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Stellaris Dev Diary #43 - The Fallen

Hello everyone and welcome to another Stellaris development diary. This is the fourth part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. Additionally, from this point on we will also start to cover some features in an upcoming content DLC that will be released alongside Heinlein. This content DLC will not be a full expansion, but rather a smaller pack of events and scripted content focusing on a particular area of the game. Please note that everything mentioned thus far, and everything mentioned from now on that isn't explicitly marked as paid content will be free in the Heinlein patch. Details about the DLC such as name, price and release date will come in a future announcement, and further content will be covered in coming dev diaries. The focus of today's dev diary is Fallen Empires, who are about to receive a number of reworks, changes and additions.

The Fallen
Fallen Empires are my favorite part about the Stellaris setting. The idea of a precursor empire, milennia old, whose borders once stretched across the galaxy, their glory now faded, their great advancements forgotten, but the power of their ancient fleets and technology still far above that of any fledgling empire. Enigmatic actors on the galactic scene, whose morals and ambitions have been warped by ages of self-imposed isolation. For me, it invokes images of the Galactic Empire from the Foundation and the Vorlons and Shadows from Babylon 5. However, the implementation of Fallen Empires never quite matched my visions - originally meant to be completely passive, they were retooled fairly late in the development to give them some basic personality and goals as enforcers of particular taboos. While these goals make for some memorable experiences for new players (I've seen more than a few stories of careless colonization of Holy Worlds) they by necessity require Fallen Empires to behave in a highly predictable manner that, once understood, turns them back into actors of little consequence to the player. For this reason, fleshing out Fallen Empires and adding an element of unpredictability to them has been high on my priority list ever since I became Game Director, and this is what we're aiming to do in the Heinlein patch and accompanying DLC.

Sleepers Awake (Free Feature)
The idea of Fallen Empire 'awakening' was mentioned by Henrik Fåhreaus/doomdark a number of times during development as something we were interested in doing, but ultimately is something that ended up being cut for time. In Heinlein, all Fallen Empires will have a chance to awaken as a result of certain external factors. The exact conditions and chance under which each Fallen Empire will awaken depends on their ethos, but some examples include:
  • Endgame Crises threatening them or the galaxy
  • Regular empires growing too strong/technologically advanced
  • Other Fallen Empires being defeated by regular empires
  • Other Fallen Empires awakening first

When a Fallen Empire awakens, their personality, government and country type change. Their previous restriction on building ships, colonizing and conquering is lifted and they become what we call an Awakened Empire. Awakened Empires have one of the following four personalities:
  • Militant Isolationists become Jingoistic Reclaimers, and will try to conquer the galaxy
  • Holy Guardians become Doctrinal Enforcers, and will try to convert the galaxy to their faith.
  • Enigmatic Observers become Benevolent Interventionists, and will try to force all other empires into becoming a signatory to a galactic peace treaty.
  • Keepers of Knowledge become Watchful Regulators, and will try to force all other empires to accept their technological primacy.

Awakened Empires will start to rapidly expand, colonizing surrounding systems and conquering those races who will not submit to their demands. In each case, you will be able to avoid their wrath by submitting to them as a subject, with a special subject type for each of the four:
  • Jingoistic Reclaimers have Thralls, tributaries who may not colonize but can fight among each other.
  • Doctrinal Enforcers have Dominions, tributaries with enforced spiritualist ethics and government.
  • Benevolent Interventionists have Signatories, subjects who may not wage war, enslave or purge, but are otherwise independent.
  • Watchful Regulators have Satellites, who must pay a share of their research to their overlord and are required to ban all AI.

Once a Fallen Empire awakens, they will not stop until their galactic ambition is achieved or they are defeated by a coalition of lesser races. Only a few events will cause them to change their plans, such as the presence of an endgame crisis or the start of the War in Heaven (more on that below).
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Personality Changes (Free Feature)
Among the four Fallen Empire personalities we created for release, two of them didn't really work out: The Keepers of Knowledge and Enigmatic Observers. The Holy Guardians and Militant Isolationists restrict you from a certain part of space - sure, that part may be a deliciously tempting size 20 Gaia World, but ultimately you can always find another place to expand. The Keepers of Knowledge and Enigmatic Observers, however, restrict playstyles - if you get one of the former in your galaxy, you can forget about having sentient robots until you're strong enough to take them on. As there's little you can do about this other than hope for the right type of Fallen Empires to spawn, it's not very fun and ultimately just limits player strategies in a rather arbitrary way. For this reason, we've decided to revamp the Keepers of Knowledge and Enigmatic Observers.

While not awakened, they will not concern themselves with restricting the overall actions of the 'lesser' empires: Instead, they will pursue specific goals and ambitions that sometimes require them to interact with these very empires. These goals and actions take the form of Requests and Demands: If you have established communications with Keepers of Knowledge or Enigmatic Observers, they will sometimes contact you and either give you a task (for example, to hunt down a splinter faction of their species or recover a cache of technology from one of their old worlds) or make a demand (for example, one of your pops for their 'galactic preserve'). Completing their tasks will result in an opinion boost and a reward (such as technology or perhaps even a Fallen Empire ship), while repeatedly rebuffing their demands may result in a declaration of war to put you in your place.

The awakened versions of these two will take on some of the characteristics of the old, non-awakened versions, with Benevolent Interventionists seeking to enforce galactic peace and Watchful Regulators trying to regulate the level of technological advancement in the galaxy. They will also act as the first line of defense against galactical crises, taking it on themselves to unite the lesser races against such existential threats.

New Designs (Free Feature)
A small detail that I felt was lacking in Fallen Empires was the absence of any unique designs. All the Fallen Empires used the same (fairly lacking) Avatars and Eclipses, and ultimately their ships were inferior to what a regular empire that had been around for a century or two could produce. Both of these issues will be addressed in Heinlein, with each Fallen Empire ethos now having their own unique designs to use (and build, if they are awakened). For example, Keepers of Knowledge exclusively utilize energy weapons to strike their enemies at a distance, while Militant Isolationists combine afterburners and projectile weapons to get up close to their foes and tear their ships up at point-blank range. Additionally, a whole new ship class called Titans has been introduced as a (for now) exclusive new weapon in the Fallen Empire arsenal. Titans are enormous ship, the equivalent of several battleships, extremely durable and armed with a vast array of lethal weapons. They will sometimes be found in the starting fleets of Fallen Empires, and Awakened Fallen Empires will be able to build a limited number of them.
AYGerSh.png


The War in Heaven (Paid Feature)
We've talked about what happens when one Fallen Empire awakens, but what happens if there's two of them? For those with the DLC, two empires of opposing ethos (for example, Xenophobe and Xenophile) awakening can result in the War in Heaven event triggering. This event will cause the two Awakened Empires to go to war over the fate of the galaxy, dragging in the lesser species to fight on their side. All empires will be presented with a choice - join one of the two Awakened Empires and bet on their victory, join a league of non-aligned empires and hope you can stand against them both, or stand alone and risk being trampled underfoot when the war comes your way. Unlike a normal war, the War in Heaven is a cataclysmic event that will not end once a few worlds have been captured or a few battles won - it will be a fight to the death that ends only when one Awakened Empire stands victorious or both have been subjugated. If one of the Awakened Empires wins, they will show favor to those who supported them and be merciless to those who opposed them.
Kb9WzCF.png


That's all for today! Next week we'll be talking about some changes coming to space creatures, how they spawn and how they scale, coming in Heinlein.
 
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I love these changes!

Please also add mystery to them as well and more interactions. Add ones that have very difficult to understand motives like trying to siphon energy or building massive unknowable structures that could end up helping or hurting you, etc etc
 
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Awesome ideas Dave. How does one be called "Davethe Great" and not post anything on the Internet?

The Pacifist FE Idea there would actually be REALLY annoying lol. Could be tweaked so that all the Militarists in the galaxy get together to sort them out....

Ha, well normally I try not to get too emotionally invested. If I don't like something, I just vote with my wallet rather than cry. But, given that Wiz spends so much time on hear talking to people - even when some of them are quite unreasonable - inspired me to talk. Shows that when you speak someone is actually listening.

Anyway, yes if your militarist the pacifist would obviously be your worst nightmare. BUT remember too that FE may not awaken at all. If you go out of your way to antagonize them, well... Better have some big guns or big friends.

Having to keep them in mind and plan around them makes things more interesting.
 
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Another idea, also for normal empires, could be an eternal civil war between an species with two opposed ethics that could threat all the galaxy being similar to the war in heaven. For example an alien faction with xenophile/pacifist ethos and another with xenophobe/militarist in an eternal civil war could affect all their neighbours, and could add some flavour being the xenophile more isolationist/protectionist of other races and the xenophobe capable of invade/harass inferior beings without problems.
 
I'm looking forward to the Militarist Fallen empire
a few others have mentioned them being about honor and wanting to challenge the best of our empires warriors
I'm wondering if we prove ourselves worthy will our empire be able to join their Imperium
maybe they'll make have their own faction for a The War in Heaven where they'll take on both of the awakened empires in their search of a true challenge
 
Just went back to Stellaris (after Hearts of Iron IV, damn you Paradox for taking my free time!) and seeing good changes here.

Just a question, if I may : If I do purchase Wars in Heaven (which I will) can I disable it like Sunset Invasion in CK II? While at times I would be happy to play as lesser empire, at times I do wanted to play without any Fallen Empire to take care off/be wary of. I also hope that Fallen Empires could be disabled on game start, like what happens in CK II, while you can set things (Mongol Invasion, Black Death, etc.) during the start of the game.
 
I'm happy we can now align ourselves with the FE's in a way. One of my empires where fanatic spiritualists, and I started out right nest to a spiritualist FE, so I basically role-played that my empire saw them as gods and worshiped them, since according to my made up backstory, the FE used to inhabit my empires home world. So when my species evolved on it, they had all this architecture and other stuff that they thought came from the gods, and started worshiping them.

It always sucked that I couldn't actually become their vassal, instead just always seeking their acceptance and approval to be met with apathy.
 
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Just went back to Stellaris (after Hearts of Iron IV, damn you Paradox for taking my free time!) and seeing good changes here.

Just a question, if I may : If I do purchase Wars in Heaven (which I will) can I disable it like Sunset Invasion in CK II? While at times I would be happy to play as lesser empire, at times I do wanted to play without any Fallen Empire to take care off/be wary of. I also hope that Fallen Empires could be disabled on game start, like what happens in CK II, while you can set things (Mongol Invasion, Black Death, etc.) during the start of the game.

A previous DD said that you can adjust the maximum number of fallen empires that spawn in Heinlein. You may be able to set this number to zero and, if not, no doubt a mod will come out the day of that lets the slider go to zero.
 
Great updates, you guys put alot of thought into it.

While everyone is on the topic of Fallen Empires, I'll throw in my 2 cents. Or 25 cents, depending how long it takes to write...

A few people have said they are upset about not being able to get all the Fallen Empire techs, but that's the whole point - the idea is they are so advanced your scientist cannot understand how it works, let alone reproduce it. Think the Protoss on Starcraft or the Forerunners on Halo - technology the other races have no way of comprehending. If you take that away and let everything be salvageable then the Fallen Empires just become a regular empire that is really far ahead, they lose that sense of awe and mystery. If you hate that idea, remember too that Paradox has made this game so moddable if you want something - no matter what it is - you can get it. But that doesn't mean it should have to be that way for everyone's game.

One thing that always nagged at me, was that - unless I'm mistaken - the Fallen Empire who tries to prevent end game crisis, namely the Machine Consciousness, could care less if you're researching jump drives. Given the description for them - they work by using another dimension that your scientists don't really understand - it practically says on the tin that you are toying with forces that you do not comprehend, forces that the Fallen Empires - who all have Jump Drives - should know all too well. So, why don't they at least try to warn you that your species is being irresponsible? That the Unbidden could come?

Anyway, it's a minor detail, not overly fussed about it. The ideas that the community is throwing around for the other ethos sound promising, and since Wiz said it's something he was thinking about too I will throw mine out there:

PACIFIST FE
The xenophile one needs to be made the pacifist ethos. They want everyone to be at peace, makes sense right?

XENOPHILE FE
The idea is that they are master geneticists. With uplifting and such, there is alot of design space in this area that right now no Fallen Empire cares about. The idea is that their race spent thousands of years gathering specimens, DNA, etc and now consider it their duty to oversee and "enhance" the species that share their galaxy - whether they like it or not. They would be concerned with the variety of life and genetic diversity, so uplifting another species to help them along or making a smaller, weaker species your protectorate would make them like you - you are helping them ensure that there is a great variety of different genetic material they have access to and can tinker with. On the other hand, purging species, killing space born life or terraforming worlds (which destroys the local biosphere to replace it with your own) would greatly anger them. If you earned their favour, they could reward your species with some genetic enhancements (a new trait point to spend ) or some genetic technology (perhaps instant progress on clone vats or something similar). Perhaps they would make requests like "Protect this species", "That planet has a delicate ecosystem, don't colonize it", "Let us genetically tinker with your colony on planet X" This would make them fit the flavour of being rivals with the xenophobe empire - the xenophobes want no diversity, the xenophiles wanting as much as possible, and you as the player torn between which one best supports your interests. Maybe their ships could have an organic appearance, looking more like they were grown than built.

MILITARIST FE
Some have suggested these guys being concerned with fighting for honour as opposed to just killing everything like the Xenophobes, and that seems to me to be the right track. I love the idea of an ancient warrior kingdom that grew stagnant when it ran out of worthy opponents. I think the idea to these guys would be they don't want to KILL you, they want to FIGHT you. When your fleet size got to a point that rivalled theirs in strength they would challenge you to test your strength (or something). If they wiped out your fleet but you made no attempt to retreat, they would reward you with some of their ships in return for a worthy and honourable fight. If they took planets they would give them back, since with the fight over they would return home. The idea is that they would have a strict code of honour, and would look at the other races to see if they had the potential to live by this code as warriors and equals. If you conquered many worlds, rivaled lots of enemies especially if they were much stronger than you, and made no guarantees of independence or defensive pacts they would show you honour and respect. If you were passive, frequently retreated from battle to hide behind your defense stations, spent more time talking than fighting (aka were part of a federation or lots of other diplomacy), or were so shamefully dishonourable that you actually sent clones and robots to fight for you rather than fight your own battles - with your own skill and strength for your own honor and glory - they would see you as beneath their notice, a weakling and sneak, trying to fight over their scraps and manipulate others with flattery. Maybe these guys could be unique in that they actually like you more if you defeat them - seeing you as some sort of alien warmonger messiah that has come to return their warriors to a new age of glory. Perhaps they would reward players with special troops or weapons technology for impressive acts of conquest, like conquering an empire and not having to retreat or lose a single planet. Since they would be actively promoting senseless warfare and violence, and condemning cooperation, they would be a direct opposite of the Peaceful FE. Again, the players playstyle would force a choice if the 2 fought against each other. I don't know what their ships would look like, but without a doubt they should have by far the most guns, essentially being gun turrets with thrusters on them.

I got no thoughts on collectives or individualists, but I'm sure you guys would think of something cool. I don't normally write anything on the internet, just goes to show how excited I am! Keep up the good work guys, and thanks for keeping us all involved. :D


Really like your ideas for Xenophile, Pacifist and Militarist FEs. I have some insights for Individualists and Collectivists.

INDIVIDUALIST FE:
Is an Empire where the level of technology provided the means to nearly abolish Society. Unlike Democratic Utopia, where there is "a balance between personal liberties and social responsibility", this empire will have no balance whatsoever in the name of almost unlimited personal liberties. Most of the vital industrial and agricultural sectors are fully automated, and the individual is entitled only to his/her own goals, turning this empire into an hedonist dionysian anarchy without any clear collective goal. The few laws that remained active refers only to the protection of their physical integrity and freedoms. Until this empire is awake, the protection of their physical integrity and freedoms basically means not leaving their systems. And here is where the change occurs upon awakening. Fearing the outer systems no more, the pops of this Empire will be under the effect of a Manifest Destiny-type ideology, where they'll view themselves entitled to pursuit their hapiness anywhere they want. Therefore, they'll seek not only to colonize every planet available in the galaxy, but also to migrate to every occupied planet with available tiles, while indifferent to the planet owners migration laws. When installed into another empire's planet, the FE pop will have very reduced productivity towards anything since it is acostumed to a very loose work ethics and also because it'll not be willing to share the fruits of its labor. Moving the pop will not be possible, making the awakening of the Individualist FE the start of a swarm of unproductive and deviant pops into your empire. Needless to say, purge attempts will be responded with force.

I'm currently not sure what would anger the Individualist FE while it is fallen. Maybe the FE military will view nearby threats to liberty as a threat to themselves, I don't know.

COLLECTIVIST FE:
Works almost as the oppositive of the Individualist FE. Is an Empire where the level of technology provided the means to nearly abolish the individual. Each and every subject of this Empire now renounce their free will in order to be a part of a number of massive mobile platforms constituted by hundreds of thousands of individuals consciousness, similar to Mass Effect's Legion and to the human harvesting in Matrix. As unchecked population growth caused the Empire to break apart a millennia ago, population growth is now forbidden. Considering itself as having reached the ideal number of people, the Empire allows reproduction only to replace the dead. This way, they keep their numbers inside their capability to control themselves. When awake, this FE will start to colonize unclaimed worlds with a single mechanical pop in a thirst for resources. Instead of moving their native pops to the new colonies, the FE will invade near empires in order to resettle (or kidnap) the alien pops to their new planets to work them as slaves.

Before its awakening, the Collectivist FE hate dissent and will perceive empires with high dissent or many dissent groups as a danger to galactic stability.
 
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So, Individualists are basically pre-Eye of Terror Eldar and Collectivists are the Human Hive.

The Ultra Individualists that migrate could decrease unhappiness, increase ethics divergence, and increase migration speed/chance of adjacent pops on planets they show up on. An awakened Individualist FE would go after planets that host a significantly number of its pops and after empires that purge its pops.
 
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Really like your ideas for Xenophile, Pacifist and Militarist FEs. I have some insights for Individualists and Collectivists.

INDIVIDUALIST FE:
Is an Empire where the level of technology provided the means to nearly abolish Society. Unlike Democratic Utopia, where there is "a balance between personal liberties and social responsibility", this empire will have no balance whatsoever in the name of almost unlimited personal liberties. Most of the vital industrial and agricultural sectors are fully automated, and the individual is entitled only to his/her own goals, turning this empire into an hedonist dionysian anarchy without any clear collective goal. The few laws that remained active refers only to the protection of their physical integrity and freedoms. Until this empire is awake, the protection of their physical integrity and freedoms basically means not leaving their systems. And here is where the change occurs upon awakening. Fearing the outer systems no more, the pops of this Empire will be under the effect of a Manifest Destiny-type ideology, where they'll view themselves entitled to pursuit their hapiness anywhere they want. Therefore, they'll seek not only to colonize every planet available in the galaxy, but also to migrate to every occupied planet with available tiles, while indifferent to the planet owners migration laws. When installed into another empire's planet, the FE pop will have very reduced productivity towards anything since it is acostumed to a very loose work ethics and also because it'll not be willing to share the fruits of its labor. Moving the pop will not be possible, making the awakening of the Individualist FE the start of a swarm of unproductive and deviant pops into your empire. Needless to say, purge attempts will be responded with force.

I'm currently not sure what would anger the Individualist FE while it is fallen. Maybe the FE military will view nearby threats to liberty as a threat to themselves, I don't know.

COLLECTIVIST FE:
Works almost as the oppositive of the Individualist FE. Is an Empire where the level of technology provided the means to nearly abolish the individual. Each and every subject of this Empire now renounce their free will in order to be a part of a number of massive mobile platforms constituted by hundreds of thousands of individuals consciousness, similar to Mass Effect's Legion and to the human harvesting in Matrix. As unchecked population growth caused the Empire to break apart a millennia ago, population growth is now forbidden. Considering itself as having reached the ideal number of people, the Empire allows reproduction only to replace the dead. This way, they keep their numbers inside their capability to control themselves. When awake, this FE will start to colonize unclaimed worlds with a single mechanical pop. Instead of moving their native pops to the new colonies, the FE will invade near empires in order to resettle (or kidnap) the alien pops to their new planets to work them as slaves.

Before its awakening, the Collectivist FE hate dissent and will perceive empires with high dissent or many dissent groups as a danger to galactic stability.

I think you are on the right track, I like both of those and there is a lot there that could be fleshed out. The description of hedonist anarchy is exactly what I would envision an individualist society becoming. Hence, my previous comment about how they would probably do things like purge a ocean world civilization to make it a luxury resort world. (I'd call it Flohston Paradise) A species so entitled and selfish there is no limit to what they will do to enjoy themselves. Maybe they will offer to buy one of your Battleships because they want something exciting and different to put a casino in, stuff like that.

That said, as much as something may fit into the "lore," it also has to be fun to encounter in the game. Although I think it would absolutely hilarious to see waves of lazy, entitled aliens suddenly invade people's planets to loiter and collect benefits, I'm telling you right now that would cause more rage from the community than broken sectors lol. If people hated one kind of FE much much more than the others, especially for such a stupid reason, it would put a damper on what should be a fun and exciting game. Just think about it: Think about how angry people have been when they see a robot on 1 energy tile they can't move, now imagine the reaction when they find out some alien that makes nothing landed on a tile - and unless you picked xenophobe or collectivist you can't do anything about it. For Wiz's sake I think that one won't make it in.

The Collectivist one is a neat idea too, a species that controls even it's own reproduction contrasts nicely with the reckless indulgence of the individualists. The overall feel of that one would depend on what direction the Stellaris team thinks Collectivism should go in. I get the impression from available governments and technologies Collectivist leans toward tyrannical slave lord. Personally, that is not how I usually play them, but if that's the direction they chose I imagine the Collectivist FE would basically be them reaching out to nearby races, "Hey, you: you're a miner now. Shut up and get in the ship."
 
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Something I'd like to see with a xenophile FE, is for them to already have multiple species within their empire. It would make since that they had already previously brought other species within their empire back before they where fallen.
 
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Plantoids was a completely art-based dlc, aka made by the artists who don't work on gameplay/bug fixing. Instead of having them sit there with nothing to do, why not have them start on the first cosmetic dlc?

Ok so for you it's perfectly fair to buy unfinished products. Why about the "(ca 100) unique, animated portraits for the weird and wonderful races you will encounter as you explore the galaxy" (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-5-empires-and-species.887487/) when they are actually 86 at release? What about creatures of the void portraits that they can have put in base game coz they promised us 100 but we have just 86.What about skyboxes they can have do before? Or maybe more planets types? Please don't say that they have nothing to do for release there is always something to do for enhance a game. They just have prefered to focus on a paid DLC even before the release of the game for money!
 
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Ok so for you it's perfectly fair to buy unfinished products. Why about the "(ca 100) unique, animated portraits for the weird and wonderful races you will encounter as you explore the galaxy" (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-5-empires-and-species.887487/) when they are actually 86 at release? What about creatures of the void portraits that they can have put in base game coz they promised us 100 but we have just 86.What about skyboxes they can have do before? Or maybe more planets types? Please don't say that they have nothing to do for release there is always something to do for enhance a game. They just have prefered to focus on a paid DLC even before the release of the game for money!

Now i might be off on this, but im pretty sure you at one point "lock" changes due to the possibility of adding bugs. And then focus solely on bugs.
Regarding portraits you might have a minor point but. we do not know when the last portraits were added. But im pretty sure adding a portrait will also involve error checking by QA to make sure it doesnt appear wonky. Time that could be used on checking something else. Also they might just have used the artist budget on the game.

They didnt promis you 100, they promised that there would be about 100. is 86 about 100. For me it is, you might disagree. As for creatures of the void its normal practice these days to have a minor DLC which you get for preordering. So you "kinda" got that one for free. and i would assume they already budgetted with that from the get go.

Do you seriously believe that changing skyboxes close to a release would be a good idea? Also you cant just change stuff and assume it doesnt cost manhours for programmers etc. We have no idea at which point they actually reached the conclusion "hey our skyboxes are suboptimal, we can do this better". It might have been after release (could be, i dont believe so) or it could have been months or a half year before release and they went chose not to spend the manhours before the release on something which wouldnt add anything new to the final product.

Would we have been more happy with more planet types? adding a planet type isnt just a artist job. Think about all the balance needed etc. Now we know that Wiz wants to add more planettypes but its done along with a complete change to habitability and colonization tech. So it actually makes the balance easier in some points to add these new types (atleast my view on it).

The next thing is just because you "could" do something doesnt mean you are going to do it. There can be various reasons for it.
Maybe a bad example but in construction if we are ahead of the plan we dont just start making changes, adding stuff or do extra stuff free of charge. You stick to the plan. Then you give yourself some "space" in term of adding a bit of possible slack and if you are finished ahead of time you use that to improve the finish result by checking/rechecking the finished work so you deliver the product with the least amount of possible complaints.
Point being just because you have time doesnt mean the ressources havnt been used.
 
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Pacifists could be more like bureaucrats rather than peacekeepers, with endless ancient protocols, treaties, and red tape to go through when dealing with them. They could also be used as a sort of trading option, where you can spend significant amounts of influence and resources to get possible benefits. Their awakened self would be all about imposing all these ancient agreements on the galaxy, making everyone play by the rules established by long extinct species from millennia ago.
Yup. As the next step, you need to get Form 184-XQ-K556 signed in triplicate at the Species Registration Bureau on Alpha Scutii IV-a... and it turns out that sun went supernova 400,000 years ago and melted all its planets.
 
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