• 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.

Stellaris Dev Diary #299 - Civics, Origins, and Traditions

Hello and welcome back to my little corner in the Arctic! It’s Marek again, and today I will showcase some of the new empire creation stuff we made for you. I bet you already suspected from the title that it will be about Civics, Origins (or, Origin to be precise) and traditions!

Watch the video Dev Diary:

Civics focused on leaders… but not always
Doing our design run on the potential civics, we had to take into account a few different things:
  • We should focus on civics, effects and modifiers targeting leaders in some way
  • We also want to add new ways for players to play their empire
  • We need to remember to strengthen the fantasy for certain playstyles, that are still not present in the game

So we decided to do everything - instead of being content with just going 1-2 civics per empire type. That’s why we ended up with… 8 unique civics (if you count copies of civics which are just an adjusted version for different empire types - then the number is 12), sprinkled around Standard Empires, Megacorps, Hive Minds and Machine Intelligence.

Vaults full of knowledge
For our most iconic civic, we picked the one which allows you to store the knowledge of your leaders, to enhance your future leaders. To sum it up a bit, every leader who manages to survive up to level 8, will give a bonus to the unique building provided by the civic - where the story, experience or knowledge of this leader will be stored for future generations.
1683162527938.png

All this knowledge, just enter the vault and search for it

They will be like us… either they like it, or not
The next civic, we decided to make something which would showcase some of our more fancy traits as soon as possible. But I also wanted to play an empire which embarks on a holy war to turn everyone into a proper clone of my ethics. And to have some war civic, which would not be useful for expansionists, conquer everything empires.

The whole idea around this civic is not being religious (hence you don’t need to be spiritualist to take it), but more a fanatic towards proselytizing your ethos to others. After all, they were converting people to their moral values on their planet, why would they stop doing that when in space?

1683162527957.png

Zealot trait is one of my favorite Veteran Traits, and it’s the only reason I made this civic, so I will get it on every Admiral - the above is just an excuse

But what about the profits?!
Let’s not forget about these players who like to play the MegaCorp, as we also have something fancy. Megacorp themes are usually centered around dystopian corporations running the country, either at the forefront, or from the shadows. Here we wanted to add a new brick to this player fantasy, which we felt was lacking.
And this is how Pharma State was made, giving a boost to Medical Workers and also unlocking a new Corporate Building for your fancy Branch offices! Be it an illicit place making people go bankrupt by providing aesthetic surgeries for credit or a company focused on making lives better (with a hefty profit margin, of course), the choice is yours to take.
1683162527976.png

We just invented new ways of preventing coughing! Instead of standard 7 days treatment it will take only 1 week to get rid of it, so definitely worth the 50% increase in price!

Profits are not everything! (what?)
The efficiency of the processes is also critical for any MegaCorporation success.
Inefficient work can lead to serious mismanagement, loss of profits (well, so there is the profit part) and a potential loss of “worker of the month” status. After all, you are not just a cog in the machine. You are a very precise cog, which keeps the company afloat!

1683162527995.png

The superb organization skills of this MegaCorp allows it to hire more cogs, er I mean leaders.

Something for Gestalts?
Gestalts are, in a way, the opposite of Galactic Paragons DLC - which is centered around individuals, their growth and path to glory / power / wealth / levels. So we came with these two civics, focused on making their leaders a bit more “individual” compared to other gestalts. Both Hive Minds and Machine Intelligences with these civics will give more freedom of thought to their leaders, allowing them to focus their consciousness on different matters - which should also help a bit with leader Unity upkeep, as the base change from 2 to 1 is effectively 50% leader upkeep reduction (which is then put into easier to get resources).
It’s almost like delegating by consuming more nutrients!

1683162528012.png

There is clearly no modifier after the upkeep change.

1683162528028.png

This one was easier to make then the previous one, the hidden modifier is less obvious.

But that’s not 8 civics!
Well, where is the fun of speculating or exploring the civics by yourself? Here are some teasers about the missing ones (but also let me tell you that Vaults are present for every type of empire, just adjusted a bit for them).

There is no reward for guessing the civic and its effects, but you can always brag about it if you put your prediction in post and then it turns out to be true.

Can you spot what is wrong with this planet? I’m not asking about the Aristocratic Elite civic buildings.

1683162528054.png

Perfectly balanced building composition, as all things should be.

Here are some more, which we won’t go over super tiny details.
[EFFECT.RandomizeNamesOrder] Letters of Marque, Neural Vaults and Heroic Past.
1683162528070.png

Other civics, should be easy to connect them to the names below

To give them some descriptions:
Heroic Past
puts the empire into something like legendary / heroic figure worship, which is focused on creating better leaders faster than other empires. Taking this civic, the empire shows that it’s dedicated to growing their citizens into exceptional individuals who will lead it to a great future! (or to die when entering the system with Ether Drake by accident - we do not promise that your leaders will actually survive to become true legends)

Letters of Marque is our take on the fantasy around pirates working for big MegaCorp, helping them in dealing with anything which requires firepower. Why spend money on fighting piracy, where you can spend money on hiring pirates to do your bidding? Be it raiding your neighbors or… keeping other pirates in check.

The Neural Vaults are an adjusted version of Vaults of Knowledge, so you can extract memories from efficient drones and then use these memories in creating more powerful leaders.

Yes, I thought that giving 1 screenshot per civic would bloat the DD with too many pictures. And yes, I know that you can guess the MegaCorp civic by its color.

One to Rule Them All - Galactic Paragon ruler origin
Under One Rule is a semi-story origin, with a lot of different outcomes based on the empire composition and in-game choices. If someone asked me what was the inspiration, I would say a certain person from the Invincible series (his name starts with O) - and some historical characters, like Charlemagne.

But the main theme is about an empire interconnected with an exceptional individual who, instead of unifying peacefully, unified the planet by… other means. Imagine the New World Order First Contact event, but at a later date, with a ruler who actually succeeded in staying in power. This exceptional leader is the Luminary of the empire, the one who brought the new age, and promised the glory of the stars to his or her people (or it). I guess you get it by now ;)

1683162528086.png

Beware of your actions!

As we had time to do only one Origin, we decided to follow the more story-like approach BUT! We tried to not go the way of the story-story only. It’s more of a road of the Luminary leader to fulfill his destiny, which is in the player's hands. There are 4 (or more, depending on how you count it) different outcomes based on the player choices, with a special route which I used to call “I don’t care about the story that much”, which bypasses a lot of story content by also bypassing a lot of potential power gains.

For those who will see the Dictatorial requirement and are baffled why they can’t be imperial with this Origin - as every story goes its own path, there are possibilities in game to pursue different goals than staying true to the Founding Myth (yes, this means that there are events which allows to change the Authority Type, and I’m not afraid to spoil them as they happen fairly quickly).

1683162528104.png

This isn't even my final form.

But let’s talk about more mechanical aspects - the main feature of the Origin is to give the player a strong starting ruler, with a unique set of powerful starting council traits (all can be tiered up to tier III, so there is room to grow the leader). These traits, in opposition to standard council traits, are not based on Leader Class, but instead on Empire Ethics. To say it short - there are 14 traits to choose from.

1683162528122.png

There are also unique negative traits which might put some “bad mojo” into your Luminary - and they are tied to Empire Ethics as well.

And remember to not be overly tyrannical to your people… or maybe there is a hidden power in being the evil ruler? Or maybe that’s just a trick from me so you will use colossus on your capital planet (but seriously, don’t do that)?

We are close to the finish line now, so as tradition would make us do, let’s talk about our last feature in this Dev Diary.

Tradition Trees, Aptitude and StateCraft
Our choice for themes of the tradition trees was quite easy, and let’s be honest with that. We have leader rework and new Council features. I bet you already see where it is going.

Let’s start with the Leader Tradition Tree, our Aptitude
1683162528141.png

This was supposed to be a funny Aptitude-Altitude pun, but I deleted it and forgot how it went.

With the new Aptitude, your empires will focus themselves on leaders, giving them bigger and smaller buffs, with the EXP rate being the most obvious one. It's a solid tree if one wants to focus on leaders, but if it’s not your thing, then the tree is possible best to stay away from.

1683162528158.png

Starting Traits make up for a potential stronger leader at the end, as they will be able to get 1 more trait compared to leaders without this bonus.

1683162528179.png

Champions of the Empire is the fanciest one you can unlock from the tree.

Next one is the Statecraft tree!
1683162528198.png

I see 5 pictures, and in 4 of them someone is doing something with their hands. I petition the 5th picture to also include at least one hand.

It’s easy to pinpoint it to Council feature, having stronger councilors and, somewhat, also boosting leaders. Although, if your empire is not focused on leaders, it might still profit from the non-leader oriented effects and modifiers to build up a strong government to run the show. So, to sum it up, it’s about… leading a state. Fitting name, is it not?

1683162528221.png

Effective Councilor Skill is my favorite modifier in the whole DLC. I want to thank Karl who fought for this modifier.


1683162528238.png

This bonus is pretty nice when you have a lot of leaders and play around with Agendas.

So! We are at the end of the road for this Dev Diary. And we are pretty close to the release date, there are a few things I would like to say to you: Speculate! Write posts on forums! Play Stellaris! And have fun doing so! :D

By the way, a gentle reminder to Wishlist Galactic Paragons on Steam!
 
  • 108Like
  • 35Love
  • 11
  • 4
  • 3
Reactions:
The absurd idea of Gestalts leaders being "an individual of collective" only works in Star Trek (the Borg Queen). A real gestalt is the hive mind itself, not some "individual of the collective". Unfortunately, the leader system in use in Stellaris don't permit such thing (a real hive mind).

There’s no such thing as a real hive mind, not that we’ve ever discovered. Stellaris draws from across science fiction genres and there is are many famous examples of hive minds that use semi-autonomous drones. The Borg, the Zerg, the Tyrannids etc. A hive mind of one unified consciousness also certainly exists in sci fi but it’s not exclusive.
 
  • 3Like
  • 2
  • 1
Reactions:
Is the empire size reduction from governors applied additively or multiplicatively with empire size reduction bonuses for specific sources (like pops, districts, etc.)? If it's additively, it's already possible to reduce empire size from pops to -85%. Each additional 2 percent reduction from there would have a massive impact.
 
Under the new system a Single Mind could work if you take inspiration on the Node functionality to fill Leader positions with physical extensions of that Mind.
Let's say you need a Scientist to run a ship, you hire a leader that is an identical clone of your ruler (same traits, same all, Single Mind), immortal and free to replace in case of death just like envoys are; again it is a physical extension of the Single Mind.

A Single Mind is not a Hive Mind, but would work as such, you just need tweaks here and there.
Some questions may arise: if everything is just You, can pop Deviancy still exist? Yes, it is a Second Mind trying to emerge like a cancer for example.

I really like that idea, maybe someday we can discuss that in a separate post. The new Leader system could really support that.
 
  • 2Like
  • 1
Reactions:
also keep in mind that it's not even guaranteed that your leader will live long enough to become the chosen one
and even then they may not be selected as a suitable candidate for either of the two Chosen Ones you can get per game and even worse the generic Chosen One selection may fail and the ruler may get killed by it

Just for the sake of reference, you can savescum what Shroud event you get, just save before you breach the Shroud. It sometimes takes iiinsaaaane amounts of patience, especially if you have a specific leader in mind, but I've done it multiple times. There are easier ways to do it (stack age boosts till you get to repeatables, just go synthetic etc.) but I'm quite attached to my magical space elves.
 
  • 2
  • 1Like
Reactions:
Is the empire size reduction from governors applied additively or multiplicatively with empire size reduction bonuses for specific sources (like pops, districts, etc.)? If it's additively, it's already possible to reduce empire size from pops to -85%. Each additional 2 percent reduction from there would have a massive impact.
Its prooly still additive... If i'm not mistaken theres already hard cap on all reduction bonuses to - 90%... So they actually could do this and dont worry about 0 upkeep, 0 sprawl and so on... Still... It's amazing to get access to this in some builds... Corps are like uber happy with this... And so do I ;>
 
  • 1
Reactions:
I just want to let you know that I am excited about this dlc, but I am waiting to buy it because I just dumped a lot of money on AOW4 and CK3. I will come back to Stellaris after I finish my arcane and jousting ambitions.
 
  • 2Haha
  • 1Like
Reactions:
Am I the only one who finds a +20edict fund for an ascension bonus to be absolute garbage? That's not even a quarter of the edict cost of a basic edict for a 20 planet empire.
Edict buffs need to be bigger or scale with galaxy size or something.
 
  • 11
  • 4Like
  • 3
Reactions:
Will Democratic Crusaders personality now be tied to having Crusader Spirit civic?
 
  • 3
Reactions:
I just want to let you know that I am excited about this dlc, but I am waiting to buy it because I just dumped a lot of money on AOW4 and CK3. I will come back to Stellaris after I finish my arcane and jousting ambitions.
On a similar note: I don't think people (including myself) would be making so much fuss about the balance if the new mechanics weren't so interesting and (otherwise) polished.

I'm very excited by the new DLC.
 
  • 4Like
  • 2
Reactions:
Hey devs, this might already be planned/ has been mentioned/ isn't possible to implement or whatever.
But... It would be really cool to have a civic/ origin for rogue servitors, to tie it in more with Banks' culture novels.

(As I'm sure a lot have read) In the novels, the robotic Minds have 'control' over the economy etc, but they recognise the value of the rare brilliant biological being.
Special circumstances has people 'employed' as spies/ diplomats/ thinkers etc.
-> It would be really cool to play as a Rogue servitor where you could have some of your leaders be biological, but those particular leaders be buffed to high heaven (with relevant downsides, of course)

<3 This DLC looks nuts, I can't wait to get my hands on it.
Yes exactly, for the next DLC I would love something that just focuses on Gestalts and isn't for individualist empires as much as this DLC isn't for Gestalts. Particularly anything flavour wise that can help to improve the ability to roleplay the Culture, like giving Rogue Servitors more utopian roleplay opportunities (aka options other than "Eat the ice cream!") and more individualist integrations. Maybe that means a new Civic just called "Servitors" lmao. Another good option for a Gestalt focused DLC aside from tuning up Synthetic Dawn's somewhat dated content would be to make some new DE/RS/DA level Civics for Hive Minds. It'd be really nice to see Gestalts get some dedicated love after Galactic Paragons and Megacorp
 
  • 4
  • 1Like
  • 1
Reactions:
My two usual requests:
1. Base template for Fallen Empires' slaves, so we can remove the nerve-stapling without the Genetic Ascension perk
2. Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.
 
  • 5
Reactions:
Neat stuff! The origin really aligns with how I envisioned my first-ever custom empire. But this diary was surprisingly sparse of details when the release date is just next Tuesday...


Some criticism: I feel like there's starting to be some bloat with tradition trees, and that their themes are overlapping and muddy. For example there'll now be Diplomacy, Politics, and Statecraft; sure, they have some different modifiers, but their themes are all Politics, Politics, and Politics.
While each trees' specific purpose is different (generic diplomacy, GalCom diplo, and the internal council), I still don't really see a reason for all of them to exist:
- Why does GalCom need it's own tree? Politics is just another Diplomacy tree, and that's evident with the overlapping modifiers (envoys, diplo weight, favors, influence).​
- Why does Statecraft need to exist? It's been officially stated that this DLC is not an internal politics DLC—it's just about rulers...but then we're already getting a tradition tree about rulers (Aptitude). From yesterday's stream you can see that there's a bit of overlap in what they each specifically do (leader capacity and various forms of councilor/leader experience).​
In my pipe dream, Statecraft would be removed and absorbed by Politics, and Politics would lose some of its modifiers to Diplomacy.
There are other examples of themes getting muddied between tradition trees, but I'll keep this short.

To be clear, I'm a fan of difficult and mutually exclusive choices, but I'm not a fan of modifiers existing just to exist; tradition trees shouldn't be a place to dump new modifiers every time a new mechanic is introduced. Tradition trees should represent ideas that a society could actually form their culture around.

(edit: missed a word)
 
Last edited:
  • 6
  • 5
  • 3Like
  • 3
Reactions:
I mean this in a loving way, because I'm very happy to get megacorp content that isn't just a clone of normal civics, but:
View attachment 976492
The name "Pharma State" and the description here just... they don't seem to be in the same style/voice as other megacorp civics. This reads closer to modded content.

Really I think it's just "Pharma State" being too on the nose, especially the word Pharma.
If we use other megacorp civics as a guide, one might expect "Monetized Medicines" or the like.

I just felt I had to say it; I accept my downvotes.
A better name might be "Health" Corporation.
 
These Leader and Statecraft tradition trees reaaaalllly feel like segmented DLC content. i.e. content that would be dispersed into different trees if this content was being designed to fit in the game as best as possible, without the artificial requirement of being optional content.

Also, it makes the base tradition trees or trees from other DLC have an ever-growing opportunity cost, because it seems each DLC comes with its new tree that should be picked if you want to use its content optimally. Now we have to dedicate at least one tradition slot to this new DLC if we want to take advantage of leaders properly.

This is a problem in particular for trees that weren't that interesting to pick to begin with, like the espionage-focused one, another DLC tree of course. Some espionage and leader content spread among all trees would work a lot better, but oops, your DLC model locked you out of good game design once again.
 
  • 4
  • 3
  • 1Like
  • 1
Reactions:
Nuclear War should be an event chain, instead of the RNG just going "Oop, everyone's dead now" without warning. At least some warning of rising tensions. Really, almost anything would be better.
They're adding an option to the nuclear war event to stop nuclear armageddon.

It might already be in the beta patch, in fact.
 
  • 1
Reactions:
- Why does GalCom need it's own tree? Politics is just another Diplomacy tree, and that's evident with the overlapping modifiers (envoys, diplo weight, favors, influence).
Presumably Diplomacy is meant to be the cooperative side with Federations and Pacts, while Politics is about pushing your empire's agenda and gaining diplomatic influence. The names could probably make this more clear, though, like if Diplomacy were renamed to something like "Collaboration" and their effects were more differentiated.

- Why does Statecraft need to exist? It's been officially stated that this DLC is not an internal politics DLC—it's just about rulers...but then we're already getting a tradition tree about rulers (Aptitude). From yesterday's stream you can see that there's a bit of overlap in what they each specifically do (leader capacity and various forms of councilor/leader experience).
I think it's fine that Statecraft exists, as long as once the fabled Internal Politics DLC arrives they update Statecraft with that content instead of making another tradition tree with the same theme.
 
  • 7Like
  • 2
  • 1
Reactions: