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Stellaris Dev Diary #95: Humanoids Species Pack

Hello everyone and welcome to another Stellaris dev diary. As said last week, today's dev diary is not about the Cherryh update at all, but rather something much more imminent: The Humanoids Species Pack
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Humanoids Species Pack
Over the last year or so, and especially in the last few months, there has been a lot of clamoring for more portraits and another ship-set like the one we added in Plantoids. Because of the amount of coder and content designer time we're putting into the major overhauls in the Cherryh update, we ended up with a lot of extra art time, and so we decided to oblige. Back in the Heinlein update, we added a bunch of free humanoid portraits that proved to be immensely popular - close to half of games started is with some variant of humanoid. Combine with there seeming to be a demand for a more 'classic western sci-fi' ship-set with sleeker lines and curves than the Mammalian one, and the design for the Humanoid Species Pack was born. Our artists have been quietly working away at it behind the scenes, and now it's almost ready.

So what's in the Humanoid Species Pack? Here is the feature list:
- 10 new Humanoid portraits
- A completely new ship set inspired by classic western sci-fi
- A new city set for Humanoids
- A new pre-scripted empire, the Fanatic Authoritarian/Materialist Voor Technocracy, with a portrait inspired by the 'loading screen aliens' from our own official art
- 3 new advisor voices offering alternative takes on existing ethics, based on the United Nations of Earth ('Dignified Xenophile'), Commonwealth of Man ('Disciplined Militarist') and Voor Technocracy ('Ruthless Materialist'). Samples from each of the new voices has been attached to the bottom of this post.
- 3 new music tracks that are remixes of classic Stellaris songs

Of course, the 5 Humanoid portraits that are already in the base game will remain free and available to everyone.

The Humanoids Species Pack will come out on December 7th, 2017 and will cost $7.99 US dollars or your regional equivalent. For those who want to buy it right now, pre-orders are available through the Paradox Shop. To pre-order, follow this link.

Next week we'll get back to talking about the Cherryh update on the topic of doomstacks (for real this time). Until then, I leave you with these awesome screenshots:
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Attachments

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  • UNE_Vir.wav
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I don't know... does anyone else have a huge problem with the thought of having silly fantasy creatures (dwarfs, halflings, orcs) in the game? The "space elves" were too much for me already...
 
I’m glad that they listened to the criticism about the crazy original militant voice. The new one is much better, but she doesn’t sound militant enough in any of the two samples. Which is not a problem in and of itself; I’d probably use her for a non-militant empire. She just sounds more by-the-book than disciplined. She’ll work just as well for a bureaucratic empire.

There’s something missing, some menace, without sounding crazy like her klingon opera counterpart.
 
I don't know... does anyone else have a huge problem with the thought of having silly fantasy creatures (dwarfs, halflings, orcs) in the game? The "space elves" were too much for me already...

Pretend that halflings are in fact Neanderthals to your alternate-Earth scenario and its ok. Orcs are tolerable too. I have a bigger problems with Elves and Dwarves. Not that I care much, but I will likely feel strange with elves and dwarves spawning in one game.
 
I don't know... does anyone else have a huge problem with the thought of having silly fantasy creatures (dwarfs, halflings, orcs) in the game? The "space elves" were too much for me already...
At least the elves can be justified assuming that they are a reference to vulcans of Star Trek.
Hobbits and dwarves, however, are horrible ideas.
You are playing humans, using for the first time a ftl drive, make your first contact with a alien civ and... they are bearded dwarves, really? This situation look more like a funny mod that with the official game.
 
At least the elves can be justified assuming that they are a reference to vulcans of Star Trek.
Hobbits and dwarves, however, are horrible ideas.
You are playing humans, using for the first time a ftl drive, make your first contact with a alien civ and... they are bearded dwarves, really? This situation look more like a funny mod that with the official game.

Since we don't know much about alien life in space, there's no way to know how sentient life will develop on other planets. Dwarves are as realistic as space birds or space cockroach. Most sci-fi references people here used have most of their alien lifeforms looking humanoids.
 
Star Trek fandom went full disagree on me when I criticized the first portrait for being bland and uninspired, now they're here accusing the art team of being bland and uninspired because of the dwarves and orcs. But art has nothing to do with one's personal pet series, try judging with other criteria next time, and maybe the devs will listen to it.

In my vision, Stellaris artwork should be launching itself into lithoids and other fantastic yet feasible sci-fi lifeforms before expanding the humanoid portraits.

Yeah sure people play humanoids a lot, but maybe they just like to play with the basic humans. Is there data for Elf portrait usage? That would be useful for making the choice of expanding into fantasy.

I am not against fantasy myself, I just would prioritize unexplored life shapes way before, which I find richier in terms of inspiration and immersion.
 
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Dwarves are as realistic as space birds or space cockroach.
No, they are not, the explanation to alien lifeforms having similarities to Earth life forms is evolutive convergence.
Evolutive convergence can easily create humanoid form, but create a alien exactly equal a small bearded human with a large nose is much more implausible that the majority of the other portraits.

There is no comparison between evolutive convergence creating aliens with analogue structures to feathers and beaks and evolutive convergence creating creatures exactly equal to medieval fantasy dwarves.
The second is much more implausible.
 
indeed, there are plenty of Earth lifeforms that have more than 2 eyes, and not just the bugs either(though they certainly make up the majority of critters that do), Starfish for example have one eye at the end of each of their legs.

and then there's this thing(and other Cambrian era animals):
Opabinia_BW2.jpg


https://en.wikipedia.org/wiki/Opabinia

A Burgess Shale portrait pack would be an excellent addition.

Although Molluscoid massive #10 does look a little like a Wiwaxia anyway.
 
sure people play humanoids a lot, but maybe they just lile to play with the basic humans. Is there data for Elf portrait usage? That would be useful for making the choice of expanding into fantasy.
Is perfectly possible that players prefer play humanoids and simultaneously prefer encounter non humanoid aliens to interact.

Another statistical vies is that all humanoids portraits are more polished that the other phenotypes portraits.
Humanoids portraits have sexual dismorphism, differrnt hairs, different skin tones, etc.
The other phenotypes have just differen skin tones.
 
And despite that no creature on earth has redundancy eyes, eyes which more or less are just there in case you lose an original one. Now I'm not saying it's impossible that a creature may have more eyes I'm just saying 4+ eyes is a little over represented in the stellaris portraits. Especially avians for some reason.

Edit: I guess 4 eyes could serve the purpose of giving both 360 vision (like prey animals usually have) and depth vision (like predetorial animals usually have), but again I don't think there is any creature of earth with this combo, possibly because eyes are so fragile to begin with. Or possibly because two of everything is such a a basic thing in our genetic structure.

There was a fun alien concept, actually more than a few but one comes to mind, that exist in Peter Hamilton's Sage Commonwealth.

There was a civilization "called" Prime (yes just prime and are not really creative). To not confuse with the Prime numbers I am going to call them MLM for short; MorningLightMountain.

They had no head whatsoever. They do have chest and 4 legs and 4 arms. Both leg and arm are "flexible like an octopus arm". They have 4 "sensor stalks" and 4 neural link stalk. Four is something of an important number to them heh.

Now as for why 4 arms and 4 legs? They are position 90 degree from each other so they can fire in any direction and are extremely "hostile" to each other so they need any tiny combat edge over each other.

To give you sense of how much xenophobe they were. When the first Human scout show up on an abandoned asteroid outpost. All of the individual within MLM civilization were scrambling everything they had to meet this scout. They couldn't quite "agree" on what to do with the scout. kill? capture? establish communicate? How they resolved that conflict between the approach armada was to basically fire off at least 4800 nukes in a span of 3-5 minute between their armada and outposts.

The human of course didn't stick around to find out and promptly left.

They never really explain how they sense with their stalks but one guess would be a normal eye or something equivalent.
 
No, they are not, the explanation to alien lifeforms having similarities to Earth life forms is evolutive convergence.
Evolutive convergence can easily create humanoid form, but create a alien exactly equal a small bearded human with a large nose is much more implausible that the majority of the other portraits.

There is no comparison between evolutive convergence creating aliens with analogue structures to feathers and beaks and evolutive convergence creating creatures exactly equal to medieval fantasy dwarves.
The second is much more implausible.

My favorite humanoid portrait is the "space elf" because they really look like Vulcans or Romulans. Personnally, I don't see much problem with having a space dwarf. It will be different from my current game where half of the galaxy empire are plants et the rest are molluscoid.