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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

  • Commonwealth_VIR.wav
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  • UNE_Vir.wav
    1,4 MB · Views: 12.588
  • Voor_VIR.wav
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Not a lot of it.
Actually that depends on the frequency of the photon. And how many photons you create. And it has the advantage that all you need is energy. It sure as hell beats hauling aroudn chemical fuel. But even if you haul around chemical fuel you can probably super compress it in any era that has interplanetary travel. Big ships so carry lots of fuel is stupid, you're going to need more fuel the bigger you make the ship.
 
This would be really nice. =( I'd pay a bit for this if it came with a handful more machine portraits (especially ones not based on the existing species, but more 'functional machines')

A Bolo might not fit in front of the window, but would be a nice touch. :D
 
The voice of the Commonwealth adviser sounds familiar... she sounds like one of the Brotherhood of Steel soldiers in Fallout: New Vegas. Am I right?
 
Well, I'll speak for myself by saying that I would imagine a spaceship to be two or three times larger than an equivalent naval vessel to acomodate for among other things, the enormous disanses it has to travel and thus huge propellant reserve needs, the need for oxygen reserves among other supplies and in general having to void-proof the damn thing. While at the same time I wouldn't imagine the weapons themselves getting much more huge than they are in real naval ships. (Seriously, the main battery gun of a WW2 era battleship is absolutely massive.) So in general I'd expect to see a decrease in the turret size in relation to the hull size of the ship.

And let's not forget that, in many works of science fiction, the payload of such cannons is probably far more powerful than the one used in the cannons of the WW II -- so like you said, there is no need to such comically huge cannons in Stelllaris
 
And let's not forget that, in many works of science fiction, the payload of such cannons is probably far more powerful than the one used in the cannons of the WW II -- so like you said, there is no need to such comically huge cannons in Stelllaris

bigger turrets mean it takes longer for them to turn, also turning your turrets will apply a torque to the whole ship, you want small turrets in space for good tracking and to affect maneuvers fairly little.

i don't care in stellaris though because it's a game, i just think the turrets clash with the overall sleek design.
 
And let's not forget that, in many works of science fiction, the payload of such cannons is probably far more powerful than the one used in the cannons of the WW II -- so like you said, there is no need to such comically huge cannons in Stelllaris
It makes sense in the setting though as ships are rather tough in Stellaris.
In many other settings ships can only take a few or only one hit from an equal vessel and fights can be over in seconds(or less).
 
only if one of the spiders is upside down attached to the ceiling

Hehehehehe! like the Ur-Quan in Star Control, right? ;)

bigger turrets mean it takes longer for them to turn, also turning your turrets will apply a torque to the whole ship, you want small turrets in space for good tracking and to affect maneuvers fairly little.

i don't care in stellaris though because it's a game, i just think the turrets clash with the overall sleek design.

Those comically huge turrets clash with the overall design of all shipsets, not just the one belonging to the humanoids.

It makes sense in the setting though as ships are rather tough in Stellaris.
In many other settings ships can only take a few or only one hit from an equal vessel and fights can be over in seconds(or less).

Sorry, but I disagree. Those turrets ruin all epicness of the shipsets.