that, to my knowledge, they don't really unlock anything once you've researched them. That means I could research a normal weapon that's similar in power to the animal one and will unlock the next stage of research (which will be much stronger) or I could spend time finishing off the animal one and then have to do the normal one later anyways.

A poster on reddit actually suggested being able to tech into organic ships or ships based on various space monsters as a result of contact with them. I'd love to see either (or both) results.
 
  • 3
Reactions:
This is very interesting. I absolutely love making space creatures more rare, as they had become a bit of chore in the early game after the initial newness wore off. And it's nice to know that each type will have a reward. Hopefully they are all balanced with each other pretty well, for example the crystalline plating is by far the best creature reward in the current game and if this is going to be more rare, meaning that only a few empires will get it each game (at least from the entities themselves), that adds some depth to the game, but hopefully it's offset by the other rewards you can get from other creatures being good as well. Also, hopefully there be something in place to ensure you don't spawn right next door to the pirate home world, I can see how that might be frustrating. Looking forward to the patch.
 
Space Piracy (Free Feature)
Space pirates is another area where we just didn't go far enough with our implementation. Part of that is because we lack a real trade system for them to prey on, but even so, the one-off event that spawns a few ships (that may or may not look completely different from anything else your species uses) just isn't up to par. As such, we've decided to make pirates their own type of 'space creature', with a region of space they live in, a home base and several more variants of ships. From here, they will occasionally set out to raid interstellar empires across the galaxy until one of those empires has enough and attacks them at the source.

I trust we'll be able to define our own pirate factions.
 
  • 1
  • 1
Reactions: