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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'.
 
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that makes no sense. of course the "AI crisis", this ancient ai that wants to sterilize the galaxy, will be free. Im not sure about the midgame uprising though. We will know more in future dev diaries as wiz said.

The new crisis is not the AI rebellion it's a completely new crisis. The AI rebellion is being reworked as a mid game event, this should not be paid content as it was already in the base game. I would have no problem if they were charging for the new ancient machine crisis, in fact I'd be happiest if they just fixed the current AI rebellion.
 
Hm, FE grade science buildings, sounds fun. It'll be great once/if an update comes out that allows us to build FE grade production buildings, even if there would be a planetary or empire wide limit.

I'm hoping uses for excess Unity are going to be mentioned next week. Unity is pretty useless in the end game with nothing to spend it on once all the traditions are unlocked.

Also, I might be misunderstanding which FE is supposed to be the biologically ascended one. Is it the Enigmatic Observers (Xenophile) or Militant Isolationists (Xenophobe)? It would make sense if it's the former.
 
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Just thought i would mention this since i really liked the portrait of the new fallen empire. Could we get a kind of synthetic portrait for humans like the irobot ones? I mean the current ones okay but it looks like a generic synth and i would like a custom robot for machine ascended empires and think something like the irobot looks would be awesome.
 
Would you consider giving the materialist FE some other mega structure, like a full Dyson sphere, or science nexus?
Or do you already have some plan to give them something special? You already said your giving them a gaian world, but that seems more like the spiritualist and/or standard FE thing.

They should get a functioning science nexus maybe?
 
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.
View attachment 280812

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.
View attachment 280813

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.
View attachment 280811

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'.

i would prefer faster bug fixes than new updates ....
 
i would prefer faster bug fixes than new updates ....

They're not mutually exclusive, many employees can't even fix bugs as that's not close to their area of expertise. It's far more effective (whether we like it or not), in terms of the economy of work hours spread across the whole of the body of people working on Stellaris, to create content while quashing bugs simultaneously.
 
They're not mutually exclusive, many employees can't even fix bugs as that's not close to their area of expertise. It's far more effective (whether we like it or not), in terms of the economy of work hours spread across the whole of the body of people working on Stellaris, to create content while quashing bugs simultaneously.

More content = more bugs.

I mean, I like new content as much as the next guy, but they really should have two teams: bugfixers and content creators. Once content creators are finished with something, it should be passed to the bug fixers before being released publicly. That's basic QA. But I think because content patches get people more excited to pick the game back up than just bugfix patches, we get both at the same time when we really shouldn't.

That's just my opinion, though. I mean, I can hardly say I don't want to play 1.8 and 1.9 immediately, regardless of their stability.
 
Keepers of Knowledge no longer hating synthetics isn't because we changed the lore to make them more benevolent, but rather because their personality simply clashed with their ethos (for example, in a War of Heaven between Materialist AE and Spiritualist AE, siding with *either* part would result in your robots being dismantled). That part of their personality was simply shifted to the Spiritualists instead, since Spiritualist ethos is explicitly anti-robot.
I am so thankful for this. I was going for synth evolution and the war in heaven started between those two and I was basically screwed. I tried going with the spiritualists because the tool tip was less clear about their hate of synths and basically my game ended.

All the FEs have interactions in 1.8 with the exception of the Militant Isolationists, who are explicitly very much not supposed to want to have anything to do with other empires. It's their whole thing.
Maybe it'd be interesting if their tasks involved doing the grunt work of removing other encroaching empires from their borders for them in exchange of thing they consider worthless like minerals, energy, or an agreement to kill you last.

They might also be interested in asking you to curtail your fleet if you're growing too large with threats of limited war that'll force you to curtail it if you lose. And if you're stronger asking you to limit your fleets in exchange for Minerals, Energy, etc...
 
I have the feeling, that I have to pay 10 bucks for a single new fallen-empire-portrait and a few new events since ringworlds, refugee-policies and migration-mechanics are recycled features of already existing ones ...

By the way - What's about "war-in-heaven" (an already existing feature in regards to fallen-empires) - Is this fixed/polished/balanced ?
 
As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN (unless it already did)!
  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Global food that can be shared between planets.
  • Ability to construct space habitats and ringworlds.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • Ability to set rights and obligations for particular species in your empire.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Superweapons and planet killers.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More interesting mechanics for pre-FTL civilizations.
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Buildable Dreadnoughts and Titans.
  • Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
  • Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
  • Deeper mechanics and unique portraits for synthetics.

Well... should I supose that the next DD will be on 'doomstack fix' or on 'space UN - Federations'?
 
I have the feeling, that I have to pay 10 bucks for a single new fallen-empire-portrait and a few new events since ringworlds, refugee-policies and migration-mechanics are recycled features of already existing ones ...

By the way - What's about "war-in-heaven" (an already existing feature in regards to fallen-empires) - Is this fixed/polished/balanced ?

@Wiz I really wish you would address this, War In Heaven is not where it should be. The non-aligned league doesn't seem to work, the auto-purging after total victory, the wars aren't prosecuted by the AI, the war does not end after the Awakened Empires are defeated (their vassals keep fighting??).
 
Does this mean that player hive-minds will also be able to reach synthetic ascension?
In the last stream hive mind ethos was renamed to gestalt consciousness and the new ethos dont have synths restrictions and dont have restrictions for integrating non-hive minds pops.
The hive mind authority was divided in 2 authorities, one is the old hive mind with synths restrictions, bonus to growth and habitability and obliged to eat or displace non-hive mind pops. The new authority is a eletronic brain icon, his name and his details are currently unknown.
 
@Wiz I really wish you would address this, War In Heaven is not where it should be. The non-aligned league doesn't seem to work, the auto-purging after total victory, the wars aren't prosecuted by the AI, the war does not end after the Awakened Empires are defeated (their vassals keep fighting??).

This is why I won't be buying whatever the story DLC comes along with 1.8. It's been 8 months since Leviathans came out with 1.3 and the War in heaven, which I paid for, still doesn't work properly. That's 1/3 the paid content of the DLC that hasn't been working since it's release without any fixes.
 
@Wiz I really wish you would address this, War In Heaven is not where it should be. The non-aligned league doesn't seem to work, the auto-purging after total victory, the wars aren't prosecuted by the AI, the war does not end after the Awakened Empires are defeated (their vassals keep fighting??).

There are fixes for WiH coming in 1.8, in regards to the issues with vassals, AI passivity and so on. That said, the wargoals auto-wiping the loser is WAD for now, a change on that will have to wait until we rework the wargoal system.
 
Well... should I supose that the next DD will be on 'doomstack fix' or on 'space UN - Federations'?

It says quite clearly in the OP what next week's dev diary will be about. Quit trolling for attention and start a new thread if you want to talk about doomstacks or galactic UN.
 
There are fixes for WiH coming in 1.8, in regards to the issues with vassals, AI passivity and so on. That said, the wargoals auto-wiping the loser is WAD for now, a change on that will have to wait until we rework the wargoal system.

Should we expect 1/3 of the new DLC in 1.8 to also not work for 8+ months? I've made this point before but I feel it needs to be re-iterated. Paradox needs to fix the content people have already paid for before releasing new paid content. I actually like Paradox's DLC policy but it doesn't work when you release broken content and expect people to pay for it.
 
Should we expect 1/3 of the new DLC in 1.8 to also not work for 8+ months? I've made this point before but I feel it needs to be re-iterated. Paradox needs to fix the content people have already paid for before releasing new paid content. I actually like Paradox's DLC policy but it doesn't work when you release broken content and expect people to pay for it.
Wiz said they will take their time with testing and bug fixing this time. Even half of the reported bugs fixed would make me happy.
 
Should we expect 1/3 of the new DLC in 1.8 to also not work for 8+ months? I've made this point before but I feel it needs to be re-iterated. Paradox needs to fix the content people have already paid for before releasing new paid content. I actually like Paradox's DLC policy but it doesn't work when you release broken content and expect people to pay for it.
Did you even read the DD?
 
Did you even read the DD?

Yes, why?

Wiz said they will take their time with testing and bug fixing this time. Even half of the reported bugs fixed would make me happy.

Hopefully they actually do this time but after having them promise the moon and fall far short multiple times I'm waiting to see what they actually release before believing things will change.