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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.
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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.
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That's all for today! Next week we'll be talking about Enclaves, a feature in the DLC that will accompany the Heinlein update.
 
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I really like the idea of grounding space creatures and making them more relevant. However, I also enjoyed the enigmatic free-roaming creatures, which can be found anywhere, and which just "are", without any home system or story line to them. Could we have half of them behave like they used to, and half use the new system?

Better still, could we have more types of space creatures, so that a different combination of them spawns each game? Have you got any plans for this? May be add a new space creature with every expansion...
 
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Me_ said: "It's a bit of a pity that the only thing one can do with the space creatures is slaughtering them all until not a single one remains alive in the entire galaxy. I wish we could e.g. tame them or study them peacefuly."
Agreed. Outside scope for Heinlein though.
If you get around to programming in this feature. With all the end game foes (AI, Energy Race, Mutant Race, Fallen Empires), Instead of just killing all of them, would it be possible to gain their loyalty to appease them or have them join your civ (or "tame them or study them peacefully") or even join their rampage in hopes of being spared (or double crossing them).
 
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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.
Sounds like a great foundation for a pirate system; I'd however hope that in the future you'd make it so that the pirates grow in power (if they don't already) and if they're left unchecked they may even become a late-game threat.
That'd be a really cool thing IMO.
But overall - this entire patch sounds like just the thing I need to get back into the game! Keep up the great job guys <3
 
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Sounds good. Excited for content for this game. Devs should take notes from distant worlds regarding space creatures IMO. Space worms hiding out in asteroid belts and desert planets, the silver mist creature (a cloud of nanomachines that eat everything they see including your colonies) are just some examples. Thank you for your hard work.
 
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I am going to split one of my earlier posts in two, so don't say the next thing i am going to post starts out wierdly, it is just that the first post has a LOT in it so i want to split it up a bit.
 
Part 2 of my mega-post.
Another edit: Thinking about this one idea makes me realise that adding/changing one thing changes a lot of stuff. respect for the brilliant people working on stellaris! Also, i just saw an earlier post about ''nature reserves'' and how fallen empires would interact with them, maybe this could be the focus of xenophile fallen empires? and the ''galactic peace'' thing they are planned to get now could go to a pacifist fallen empire? Maybe the plans for xenophobe fallen empires (for as far I understand) could become the goal for militarist fallen empires? And then the xenophobic fallen empires would try to eradicate all xeno life in the galaxy when they awaken. (and it is impossible to side with the xenophobes when te ''War in Heaven'' happens?) I just came up with a way to have 2 more possible goals for fallen empires :D. I am going to think about collectivist fallen empires and individualist fallen empires now.




Yet another edit: Maybe the anti slavery fallen empire stuff could be moved to the individualist fallen empires, and when they awaken they will try to free all slaves in the galaxy and make all governments democracies. I cannot think of anything for collectivist fallen empires now but I am going to brainstorm.




Possibly the last edit: Maybe awakened collectivist fallen empires could make the story of comminism happen again, they will try to stop making everyone dependant of government, with the plan to have one absolute ruler until the people can govern themselves. (With the one fault of expecting an absolute ruler to just voluntarily, yeah right, like you can trust a person with that much power to just give all that power up.) I have had a lot of fun with my post here, I just had the ideas of thinking about making all the stuff about the fallen empires, (all ethics! exept for materialist and spiritualist, but i think those are going to be great the way i have read about heinlein so far) and about one simple button to make life easier for people who want to replace thier pops with robots. (I really want to do a ''replace the population with robots''-run if it becomes a victory condition, maybe even if it does not become a victory condition) BTW, if you read this entire collosal post, have a space high five! And Wiz, if you read this, i hope you consider my ideas and i still hope you have a lovely day.

I am going to do something else then writing about stellaris now, watch tv? play stellaris? see if that episode of the Rad is online yet where... (I do not want to spoil anything, anyone reading this, just watch it!, let's just say I said a thing about a t-shirt with a circle and things escalated from that.) and show it to people. Anyway... I do not know how to end this post... Have a lovely day I guess? even though i already said that.
 
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Mega post part 3
Oooone last edit: An entirely seperate thing form the rest of this post, I think that the venerable trait has been nerfed too heavily, it both got more expensive and less effective at the same time. I think that only one of those changes should have been made. preferrably the loss of effectiveness because right now, the Blorg are impossible to make. Please reverse the cost of the trait back to 4, it would make the Blorg possible again and it would make the (in my opinion now too expensive to use with how much it has been weakened) more appealing to use, which in turn makes for more variety. (plus, it has been double-nerfed, it would have been better if just one part of the trait got nerfed, now that i think of it, this reminds me of the old direct democracy/theocratic republic discussion, where due to buffing and nerfing the theocratic republic was just plainly better then the direct democracy, i know that was about two governments instead of one trait but still) Probably the last edit, I'm about 80% sure that this is the last edit, have a lovely day (again).
 
About my mega-post, the replace with robots-button is in my opinion the most important part, sorry the big post is cut up wierdly but that is what happens when you cut a post into multiple bits, I think i split it up good enough, although a fallen empire part still has a ''Replace''-button part in it, have a lovely day everyone, have a lovely day.
 
Mid-October was the last estimate. So not that far off. I really can't wait. With every DD, the changes and additions are more and more to my liking.
I must be honest, Stellaris hasn't been my favourite PDX title, but after this patch I think I'll play it a lot more. Everything I have read thus far makes it looks like it will be a lot better :3
 
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There was a rather nifty 'bug' that I really liked, where if a Crystalline Entity, Amoeba, etc. spawned in a system with a 'primitive' world, that primitive world would then own the creature. This rendered the otherwise hostile entity neutral and you'd see gags about stone-age civs flying around the galaxy.

It was kind of cool, however, to see them come to the defense of their 'home' civilization if you attacked the world. As if the space creature had adopted the primitives, serving as their guardian.

I am not sure if this ever got fixed, as I've taken a break from Stellaris for the time being, but it was one of the cool little things I found early on that was a genuinely nice touch.

Any chance of making this bug a genuine feature for Heinlein, @Wiz ?


This is a real thing????? o_O
DEVS this is the only bug you are not allowed to fix or else suffer my wrath!

That's some of the best unintentional original SciFi I have ever seen, especially out of a game, and being a BUG at that!

Now I'm going to be playing game after game until I can witness this with my own eyes sk I can add another reason why I think this is the greatest space 4x of this generation.
 
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This is a real thing????? o_O
DEVS this is the only bug you are not allowed to fix or else suffer my wrath!

That's some of the best unintentional original SciFi I have ever seen, especially out of a game, and being a BUG at that!

Now I'm going to be playing game after game until I can witness this with my own eyes sk I can add another reason why I think this is the greatest space 4x of this generation.
yeah one of my friends in MP enlightened then integrated a bronze age nation with about 2.4k fleet power in crystalline elites and amoebas and ended up still having them, they could not FTL though
 
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I hope there will be more than one zone for some creatures. Mining drones for example should be able to have been developed by more than one ancient empire. And then there were the creatures that were created by the laws of physics shortly after the creation of the universe, no reason why their existence would be confined to a single corner of the galaxy.
 
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yeah one of my friends in MP enlightened then integrated a bronze age nation with about 2.4k fleet power in crystalline elites and amoebas and ended up still having them, they could not FTL though

That's really cool. I hope they see the gameplay potential for this and flesh it out into a full fledge feature where if given enough time and contact with outside space faring races they can develop into a new empire type that uses tamed space creatures for interstellar travel and defense. Call them god tamers or something.
Would create even more potential for emergent story telling in this game
 
Putting my words behind more types of space creatures, as others have mentioned. It's DLC level improvement, but having two or three times as many types of space creatures, with only half appearing in each game would be amazing for exploration. That way we couldn't depend on getting crystal forged plating every game.
 
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So, when pirat base is destroyed, no more pirates will apear in the game?

May be you will give them chance to appear again lately in distant systems?
 
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