• 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.
Hello everyone and welcome to another Stellaris development diary. Today's dev diary will be about changes and new additions for Fallen Empires in the 1.8 'Čapek' update and its accompanying (unannounced) Story Pack, about which we cannot currently provide any information except what's in this dev diary (there will be info about other features in the pack coming in later dev diaries). We also cannot currently provide say anything about the release date for the update other than to say that it's not coming out anytime soon. After what happened with 1.6, we want to take our time with this one and make sure we get it to you in a good shape.

Ancient Caretakers (Story Pack)
Those with the Story Pack will be able to encounter a brand new Fallen Empire - the Ancient Caretakers. The Ancient Caretakers is a fallen synthetic civilization that appears to be the remnant of some great conflict in the distant past. From what they tell you, they appear to have been part of something called the 'Custodian Project', an initiative to construct and maintain a number of ringworlds as a refuge for biological sapients fleeing some unknown menace. Their erratic behavior and speech, however, suggests that something may be very wrong indeed with this Fallen Machine Empire.
2017_06_29_2.png


The Ancient Caretakers have a new attitude called 'Enigmatic' and an obscured opinion score to represent their bizarre and unpredictable nature. They may help you with gifts of ships of technology, request your assistance with tasks that may make little apparent sense, or even make demands of your empire that you would be unwise to ignore. They do not awaken like a regular Fallen Empire, but instead have a particular 'triggering event' that, if it happens during the course of the game, will automatically awaken them... though they will not always awaken in the same way. All in all, they behave quite differently from the other Fallen and Awakened Empires, and have their own backstory to explore, as well as unique interactions when dealing with other synthetic civilizations.
2017_06_29_3.png


Fallen Empire Tweaks & Changes (Čapek Update)
In addition to the Ancient Caretakers, there are also some changes coming to the current batch of Fallen Empires. First of all, because the Ancient Caretakers also make use of ringworlds, we decided that you'd end up with just a few too many ringworlds to conquer and restore kicking around. Thus, for those with the Story Pack, we made a new initializer for the Keepers of Knowledge with a more traditional Fallen Empire setup of Gaia Worlds and outlying colonies, including some unique features and buildings to suit their archivarian ways. The old initializer with its three ringworlds still exists, however, and will spawn for those that do not have the Story Pack, so those without do not have their Fallen Empire ringworlds taken away.
2017_06_29_1.png


Other than that, the following changes were done to the existing Fallen Empires:
- Keepers of Knowledge were changed to have their behavior (Hatred of AI) no longer directly conflict with their ethos (Materialist). Both their Fallen and Awakened variants no longer hold a grudge against AI, but instead have doubled down on their obsession with collecting and hoarding knowledge. Satellites of Awakened Keepers of Knowledge are no longer required to ban AI, but will have to contribute a major share of their research to their overlord.
- Holy Guardians were changed to be a bit more interactive, and are now able to offer tasks and give gifts to the younger races, though they will mostly only deign to do so to fellow Spiritualists. They have also taken over some of the Keepers of Knowledge's hatred of AI, and you can expect their Awakened variant to offer no quarter to synthetic civilizations.
- Militant Isolationists and Enigmatic Observers have mostly been left unchanged, asides from some updates to their initializers and ship designs, such as removing the Synths previously used by the Militant Isolationists and giving them to the Keepers of Knowledge instead. They will now also start with more trait points for their species than the other Fallen Empires, to represent their focus on the biological.

Finally, a change was done to the way you establish contact with Fallen Empires. Previously, unless you had done something to anger them (for example colonize a Holy World) FEs would open communications only when you directly entered their space. This has been changed so that Fallen Empires will now instead contact you when your ships enter any system adjacent to their space. This should make it harder to accidentally colonize next to Militant Isolationists and also make it so that your exploring science ship isn't immediately hurled back to your capital just because it happened to take a wrong turn after Omicron Persei.

That's all for today! Next week we'll be discussing some changes coming to Hive Minds and Devouring Swarms, as well as the addition of Dynamic Tradition Swapping in 1.8 'Čapek'.
 
Last edited:
Are Benevolent Interventionists getting a re-work to their war goals then? I find them to be one of the more expansionistic personalities, because they're likely to go to war with everybody and pursue cede planet wargoals.

I imagine that's because they're asking the AI to vassilise, being rebuffed, and going to war to enforce vassilisation, without actually pursuing a wargoal to vassalise, but instead ceding planets.
 
Eh, looks like an extra work for nothing. Why not make them the same in both cases?

Not really, extra work is keeping the old initialization code there but putting it in an ELSE statement, while the new code is in an IF statement that basically check if Capek = 1 (or true, depending on code style).
 
I wonder if the Fallen Machine Empire's AI suddenly turning defective because of a certain event is a mise en abyme of what happens with the game's AI whenever a new patch is released... :D
 
RE: Obscuring Opinion modifier - any plans to add this to regular empires, or at least the ability to mod this? Would be more interesting to only get an idea of how an empire feels based on its attitude, rather than a quantifiable number. Plus you I open the way for espionage further down the line.
 
including some unique features and buildings to suit their archivarian ways.
Do you plan on adding some unique buildings to other FE? I would imagine the Spiritualists could have some temples.
 
Am I really the only one who thinks Spiritualists should be more pissed at Biological Engineering than at AI research (Synthetic Ascension should be horrifying to them though)? The later is not much of an issue to any real spiritualists, while the earlier one is desecration for almost all of them as you give in to your pettiness and desecrate the world.
 
Basically, having both of them spawn a bunch of ringworlds would mean any medium or larger galaxy would be virtually guaranteed to have a lot of ringworlds. We want to keep them somewhat rare and special, not have them be all over the galaxy.
How about making it so that Materialist can spawn on a ringworld even with the DLC, provided the Machine FE does not spawn in the same game?
 
Basically, having both of them spawn a bunch of ringworlds would mean any medium or larger galaxy would be virtually guaranteed to have a lot of ringworlds. We want to keep them somewhat rare and special, not have them be all over the galaxy.

Maybe a compromise could be that the Keepers have some Habitats, to represent giant space stations that they built solely to house all of their accumulated knowledge.
 
Just a thought here, but if these guys are the survivors or some galactic holocaust, wouldn't it make more sense if they occurred by themselves only?
Well, this holocaust might have been way before other FE.

Plus it may be so that they themselves are the cause of that extinction, but it might have been that they were a tool of the other FE.
 
It would be nice if you guys could release at least some of the changes to the galaxy setup options before September, for every time I get a good start in a game, an Xenophobe AE is arising right next to me without appearant reason and rapes me and all my neighbors with their 200k fleet. Nobody, not even other FEs are reacting to it, except for the Engimatic Observers giving me the ridiculous order to stop their atrocities...
 
Will there be any content in v1.8 for players who don't like Fallen Empires and turn them off at the beginning?
Redesigned AI crisis, at least.