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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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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.
Or their work for Heinlen is forecast to be done before release including buffer time, etc. etc.
 
@Wiz Will planets with exceptionally high ethics divergence, high amounts of militarism and/or individualism, and a rebellious attitude be able to join the pirates?
 
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its all very "pew pew" thats a laser sound by the way - basically it seems that the focus in the game is shooting things be it aliens, bugs, pirates, rebels - just lots of shooting and building ships.....oh and upgrading buildings.....constantly.
 
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Its looking good! I can't wait to play Stellaris again! The last time I touched the game was a few weeks after it was released... XD
 
When I first read "grounding" I thought you were going to say we could capture creatures and bring them to the surface to use like buildings. Maybe an idea for a future expansion?
 
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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.
I half agree with this argument, but the lack of any kind of dimorphism (beside simple recoloring) in non-human species is a pretty obvious missing feature that could be understood as the graphics folks who made the DLC not "having done their work" on the vanilla game.
But since adding dimorphism to species is not going to result in any extra sales (it's not that apparent in screenshots) and do not make the game less playable, I can understand that it gets ignored.
 
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I find your "human" species quite confusing. You seem to assume that clearly visible differences between members of a breeding set (which, in your case, seems normally to be two individuals) is a condition universally to be expected. When I attempt to identify the breeding orientation of some I interact with by the presence of those frontal "bumps", however, I find that I have misidentified an individual who is "male" and not "female". On investigating further, I find that I have confused the "boobs" that I am using for identification with "man-boobs"!?!?! So, it appears that you are maundering on about "sexual dimorphism" when you do not even exhibit such a feature unambiguously yourselves. Further to this, I discover that you do actually have more obvious and unambiguous dimorphism, but that you hide these features away under normal circumstances. This is quite understandable; we ourselves have features that distinguish which phase of sexual maturity we are in (and hence which of the three roles in a breeding set we might fill), but we show these only to those we are formally introduced to so that no misunderstandings may arise in the progress of normal social congress.

In short, I find that the differences you cite with other galactic races are somewhat overblown and far less unambiguous than you assume them to be. For all your much vaunted sexual and racial "dimorphism", frankly you all look more or less the same, to me.
 
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How I wish there will be options for players to set up specific battle formations. It will greatly enhance the role of each ship ina a fleet if this would be implemented. And another thing, I think Tachyons are over powered making smaller ships useless during end games. Hopefully, this will also be addressed by making accuracy dependent to the distance of the ship to the target. :))
 
Another nice development. I was disappointed with Stellaris when it was released (aside from the first few hours, which were awesome). But it seems that the next patch will improve this game significantly.
"Unfortunately" EU4 also gets a nice expansion as it seems, and it already is my favorite strategy game by far. And then there is the massive content patch for Final Fantasy 14 on September 27. I need more free time in the coming weeks...
 
In short, I find that the differences you cite with other galactic races are somewhat overblown and far less unambiguous than you assume them to be. For all your much vaunted sexual and racial "dimorphism", frankly you all look more or less the same, to me.
I am aware that your post is mostly joking, but I still want to answer to it :p
Many portraits are based on Earth creatures that have human-recognizable sexual or racial dimorphisms, so it isn't farfetched to expect the same from the portraits. For examples, birds can have different plumage (the peacocks being one of the biggest example) and mammals can have visibly different breeds beside colors (like dogs or horses).
 
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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.

This would be great, especially if there was like levels to it. Sometimes, since they're being bred and not growing up in the wild, they are weaker than the usual ones you encounter. Sometimes they're normal. And then sometimes, you've got a biiiig problem on your hands. Shouldn't have been playing around with their DNA so much.
 
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I am aware that your post is mostly joking, but I still want to answer to it :p
Many portraits are based on Earth creatures that have human-recognizable sexual or racial dimorphisms, so it isn't farfetched to expect the same from the portraits. For examples, birds can have different plumage (the peacocks being one of the biggest example) and mammals can have visibly different breeds beside colors (like dogs or horses).
:) Basically, I think you have somewhat of a point, but I don't think we need to assume that either (a) sexual multimorphism is a feature of all or even many races, or (b) reproduction works the same way for some races as it does for terran creatures. And, just as an aside, most of the big variations seen in horses and dogs are a result of domestication (and selective breeding), rather than variations seen in the wild.
 
The pirates won't exist from the start, surely? Rather, they should appear later in the game if there's a sort of no man's land between several empires.
 
This would be great, especially if there was like levels to it. Sometimes, since they're being bred and not growing up in the wild, they are weaker than the usual ones you encounter. Sometimes they're normal. And then sometimes, you've got a biiiig problem on your hands. Shouldn't have been playing around with their DNA so much.
It would be "fun" to create an organic equivalent to the Tachyon Lance and then mount it on a space amoeba just right before it escapes and tyrannises the galaxy for decades :D
(that would be an interesting endgame crisis... a group of ridiculously overpowered space amoebas escapes a Fallen Empire's genemodding labs and then starts throwing the galaxy back into stone age entirely)
 
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In light of this new dev diary (great stuff, btw), I would like to see the ability to deactivate the appearance of certain space creatures, and change their commonality, on the game details screen before starting a new game. I've always wanted more control over the way in which the galaxy in each game spawns.

I also hope that there will be multiple pirate factions, so that the destruction of one faction will still leave others to wreak havoc in other parts of the galaxy. It would be rather odd for all piracy to vanish upon destruction of a single pirate faction.
 
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I half agree with this argument, but the lack of any kind of dimorphism (beside simple recoloring) in non-human species is a pretty obvious missing feature that could be understood as the graphics folks who made the DLC not "having done their work" on the vanilla game.
But since adding dimorphism to species is not going to result in any extra sales (it's not that apparent in screenshots) and do not make the game less playable, I can understand that it gets ignored.
I do find it odd... especially since a lot of the races have different 'clothes' but not different 'skins'. I almost think it's actually a bug, like they defined which value can be shifted to the wrong slot. A lot of alien races have no clothes but do have dimorphism you can see in their pops.
 
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I have a question about a concern I've had since my most successful campaign. The maximum naval limit of 1000 ships is obviously implemented to prevent extreme lag in the late game, a move that is completely justified as the framerate in a late game with more than ten empires drops to the framerate of powerpoint presentations. However, my true naval capacity was almost up to 2000 when I gave up on the campaign and I feel like such a huge number is wasted without a way to use the excess capacity over the cap.

Will there be any thought put into addressing this glaring issue? It becomes a big issue in the late game when you can no longer use numbers to overpower stronger enemies. If this isn't on the priorities for Heinlein update, maybe in the next one you could implement super-ships you can build after reaching the 1000 cap in very small numbers? The kind that could walk into a massive encounter single-handedly and take the enemies apart like abstract art? Idk that's just my thought, but I hope this is addressed.,
 
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