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Stellaris Dev Diary #46 - Enclaves

Hello everyone and welcome to another Stellaris development diary. This development diary will cover Leviathans, the recently announced DLC that will be accompanying the 1.3 'Heinlein' update. As previously mentioned, Leviathans is not an expansion but rather something we call a 'Story Pack', a collection of mostly scripted content that is larger than an event pack but smaller than a full expansion. Originally, Heinlein was supposed to be an update accompanying a full-fledged expansion, but we chose instead to do a Story Pack so that the Stellaris programmers would be able to focus on bug fixing, UI improvements and improving/reworking features in the free update.

The Heinlein update has already been covered in several development diaries, but I still thought I should take the time to remind everyone of what it contains. Note that this is NOT an exhaustive list:
  • Awakened Fallen Empires
  • Fallen Empire quests, tasks and general improvements
  • Fleet Roles and new XL weapons
  • Weapon Balance rework
  • Federation Victory Condition
  • Strategic Resource Rework
  • Auto-Exploration
  • Rally Points
  • Expansion Planner
  • Habitability System Rework
  • Federation/Alliance Rework
  • Federation Association Status
  • Better control over sectors
  • 4 new portraits (NOT the 'cuties')
  • Major sound and graphics improvements
  • Space Creature rework, including new art and encounters
  • Loads of bug fixes, AI improvements and UI improvements
The Leviathans Story Pack, meanwhile, will contain the following. This IS an exhaustive list:
  • Guardians feature
  • Enclaves feature
  • War in Heaven feature
  • 5 new portraits ('cuties')
  • 20+ minutes of new music by Andreas Waldetoft

With that out of the way, on to today's topic! Today we'll be talking about Enclaves, one of the above listed paid features. Enclaves are a new type of precursors those with the Leviathans Story Pack will encounter while exploring the galaxy. Instead of living on planets and controlling an empire, they are neutral traders, artists and scholars who reside in ancient space stations and who will offer their services to anyone who is willing to pay.
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There are three types of Enclaves, each with their own range of interactions:
  • Traders allow you to exchange minerals for energy and vice versa.
  • Artists allow you to commission a piece of art that can be placed on one of your planets as a building, or become their patron to support more advanced works.
  • Curators allow you to purchase star charts, enlist their aid in furthering your research, or purchase information about the different Guardians and their weaknesses.
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In addition to these basic interactions, each type of Enclave also has an 'advanced' interaction. This interaction is not immediately available, but must be earned by building up that Enclave's opinion of your empire. This is done by utilizing their basic interactions, so for example a Trader Enclave's opinion of you will increase every time you trade minerals and energy with them. An Enclave that is located inside of your borders will also have its opinion of you slowly increase over time. The advanced interactions are as follows:
  • Traders will sell you a unique strategic resource accessible only to them.
  • Artists can be asked to organize a festival across your worlds, improving happiness across your entire empire.
  • Curators will allow you to recruit one of their researchers, who provides access to unique technologies not otherwise researchable.
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Of course, if your empire leans more towards the Fanatical Purifier type of thinking, you can also choose to simply attack an Enclave. Their space stations are powerful, but not invincible, and you may just find valuable salvage and technologies among the wreckage.

That's all for today! Next time we'll be talking about the headline feature of the Leviathans Story Pack, the Guardians, so stay tuned! In the meanwhile, here's a little teaser of what to expect...
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Is there any limit to how much the traders can give you? I'm wondering if I can just spam Stimulant Diet techs and then use them as my primary source of energy.
 
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So are you still planning to add in some control over ship formation and it just wasn't included in the list(afterall is says it's not exhaustive)? I hope so, because it's a real pain micromanaging 200 ships to be in the right order the current way, and we didn't really see any mention of it in the ship roles DD. Also, with the way the new combat roles work, will ships now have more complex targeting methods(maybe customizable) beyond "shoot at the nearest target"? It would be pretty dumb if my destroyers focused fire on a battleship just because they see it first while the enemy corvettes rush my capitals.

You can edit ship formations using the AI Ccomputers. Defensive Computers move in formation and stay in formation until the formation leader dies (the one on the front) Offensive Computers move into formation until firing range, then they break up formation.

Defensive Computers after they break formation try to bulk up and stay stationary if attacked by an offensive computer.
Offensive Computers after they break formation try to swarm like fighters.

Imo Offensive Computers are better suited for corvettes/destroyers and defesive for cruisers/battleships.
I'm not familiar how multiple computers work in a single fleet though (since its a single formation).
 
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1) You can toggle your fleets so that the AI doesn't attach to them, they should also be smarter about who and when to attach to.
2) Yes, via modding.
On the flipside, is there going to be a fix for the platypus, Chirpy owl and Creatures of the Void portraits not showing up randomly for AI empires like the Plantoids? I noticed in the species file that the coding is different and only checks to make sure the player can select them, not for the AI to choose.
 
  • 20+ minutes of new music by Andreas Waldetoft
Il be honest, I was sceptical of the DLC before seeing this.
 
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You can edit ship formations using the AI Ccomputers. Defensive Computers move in formation and stay in formation until the formation leader dies (the one on the front) Offensive Computers move into formation until firing range, then they break up formation.

Defensive Computers after they break formation try to bulk up and stay stationary if attacked by an offensive computer.
Offensive Computers after they break formation try to swarm like fighters.

Imo Offensive Computers are better suited for corvettes/destroyers and defesive for cruisers/battleships.
I'm not familiar how multiple computers work in a single fleet though (since its a single formation).
By formation I mean who will be at the front and back and whether or not you want your ships in a giant triangle that basically guarantees the front ship will be destroyed in seconds. I'd like the ability to choose say a square formation with capital ships in back and screen ships in front, as it's basically random based on what order the ships entered the fleet atm. Attempting to select all artillery ships in a 200+ ship fleet so they can be put in the back is a major headache. More options for formations would also improve flavor, rather than have all fleets being in a giant triangle.
 
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By formation I mean who will be at the front and back and whether or not you want your ships in a giant triangle that basically guarantees the front ship will be destroyed in seconds. I'd like the ability to choose say a square formation with capital ships in back and screen ships in front, as it's basically random based on what order the ships entered the fleet atm. Attempting to select all artillery ships in a 200+ ship fleet so they can be put in the back is a major headache. More options for formations would also improve flavor, rather than have all fleets being in a giant triangle.

Having options to edit a battle formation is good, though by default your bigger ship will be at the back, and if they are not for w/e reason just make them slower. Give them lower tech of engines from your other ships.
 
DLC features are expanded in future either via free patches (like several CK2 patches did) or by another DLC (which also unlocks the feature like an older one). So if PDS feels like an old DLC feature can be expanded upon, it will be.
Also, there is not really any reason why they couldn't add new types of enclaves in later expansions. Which types of enclaves spawn would just be dependant on which DLC you have.
 
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Having options to edit a battle formation is good, though by default your bigger ship will be at the back, and if they are not for w/e reason just make them slower. Give them lower tech of engines from your other ships.
Nah that's not how it works right now, the triangle is ordered front to back based on who was in the formation first. So if you gather your fleet over time the chances are that your battleships and cruisers will be staggered around the formation, which increases their chances of being targeted due to the fact that the ai targets ships that are closest to them.
 
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Having options to edit a battle formation is good, though by default your bigger ship will be at the back, and if they are not for w/e reason just make them slower. Give them lower tech of engines from your other ships.

At the moment, with the same engine tech, bigger ships are slower. My destroyers are about twice as fast as my battleships. This actually helps my battleships live longer because my destroyers (w/ advanced bombardment computers and a range 120 Tachyon Lance) use their superior speed to close faster with the enemy, thus stupidly getting into the enemy's weapon range.
 
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I've had nothing good to say about the game's development since it came out but I am now catching myself being needlessly bitter about Stellaris. Last DLC didn't impress me because it was purely cosmetic but I am glad to see that things are slowly being worked on. It's just going to take so long to finish the game up properly that it's going to be hard to watch. Sort of like watching a tree grow. With only 2x time warp.

I'm glad the game is improving but man I wish it was faster.
 
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Also, there is not really any reason why they couldn't add new types of enclaves in later expansions. Which types of enclaves spawn would just be dependant on which DLC you have.
true but they often do this sort of thing as free its a bit too nickle and dime even for them to make you pay for enclaves part 1 then pay for part 2 and part 3
 
Nah that's not how it works right now, the triangle is ordered front to back based on who was in the formation first. So if you gather your fleet over time the chances are that your battleships and cruisers will be staggered around the formation, which increases their chances of being targeted due to the fact that the ai targets ships that are closest to them.

If thats the case then you can fix your issue right now by splitting off the corvettes from your fleet first, then destroyers, then cruisers and then battleships, then have the destroyers join the corvette fleet, then the cruisers and then the battleships.

In my playthrough though, I never experience this type of issue because of how i build my fleets. 30 corvettes first, then 25 destroyers then 20 cruisers then 10 battleships. I know it isn't ideal but its one way to do it until we get custom formations.
 
At the moment, with the same engine tech, bigger ships are slower. My destroyers are about twice as fast as my battleships. This actually helps my battleships live longer because my destroyers (w/ advanced bombardment computers and a range 120 Tachyon Lance) use their superior speed to close faster with the enemy, thus stupidly getting into the enemy's weapon range.

I know, but if their in the front of the formation. you might want to consider to make them even slower so the other ships have time to overtake the battleships before the battleships take too much damage.

This could be implemented for a front line battleship sniper design. Have your battleship take some pop shots and then be overtaken by corvettes.
 
If thats the case then you can fix your issue right now by splitting off the corvettes from your fleet first, then destroyers, then cruisers and then battleships, then have the destroyers join the corvette fleet, then the cruisers and then the battleships.

In my playthrough though, I never experience this type of issue because of how i build my fleets. 30 corvettes first, then 25 destroyers then 20 cruisers then 10 battleships. I know it isn't ideal but its one way to do it until we get custom formations.
I don't think it's fair to say that I should have to spend 5 minutes doing something incredibly tedious that could take a couple seconds. Singling out 50+ corvettes takes a ridiculous amount of time when they are built and added to the fleet over a long period of time, and when you take significant casualties you have to do it all over again. Every time you click on a ship to add it do a new fleet it resets the list to the top so you have to scroll down through the giant list over and over again.
 
I don't think it's fair to say that I should have to spend 5 minutes doing something incredibly tedious that could take a couple seconds. Singling out 50+ corvettes takes a ridiculous amount of time when they are built and added to the fleet over a long period of time, and when you take significant casualties you have to do it all over again. Every time you click on a ship to add it do a new fleet it resets the list to the top so you have to scroll down through the giant list over and over again.

I'm not saying its how it should be done or that there shouldn't be newer features to make the process easier. Just explaining to you how to fix your issue with the tools currently available to us, so please stop complaining to me and appreciate what i'm trying to do here.
 
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