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Stellaris Dev Diary #44 - Space Creature Rework

Hello everyone and welcome to another Stellaris development diary. This is the fifth part in a multi-part dev diary about the 'Heinlein' 1.3 update and accompaying (unannounced) content DLC. The topic of today's dev diary is the changes to space creatures coming in Heinlein.

Grounding the Space Creatures (Free Feature)
I've always loved the concept of space creatures - massive beings capable of living in vacuum, travelling between the stars under their own power. With Stellaris, I felt that we went a long way with the addition and fleshing out of space creatures such as amoebas and crystalline entities, but we failed to really ground them in the setting. You encounter them, you research them, you get some information about them... but where do they come from? They're just randomly scattered throughout the galaxy, with no real sense of belonging or having come from anywhere.

This is something we've changed in Heinlein. Instead of just spawning randomly anywhere, space creatures will belong to a particular region of space. They can be found outside it, but its rare, so once you encounter more than one set of mining drones, it's likely that you've entered mining drone space. In the region of a particular space creature, in addition to finding the regular versions of these creatures, you will also find a 'nexus', a system surrounded by powerful variants in which a 'boss creature' lives, and where this particular space creature is meant to have either its origins or their 'home', so to speak. For example, in the center of mining drone space, you will find the Mining Drone Home Base, a powerful adversary that once defeated will yield some significant rewards.
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Space Piracy (Free Feature)
Space pirates is another area where we just didn't go far enough with our implementation. Part of that is because we lack a real trade system for them to prey on, but even so, the one-off event that spawns a few ships (that may or may not look completely different from anything else your species uses) just isn't up to par. As such, we've decided to make pirates their own type of 'space creature', with a region of space they live in, a home base and several more variants of ships. From here, they will occasionally set out to raid interstellar empires across the galaxy until one of those empires has enough and attacks them at the source.

Power and Reward Rebalancing (Free Feature)
As part of these changes, we will also be looking at the power of each space creature, tweaking or creating more variants to ensure that they do not cease being relevant as soon as the player has built a destroyer or two. We will also look at rebalancing the rewards you get for killing and researching them, to make both finding and fighting them a more rewarding experience overall. The overall aim of our changes to the power and placement space creatures is to make encounters with them them rarer but more significant.
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That's all for today! Next week we'll be talking about Enclaves, a feature in the DLC that will accompany the Heinlein update.
 
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Cheers for the DD Wiz :). They definitely sound like quality improvements, will give different parts of the galaxy their own feel (and make new games a bit more unique, as you won't know which creatures you'll be dealing with from the get-go and the like).

Not for Heinlein, but entirely possible in the future, yes (that is not a promise though).

Totally your/PDS' game, but trade would likely work well in this context. It would create a sensible reason for not having doomstacks of fleets (as trade routes need protecting from raiders ,creating a dynamic tension between your battlefleet and vessels on trade protection), give pirates sensible things to do, and would have all sorts of positive flow on for diplomacy, economy and what-have-you. Not necessary, but it's the kind of thing that would work well.

Plus, unlike fleets arriving in distant parts of the galaxy, it's not a system that suffers for not having notifications (I'm trying to make my 'any chance of a more informative UI in regards to unit management' comment a bit more creative :)).
 
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but we failed to really ground them in the setting. You encounter them, you research them, you get some information about them... but where do they come from? They're just randomly scattered throughout the galaxy, with no real sense of belonging or having come from anywhere.

Space Kaltors!

Instead of just spawning randomly anywhere, space creatures will belong to a particular region of space. They can be found outside it, but its rare, so once you encounter more than one set of mining drones, it's likely that you've entered mining drone space.

Drone Regions!

In the region of a particular space creature, in addition to finding the regular versions of these creatures, you will also find a 'nexus', a system surrounded by powerful variants in which a 'boss creature' lives, and where this particular space creature is meant to have either its origins or their 'home', so to speak. For example, in the center of mining drone space, you will find the Mining Drone Home Base, a powerful adversary that once defeated will yield some significant rewards.

Boss fights!

As such, we've decided to make pirates their own type of 'space creature', with a region of space they live in, a home base and several more variants of ships. From here, they will occasionally set out to raid interstellar empires across the galaxy until one of those empires has enough and attacks them at the source.

Guristas!
 
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That's all for today! Next week we'll be talking about Enclaves, a feature in the DLC that will accompany the Heinlein update.
I'm not stoked to hear about a DLC when the main game still feels so very unfinished. I understand you guys need to make a buck but to me it feels like you're taking resources off fixing, balancing and finishing the game in the post-launch stage in order to extract some more cash.
 
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These all sound like really good changes. I haven't played Stellaris since June, but this patch and DLC may get me back into the game :)
 
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I'm not stoked to hear about a DLC when the main game still feels so very unfinished. I understand you guys need to make a buck but to me it feels like you're taking resources off fixing, balancing and finishing the game in the post-launch stage in order to extract some more cash.
The reasons they are doing a mini expansion instead of a full one is so they dont have to take resurser away from fixing the game...
 
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Agreed. Outside scope for Heinlein though.

Are some of the space creatures still passive until attacked (like the tiyanki) or are they all aggressive now?

Is there a chance they can be given a differentiated icon on the galaxy map too for Heinlein rather than sharing this one
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:D please
 
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The space creatures were a great little bit of early game flavor that made the world really come to life. Nice to see them getting a little more love.

I am slightly worried to see that you guys seem to be extending the early game into the mid-game rather then changing middle game mechanics to make them more interesting. The diplomacy system for instance could really use stuff like the crisis mechanic from Vicky2. Colonization of the galaxy would be a lot more interesting if pop growth wasn't so ridiculously high that migration is irrelevant.

But my pie in the sky wishes aside, I like the changes and hope you keep up the good work.
 
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Will the pirates just become the same as space creatures or can I actually make deals with them. I.e. issueing a letter of marque, co funding them and for that reaping a part of the return from succesfull raids, and so on?
 
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There was a rather nifty 'bug' that I really liked, where if a Crystalline Entity, Amoeba, etc. spawned in a system with a 'primitive' world, that primitive world would then own the creature. This rendered the otherwise hostile entity neutral and you'd see gags about stone-age civs flying around the galaxy.

It was kind of cool, however, to see them come to the defense of their 'home' civilization if you attacked the world. As if the space creature had adopted the primitives, serving as their guardian.

I am not sure if this ever got fixed, as I've taken a break from Stellaris for the time being, but it was one of the cool little things I found early on that was a genuinely nice touch.

Any chance of making this bug a genuine feature for Heinlein, @Wiz ?

As a rare situation, I think this is actually cool. Perhaps spiritualist pre FTLS could worship the giant space monster that brings them visions in the sky and it will protect them as a HOLY GUARDIAN :p Maybe that's too on the nose, but basically I love this idea.
 
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Would be nice and thematic if it were possible (with significant effort) to take over the mining drone network by reprogramming them or tricking them into believing you are their original owners.
 
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It's a bit of a pity that the only thing one can do with the space creatures is slaughtering them all until not a single one remains alive in the entire galaxy. I wish we could e.g. tame them or study them peacefuly.

I was thinking in similar fashion, while I would like to see something like that, I'd also liked to be able to incite them to attack my rivals, or deploy lures for them to gather at various locations of my choosing.
 
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Wiz.

I'd love if there could be like some super huge space creature (like a single 100k Fleet power creature) like in that episode of star trek or something that can kill like all pops of the planets they fly through!


EDIT: Fallen empires of course should have some kind of immunity against this creature.
 
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So does this mean that when you kill Queen Amoeba and King Crystalline their species will never respawn? Thank God.
 
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Not for Heinlein, but entirely possible in the future, yes (that is not a promise though).

You could change the economy to something similar like victoria/distant universe with private economy, factories and goods.
Traders move goods between planets. Ships need specific goods to be build. PoPs demand consume goods. The player can tax its pops to fund his agenda.
The player expands into the vast universe to find new resources to grow his economy. Wars break out to get access to fuel.
Diplomacy is extended with custom unions and free trade agreements. Maybe you wage a war to open the space ports of a big empire to the opium trade of yours?
Native populations get extinct to use the wood of their holy trees. And technologies alow to produce the finest goods ( and weapons ) in the galaxy.
Some highly industralized planets become extremly important as they produce the majority of your laser beams.
Robots lower your work cost, but how does the population react to the increased unemployment, will they start to support a space communist movement?
A war is lost and many of your species are believeing the in facists claims that an intergalactical blorg conspiracy is behind all problems? Will the player follow the new third way?
A species of ice-snakes is invadeing your beloved neighbor. Will you embargo the trade to these aggressors even if that means you have to abstain the trade with the delicious vodkolium they produce?
 
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You could change the economy to something similar like victoria/distant universe with private economy, factories and goods.
Pretty sure they've already said this level of economic simulation won't happen, but they may take some steps towards private traders (?) as a part of a "living galaxy" feel.

As a consolation, Distant Worlds 2 is under production :)
 
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