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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.
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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.
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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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Well, Crusader Kings II had none of the problems Stellaris has. CK II was basically a finished game when it came out.

For me CK2 was fine game and poured quite bit of hours in to it quite early, but first time it felt completed for me was when they gave us The Old Gods DLC/expansion. After that I felt first time satisfied with it and really started to play it with passion, before that it always felt it bit lacking to me.

So I'm still fairly content with progress of Stellaris, as long as it can give me similar feel of being "completed" after few bigger DLC/expansions. I'm all okay with how things are going now. Though I do admit that some things do annoy me here and there like too small number of core systems, or feeling bit unpolished (sector AI, lack of victory conditions, etc), but all in all still thrown 300+ hours in to this since 1.2 -> .
 
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Deeply disappointed that Stellaris isn't even going to be allowed to reach "full game" potential before paid DLC begins.

The gameplay is (1.2) shallow and repetitive and I was really looking forward to 1.3 fleshing the game out and rebalancing.

From a purely optics standpoint, releasing a paid DLC at the same time as 1.3 seems crass.
 
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What do you think about a new crisis caused by a cosmic entity capable of destroying planets and entire fleets by their own, something similar to Galactus, Unicron or a living Death Star. Maybe a science investigation failure in a mechanical planet can activate something similar or building a gargantuan star fortress with sentient AI.
 
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What do you think about a new crisis caused by a cosmic entity capable of destroying planets and entire fleets by their own, something similar to Galactus, Unicron or a living Death Star. Maybe a science investigation failure in a mechanical planet can activate something similar or building a gargantuan star fortress with sentient AI.

that woulds be very interesting, and extreemly scary.... as long as they actually consumed entire worlds... like NOM NOM consumed.

On that note time to watch the Transformers movie again in all its 80s glory.
 
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What do you think about a new crisis caused by a cosmic entity capable of destroying planets and entire fleets by their own, something similar to Galactus, Unicron or a living Death Star. Maybe a science investigation failure in a mechanical planet can activate something similar or building a gargantuan star fortress with sentient AI.
give it a large amount of health and weapons, but no shields or regeneration would make this a true terror, but it can still be beaten
 
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10 years ago one would have bought 2 add ons for 60€ now we get 8 main dlc's (not counting the other dlc's) for 150€ which

People misremember a lot, or it's just that they weren't there and go by hearsay. Well, I was there and I can assure you it isn't true. You paid more for less back in the day. Want examples?

Red Alert Counterstrike
Warcraft 2 Beyond the Dark Portal
Dungeon Keeper Deeper Dungeons
Civilization 2 Conflicts in Civilization

Scenario and mission packs were widespread, and very few expansion added actual new mechanics. Be thankful for DLCs, mate, because back in the day games were dead after a year or so.
 
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that woulds be very interesting, and extreemly scary.... as long as they actually consumed entire worlds... like NOM NOM consumed.

On that note time to watch the Transformers movie again in all its 80s glory.


Yes, my main reference are transformers (comics mainly), also I have mentioned the existence of fallen empires in an eternal civil war that resembling the transformers war of 4 million years. I expect a new dlc with mechanoids species, they must appear in this game.
 
give it a large amount of health and weapons, but no shields or regeneration would make this a true terror, but it can still be beaten

The idea it´s that the entity can be destroyed, although in each planet consumption It can replenish their health and become even more powerful.
 
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What do you think about a new crisis caused by a cosmic entity capable of destroying planets and entire fleets by their own, something similar to Galactus, Unicron or a living Death Star. Maybe a science investigation failure in a mechanical planet can activate something similar or building a gargantuan star fortress with sentient AI.
Let loose when you tinker with something in a Fallen Empire's system? It could justify that line about dark secrets in the DD about FEs. Also, maybe not a full blown end game crisis but more of a mid game crisis, still scary but not unbidden scary.
 
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Damn. This makes me really want to have the ability to play as a Fallen Empire. How that would work I am not to sure. But that would be a cool feature to have.

Nevertheless, these features like last time, once again will be a greatly fantastic and frankly much needed addition to the game. And I am very much excited to play around with, and just play with in general. Good Job Paradox!
 
*Sigh* I suppose my problem is that we were promised a lot of additional mid-game content and events for free in Heinlein, and now, apparently we will have to pay for it. I mean, at least it's COMING, but I am a bit disappointed at the broken promise.
 
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People misremember a lot, or it's just that they weren't there and go by hearsay. Well, I was there and I can assure you it isn't true. You paid more for less back in the day. Want examples?

Red Alert Counterstrike
Warcraft 2 Beyond the Dark Portal
Dungeon Keeper Deeper Dungeons
Civilization 2 Conflicts in Civilization

Scenario and mission packs were widespread, and very few expansion added actual new mechanics. Be thankful for DLCs, mate, because back in the day games were dead after a year or so.

If the 84 in your nick means that you were born that year then I'm older. Apart from the fact that the games you are naming are all 20 years old all of these games were finished when they came out and, not counting Dungeons Keeper, are the second iteration in a succesfull franchise. Plus Civ still uses the Add on system. And for example euIII wasn't dead after a year. It had 4 add ons and the last one came out more than three years after the release of the main game. Don't you wonder that euIII had 4 add ons and ck2 has 12 main dlc's. You could buy all of these only online so why does one game have 4 expansions and the other 12. By the way euIV already has 8 main dlc's.
It is really not important that you believe me. It is not like a debate about climate change where if the the science deniers win we will all die. Of course you may believe that games today are somewhat more then they were 10 or 20 years ago. The fact still stands that you pay two to four times as much for that feeling.
So, now you all know and can decide whom you trust: Science or the other side.
 
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I like this, it makes them feel much more alive. Particularly liking their more benevolent interactions, as well as them being one of the main actors to try to get the galaxy together against a giant threat.

Watchful Regulators will probably spam Doompaul memes on all channels when the AI Rebellion disaster kicks off.
 
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People misremember a lot, or it's just that they weren't there and go by hearsay. Well, I was there and I can assure you it isn't true. You paid more for less back in the day. Want examples?

Red Alert Counterstrike
Warcraft 2 Beyond the Dark Portal
Dungeon Keeper Deeper Dungeons
Civilization 2 Conflicts in Civilization

Scenario and mission packs were widespread, and very few expansion added actual new mechanics. Be thankful for DLCs, mate, because back in the day games were dead after a year or so.

wait wait wait. I don't mind the DLC model, but let's look at the facts again. These expansions are well over 10 years old, closer to 20. 10 years ago, we're talking about Civ IV, not Civ II. Both of Civ IV's expansions changed/added mechanics.

Civ III Conquests even made some mechanical changes. and it's closer to 15 years old.
Red Alert 2's ONLY expansion added a whole new faction, not just a paltry unit or 2, and Yuri's faction totally changed player strategy, and it's 15 years old.

And games weren't necessarily dead after a year or so. This will make you feel old but Warcraft 3 was released 14 years ago. Warcraft 3 Battle.net is still alive and kicking to this very day. Easily accessible multiplayer was a paradigm shift in determining replay value.

So, as I said, I don't have a problem with the DLC model, mainly because I have more choice, as features are more parceled. However, making the claim that we paid more for less 10 years ago isn't exactly true either. I think we paid less for less back then, and more for more now, but not just more content, more choice as well.

Also, keep in mind, that before easily accessible multiplayer(i.e. dedicated servers) was ubiquitous among games, paying $30 for a couple of new units and missions seemed like a really good value, and it was, because there wasn't nearly as much competition and the games industry wasn't as developed as it is now. Games in the 90s were not nearly as profitable compared to games in the 2010s. We are fortunate as gamers that we have at least 3 or 4 blockbuster releases every YEAR. The inverse was probably true back then(one blockbuster every 3 or 4 years).
 
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*Sigh* I suppose my problem is that we were promised a lot of additional mid-game content and events for free in Heinlein, and now, apparently we will have to pay for it. I mean, at least it's COMING, but I am a bit disappointed at the broken promise.
There is a lot of new free mid-game content in the patch. Only War in Heaven requires the DLC.

So you mean, if EVERYTHING isn't free, then Paradox lied?
 
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Interesting developer diary, I guess, yet it is hard not to fall back on "meh".

Until PDS posts a developer diary including words to the effect of "We locked all of PDS' AI specialists in the development dungeon telling them they'd only be let out once the sector management AI was considered to perform adequately by at least 3 out of 7 expert players, and after weeks of hard work the sole survivor was let out yesterday to much applause", I've got a hard time being excited about any Stellaris developer diaries.

The game has so much potential, but apart from its subpar UI and its fair share of bugs, it is being let down in so many areas by its lacklustre AI performance; something that would be bad enough if AI decisionmaking routines were only in control of the opposition to human players playing singleplayer, but ever so much worse when such routines are also in control of some of the human player's resources and the player can see what they choose.
 
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