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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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Hi, with this patch could we please get something that does the following?

Could we have an interface for armies like we do for ships? It is extremely annoying going through massive armies and equipping items.

Something to repair armies in orbit would be amazing.
 
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I'm one of those people wondering if there would, could, or should be ways for space creatures to keep spawning in the galaxy, even after the initial spawns are wiped out. To that effect, would it be feasible to have pirate fleets spawn in response to wars between empires? Could "missing in action" fleets have a chance to mutiny while they are cut off from their chain of command, spawning a pirate fleet instead of eventually returning to the empire's control? Could certain actions and wargoals have a chance to spawn pirates? Perhaps the "abandon planet" wargoal might force the pops that are going to be purged into taking up arms and hijacking some ship, effectively becoming space pirates in response to the wars and politics of space governments.

Of course there could also just be new events that help create more space creatures. Like if you research the amoeba breeding program tech, there could be a small chance for some of your amoeba to escape into the wild.
 
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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.

About time, was always curious why pirates were never more than a singular tutorial event. Good to see.
 
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My biggest problem with space creatures is that they block off systems full of anomalies to explore, and once you clear them out, suddenly it turns into a free-for-all with science vessels from every empire swarming in to scan things. I don't have any idea how to implement it, but I would love if there was some way to let the empire that clears a system 'claim' those anomalies (for at least a few months) so nobody can snipe them.
 
I've never liked the pirates in the game. They make a brief appearance and then are never heard from again. So I like that you are changing them. But I think you're over thinking them. I would suggest you think of pirates more as organized crime than "Pirates of the Caribbean". This could be easily accomplished by adding a new kind of station to police a system. The lower the level of patrols such a station (or station module) has, the more resources are lost from the sectors annual production. This could lead to the addition of other kinds of crime in the future.

I'm also pleased to see change to space creatures. But again, I think there is more possibilities here than are being exploited. For example, why not have these critters spawn in areas or conditions that they like? Currently, you just kill them off and thats that. But if they kept coming back you could offer another type of space station or space station module to take advantage of this occurrence and add variety to the game. If the critters aren't hostile you could add tourism components or a hunting industry where harvesting them could provide a resource. There are lots of possibilities available with mechanisms which already exist in the game. It would even be cool to be able to capture and train these creatures to use in your fleets or to harvest them and turn them into a unique kind of spacecraft with some special capabilities.
 
Honestly I dont realy dont think that this will improve the game. You are taking a minor feature that gave the game a nice variety at session starts and try to turn it into a meaningful thing. Its like turning goodie huts and barbarian villages from CIV into a core aim of the game. Create meaningful game mechanics like trade to give pirates a purpose and not give us some kind of pirate, crystal, void cloud disneylands that just distract from the main game. And if you need to have this type of strange mini bosses, at least put the effort in it and do proper event lines that make sense - just force feeding us with areas of space monsters is dull and gets old after the first playthrough. Where is the creativity that made games like CK II such great experiences. Where are the possessed rules that are supported by witch characters that rampage across the map.

At the moment Stellaris feels bland and soulless, dull at its core mechanics. Sprinkling more of the same paint on that, wont make the game great. You have tons of great mechanics from past games, that are implementend partially in Stellaris. You have pops like in Victoria, but they do not do anything meaningful. You have ressources like in Victoria, but they feel like one was playing CIV IV. You have characters and leaders like in so many games, potential for CK character interaction, but no they are just bland templates that give a few bonuses here and there and do not matter much more than their star value - which tends to demand constant micromanaging you scientists actions.
 
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Wondering if it would be possible for the space creatures tech to be a bit more...outlandish? something more than just a 'poor man's' version of a better laser, but with its own unique properties. I thought they had something like that started with the amoeba evasion buff, but even that needs... something
 
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Wondering if it would be possible for the space creatures tech to be a bit more...outlandish? something more than just a 'poor man's' version of a better laser, but with its own unique properties. I thought they had something like that started with the amoeba evasion buff, but even that needs... something

Oh yes, I'd like that as well. At the moment researching the supposedly unique weapons just feels like a waste of resources as the tech gets obsolete so quickly and they are not even good.

I hope some of that will be solved by the additional tiers of space monsters, however I'm not sure if better stats really are enough for them to feel interesting.
 
Any plans for adding new creatures?
Something like Gauna would be very cool (http://sidonia-no-kishi.wikia.com/wiki/Gauna). The point is having a monster, which usually ignores you, if you keep your distance, but can totally wipe out whole planet if it has certain resource. Then it infects system (and some of the nearby), and creates new nexus. And the catch is that it can only be killed by weapons infused with said resource.
There can be some systems with hidden deposits of resource (appear after events), but usually you just have to begin mining and passing creatures will come for you. You might not even know the tech what reveals it yet. And the funniest part - for future spy system: smuggle some in the capital world of your enemy and watch the fun!
And of course that resource must be very rare and extremely valuable.
 
Kind of a disappointing dev diary, tbqh. These changes sound great and all, but this isn't giving us much to sink our teeth into, imo. Very little information, feels like it easily could have been a single section in another DD.
 
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I am liking the Dev diary.. But I am bit concerned / Confused about if everything being talked about is for the DLC or Not ?( Which i thought at first we were going to get everything that 'Heinlein' 1.3 offered without it being a DLC ?. Did that change recently or am I just confused ?
 
I am liking the Dev diary.. But I am bit concerned / Confused about if everything being talked about is for the DLC or Not ?( Which i thought at first we were going to get everything that 'Heinlein' 1.3 offered without it being a DLC ?. Did that change recently or am I just confused ?

You are confused. They said at launch that there will be two major patches before the first Patch/DLC combo will be released.
Due to the many issues that Stellaris still has their focus has switched from DLC Content (Acronyms are fun) to Patch Content and only a little bit of DLC stuff though.

EDIT:
Somewhere in between the Summer break and the more recent Dev Diaries the overall communication what 1.3 will contain and wether there really will be a DLC accompanying it could have a bit clearer none the less.
 
You are confused. They said at launch that there will be two major patches before the first Patch/DLC combo will be released.
Due to the many issues that Stellaris still has their focus has switched from DLC Content (Acronyms are fun) to Patch Content and only a little bit of DLC stuff though.

EDIT:
Somewhere in between the Summer break and the more recent Dev Diaries the overall communication what 1.3 will contain and wether there really will be a DLC accompanying it could have a bit clearer none the less.

Hmm that is interesting.. could of sworn they said we would get three major Patches and then a DLC. but i guess i read wrong :p

It never mentions anything about a DLC on this thread
https://forum.paradoxplaza.com/foru...llaris-dev-diary-33-the-maiden-voyage.932668/
 
Megapost part 1
@Wiz
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.

@Wiz about the stuff i wrote here, i had a thought, and the whole stuff about new policies wouldn't be neccecary now that i think about it. It could easily just be possible depending on wether you allow ai and your policy on purging, with replacing only naturally being allowed if your purging policy allows purging. This is a wierd way to edit this but i think this is a more clear way of adding something new, and it not just increasing my giant wall of text. I would really want the button, as I already said because I would love to do a run once where I replace my entire population with robots, and I am sure some other people would like it too, or just like the fact that there is an option for it.


With many very formal and official regards, which are fancy as well,

Thimeaux
 
Hmm that is interesting.. could of sworn they said we would get three major Patches and then a DLC. but i guess i read wrong :p

It never mentions anything about a DLC on this thread
https://forum.paradoxplaza.com/foru...llaris-dev-diary-33-the-maiden-voyage.932668/
Keep in mind we are getting three major patches, and the DLC is being made by folks who have done their work, and would be sitting around with their thumbs up their asses (pardon my klatchian) doing jack all. So yeah, they are waiting until after 1.3 is done to release any major DLC content, anyone working on War in Heaven has finished their work for Heinlen.
 
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