• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Hello everyone and welcome to another Stellaris development diary. Today, we're going to continue talking about the 2.1 'Niven' update accompanying the Distant Stars Story Pack. Everything mentioned in this dev diary is part of the free update, not the story pack.

Space Creature Research
In the Niven update, we've gone back to the space creatures (Amoebas, Crystals, etc) and improve on their special projects and rewards. Instead of the wildly inconsistent and unbalanced rewards we have now, we have changed the space creatures so that upon discovery and completion of the initial contact project, you will now generally get up to 3 options, depending on your ethics and the type of creature:
- Hunt: This will grant a permanent damage bonus towards this type of space creature, and rewards in the form of resources on killing them.
- Research: This is the most similar option to the old events, and unlocks a special project for detailed research of the space creature that will yield a reward in the form of technology and/or permanent empire buffs.
- Pacify: This will unlock a more expensive special project that allows you to turn the space creatures non-hostile, allowing you to co-exist with them and share their space, as well as potentially unlocking the ability to research special components or weapons that they use. It is not possible to pacify certain kinds of space creatures, such as mining drones.
2018_05_10_1.png


Strategic Resource Discovery
Another thing we've tried to improve on in Niven is the discovery and exploitation of Strategic Resources. Previously, while exploring, you would not know if you had discovered any strategic resources unless you first had the related technology, which generally meant that you would explore, eventually research the tech, and suddenly discover a bunch of resources on places you had already built orbital stations on - not the most rewarding or strategic feeling. We've changed this so that strategic resources are now always visibile from the start, and you will get an event informing you when a science ship discovers a new strategic resource for the first time.

Some strategic resources will be able to be exploited immediately, while others will require a technology to be researched before you can build a mining station around that planet and gain access to the resource. Strategic Resources have generally been buffed and made more rare - we've removed their tendency to spawn in large clumps in certain areas of space, so if you find a particular resource and fail to claim that system before someone else does, you can no longer be assured that there will be another of its type nearby, and generally there won't be enough of any one strategic resource for every empire in the galaxy to have access to it.
2018_05_10_2.png


Experimental Subspace Navigation
Lastly for today is a new order we've added for Science Ships called Experimental Subspace Navigation. This order is unlocked by a mid-game tech and allows the science ship to travel to any system which you have any level of intel on (that is, has been in sensor range at least once, or is part of another empire you have communications with) while ignoring the hyperlane network. The science ship will be considered MIA for the journey and simply arrive in the other system at the end of the order, bypassing any hostile creatures or closed borders along the way. This allows even empires that have been boxed in by hostile neighbors to continue exploring the galaxy and complete event chains that might otherwise require a war. Certain special systems (such as the L-Cluster) will not be possible to travel to using this method.
2018_05_10_3.png


That's all for today! Next week is PDXcon, so there won't be a dev diary. There will, however, almost certainly be something related to Distant Stars talked about at the event itself, so stay tuned!
 
Given they block very valuable mineral deposits in their systems even if not hostile, we didn't really want to introduce an option that is obviously inferior to the others.

Why ntot just make the rewards better? They give a part of their excavations to you, and in later stages of the game you can make them work fo you and even learn how to produce them (so short-term deficit, long-term benefit).

Why we can't have constraction ships with Experimental Subspace Navigation?

Probably because it could be abused big-time, and kill some of the point of getting locked out.
 
- Hunt: This will grant a permanent damage bonus towards this type of space creature, and rewards in the form of resources on killing them.
- Research: This is the most similar option to the old events, and unlocks a special project for detailed research of the space creature that will yield a reward in the form of technology and/or permanent empire buffs.
- Pacify: This will unlock a more expensive special project that allows you to turn the space creatures non-hostile, allowing you to co-exist with them and share their space, as well as potentially unlocking the ability to research special components or weapons that they use. It is not possible to pacify certain kinds of space creatures, such as mining drones.

This is very cool but, will space creatures procreate in Niven? Otherwise, options 1&3 seems like they'd get useless pretty fast...

I would love to be able to make a space whale petting zoo though.
 
This is very cool but, will space creatures procreate in Niven? Otherwise, options 1&3 seems like they'd get useless pretty fast...

I would love to be able to make a space whale petting zoo though.
I guess option 1 could be for larger profits but limited by the number of critters.
Meanwhile, option 3 gives a permanent bonus in the form of ship components.
 
Given they block very valuable mineral deposits in their systems even if not hostile, we didn't really want to introduce an option that is obviously inferior to the others.

Then why don't make it that they're mining those minerals for you?
 
I dunno. Imho when there is a (sound by itself) global mechanic but then I have to workaround it because it is not consistent with world I want to represent (like "uneven fights", "experimental subspace travel"), the issue is that the good global and sound mechanic is actually wrong in the context.

But hei. A fix is better than no fix. It's good to see some love for eXploration in 2.0 so I like the changes.
 
Wait what you're here on a public holiday?
 
Good changes mostly, but I hope you can't see late-game strategic resources like Zro, Dark Matter and Living Metal from the start - it would make them feel less special and advanced. They could be made visible in separate, earlier techs from when they are made harvestable though.
 
It is not possible to pacify certain kinds of space creatures, such as mining drones.
Even if you are a machine empire?

Strategic Resource Discovery
Will there be some way to easily see who has what resource, to facilitate ease of trading or deciding who to attack? (Instead of having to scour every system on the galaxy map to find the relevant systems?) Also, any chance we could get the option to demand strategic resources as tribute? It would be a reason to actually use the wargoal instead of the vassalize wargoal, especially if you decide to give vassals the ability to attempt to rebel.

Experimental Subspace Navigation
So, should we expect the AI to try to swarm a newly discovered precursor system by sending ships through subspace to the next system over?

Also, this reminds me quite a bit of how rebels in EU4 can "relocate" across sea zones, and will do so to get to provinces that share a land border with their starting province. Hopefully we won't see AI science ships bouncing everywhere around the galaxy seemingly at random. This will also likely also boost the usefulness of getting sensor data with as many AI empires as possible, turning their science ships into unblockable spy ships that can appear anywhere without warning, with the only limit being the player can't manually control them, letting you see the specs and location for the fleets of soon to be enemies. (Though in MP that isn't an issue.) And once the war starts, you could use your own science ships as scouts to bypass defenses and gain vision within the enemy empire. (And probably confuse the AI, getting them to divert fleets to attack your ships instead of invading your territory.)
Only science ships.
What about the few anomalies that generate projects that require construction ships or military/transports? Will those be changed, or do we just need to hope that those spawn close enough?
 
Good changes mostly, but I hope you can't see late-game strategic resources like Zro, Dark Matter and Living Metal from the start - it would make them feel less special and advanced. They could be made visible in separate, earlier techs from when they are made harvestable though.
Except, you do, right now. All those resources' deposits are distinctively unique. You can tell them apart by a single glance.
 
Also, someone willing to tell a noob what MIA means?
As said before, missing in action. And it is not a game concept, it is more a military concept. Most of the time, that mean "probably dead soldier, but we dont know where is the body and we dont have a specific confirmation of the death of this soldier". In most of the game, we play a ruler with god"s powers. We know everything about our soldiers (even if they are far behind the ennemies lines) and we can talk to them when we want. So this concept is not really popular in games.
 
So, Wiz, certainly you'll add in the future an option for Hive Mind Bio-Ascended empires to tame and breed those space critters as weapons of mass destruction, right?
Yes, please!