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Stellaris Dev Diary #308 - Rock On! (Also an Announcement Regarding Species Pack Pricing)

Welcome back!

In this week’s dev diary, we’re going to explore some improvements the Custodian Team is making to the Lithoids Species Pack in the upcoming Stellaris 3.9 ‘Caelum’ Update, and then a few other new features.

Before that, I have an announcement to make regarding Species Pack Pricing.

Announcement Regarding Species Pack Pricing​

Stellaris Species Packs started as purely cosmetic add-ons, consisting of portraits, ship sets, city sets, and advisor voices. They’ve come a long way since them, now including a much greater variety of content. While the exact spread of features varies by pack, they now all include things such as origins, civics, traits, events, and new mechanics.

As Game Director, I’m especially pleased with how the Custodian Team has improved the quality of the older packs. They’ve added new playstyles and enabled many more sci-fi tropes to be explored during your games.

Species Pack Changes Since Release


With the changes coming in 3.9 ‘Caelum’, we believe that the older Species Packs will be on par with the newer ones, and we’re planning an increase in the base price of the Plantoids, Humanoids, Lithoids, and Necroids Species Packs from $7.99 to match the $9.99 base price of the more recent Aquatics and Toxoids Species Packs.

Per the promise made by Fredrik Wester several years ago, we are announcing this change ahead of time so anyone that wishes to purchase them at the current base prices will have an opportunity to do so. They will be available with the current base price for at least 30 days, and will be changing alongside the release of 3.9 ‘Caelum’.

Stellaris will be taking part in the Steam Strategy Fest. This will give you a chance to get the affected Species Packs at a discounted price before the price change goes into effect.

I’ll now detail the improvements made to the Lithoids Species Pack. Improvements to the other Species Packs will be a major focus of dev diaries over the next few weeks.

Tired of reading? Watch the video dev diary on YouTube!

Things That Rock​

My very first Stellaris Dev Diary was #157 - Things That Rock.

The Lithoids Species Pack was the first one that wasn’t exclusively an art pack. The Lithoid trait added interesting game mechanics to the phenotype, we had a few Lithoid specific traits, some event changes, and the Terravore variant of the Devouring Swarm.

The purely cosmetic Species Packs were updated in subsequent releases, but while it did get an Origin in Federations and more traits in 3.5 ‘Fornax’, Lithoids hadn’t gotten quite as much of an update from the Custodian Team as the packs. Of quartz I thought that we should dig up some improvements.

I’ll turn things over to Iggy now to talk about some of the changes.



Greetings all, Iggy here!

Since the release of Galactic Paragons, the Custodian Team has been working on improving the value and quality of older DLC’s. Today I will be talking about what we have done for the Lithoid Species Pack.

Buffing the Old​


As previously shown in DD#305 we returned to Calamitous Birth to give it some love. This includes removing the habitability loss from Lithoid Craters for Lithoid pops as well as increasing the effectiveness of lithoid exclusive traits such as Gaseous Byproducts on the Massive Crater world.

Calamitous Birth Tooltip
Massive Crater Tooltip
Lithoid Crater Tooltip

We also talked about how terravores have gotten a glow up. No longer will you need to sit and click a decision every 6 months as you consume your world! Now it’s all handled in a handy compact situation. The output should still be exactly the same as before thanks to clever script math so don’t worry about this being a nerf to acquired pops or resources.

Consume World Tooltip

Crunch crunch!

In With the New!​


Not satisfied with only buffing these two old pieces of content we also felt like the species pack could do with a bit of a polish to stack up to current species packs.

First up: Void Hive
Void Hive Civic Icon

I love this icon so much

As you can see it’s a Hive Civic with quite a unique effect and if the habitat changes discussed in DD#306 go through it would be a powerful addition to your Void Dweller Hiveminds.

Void Hive civic, now with more clarifications!

Iggy making potentially game breaking hive content? SHOCKER!

This civic plays around with the flavor of a Hive Mind that is capable of surviving out in space and the dangers of vacuum. While you still can build gathering stations it goes against your nature to instruct specific drones to do so and will cost you some Unity. They also excel at creating structures in space, whether they be habitats, dyson spheres, or hyper relays, so get out into the dark void already!

The other new civic added to the Lithoid Species Pack is Selective Kinship.

This civic is not for the xenophiles so please, avert your ocular organs.

Selective Kinship Civic Tooltip

Meat. They’re made out of meat!

This civic also comes with the lithoid species pack and lets you create an empire consisting only of your primary phenotype such as Lithoids, Aquatic, Mammalian, etc. Though don’t think it will be smooth sailing because you won’t like anyone not conforming to your standards and they will really not like your bigoted thinking. However if you really want to have some friends the Hegemon and Common Ground origin will ensure that your member nations are your phenotype if you choose to start with this civic.

Shine Bright!​


Thanks, Iggy.

We’ve been having a lot of questionnaires and feedback sessions with players, and one of the things that is often requested is some more relatable characters in the various phenotypes. While we’ll of course continue creating horrific alien monstrosities, the art team took this opportunity to add a few new portraits to Lithoids, Plantoids, and Humanoids.

Concept Art for new Lithoid Humanoids

For Lithoids, the Federated Theian Preserves will be a new prescripted empire that begins on the Desert World of Theia, in the Titawin system.

Billions of years ago, two planets formed from the primordial material in orbit of Sol - ancient Earth, and Theia.

Rudimentary life evolved on both worlds, biological in the case of Earth, and lithoid on Theia. For eons, these sister planets maintained a peaceful revolution around their star. Then came the cataclysm.

The planets collided, and in the moment of impact, microbial life was exchanged. Earth survived, and Luna was formed. What remained of Theia was jettisoned from the system.

On this rocky colony ship, life from ancient Theia traversed the void before it was caught in the gravity well of the star Titawin. Crashing into one of the system's worlds, a new species was introduced to the local biosphere. A few short millenia later, the Theian's took to the stars, seeking to understand the universe as well as their own heritage.


The Federated Theian Preservers

Work is still being done on the lava shader.

May they find their way home!

On to some other 3.9 changes…

Ascension Path Agendas​

Some players have commented that they often find themselves saving an Ascension Perk slot for an indeterminate amount of time, waiting for the required research for their desired Ascension Path to appear.

The Ascension Perks that unlock the four Ascension Paths have had their requirements changed so that they now be taken as your third AP at the earliest instead of as your second AP. We have removed the Technology requirements and moved those to progressing down the Tradition Tree associated with that Ascension Path.

Engineered Evolution Tooltip

Psionics Tradition Tooltip

Each Ascension Path now has an Agenda that grants 25% progress in technologies associated with that Ascension Path, which should ensure that you are no longer reliant on random chance to acquire these technologies. These Agendas have a reduced cost and cooldown compared to normal Agendas, though some have modifiers based on Empire Ethics compatibility with the Ascension Path.

Mind over Matter Agenda, granting Psionic Theory progress

The random number generator will not keep us out of the Shroud!

Engineered Evolution Agenda Tooltip, Granting Genome Mapping

These agendas advance to the next relevant technology if you finish some research while the agenda is ongoing.

rm -rf /nodes/regulatory​

One of the complaints we’ve had with Gestalt Councils is that Nodes cannot be replaced unlike the Councilors for regular empires. This means that you are no longer locked forever to traits that might be useful for your Nodes in the early-game but fall off in the mid- to late-game.

To solve this, we’ve added three new Society technologies to Machine Intelligences (and Hive Minds) which unlock a set of new Council Agendas that replace the existing Nodes, after a bit of reformatting (or vivisection).

Reformatting Technologies

TODO: Icons

Reformatting Agendas


The first technology will unlock the Agendas themselves, while the following technologies will unlock modifiers that improve both the Agendas and your Council.

The newly created Nodes will initially start at level 1, though this can be improved to a maximum starting level equal to the level of the reformatted/culled Node depending on Technologies, Traditions and Civics.

Next Week​

Next week we’ll be going over improvements to the Plantoids Species Pack and some more other changes coming in 3.9 ‘Caelum’. Humanoids and Necroids will be the following week.

A Heart Full of Birds

These are not plantoids. But you’ll get to meet them in the plantoids dev diary.
Updated Teaser Image

Edit: Updated Void Hive civic tooltip.
 
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As always, the custodian team doing excellent things and being an example of other developers who are out there massively increasing their prices whilst offering very little more. Thanks for the continuing diaries too - I do hope the video versions won't replace the written ones.

I own lithoids but have never had the time to do a runthrough with them yet - for someone that doesn't have that much time to spend with the game, the prescripted Empires add a lot to it for me (even if it's just ones who turn up as AI empires) so adding details like this is much appreciated. I really feel the Preserves should have come out of a mod-jam though. In fact, lack of jam related puns is the only thing missing from this diary.

There's still six DLC items on my wishlist I haven't bought yet so will look to pick some up in the strategy fest sale, thanks for the heads up.

Very intrigued about the avian outro...
 
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Welcome back!

In this week’s dev diary, we’re going to explore some improvements the Custodian Team is making to the Lithoids Species Pack in the upcoming Stellaris 3.9 ‘Caelum’ Update, and then a few other new features.

Before that, I have an announcement to make regarding Species Pack Pricing.

Announcement Regarding Species Pack Pricing​

Stellaris Species Packs started as purely cosmetic add-ons, consisting of portraits, ship sets, city sets, and advisor voices. They’ve come a long way since them, now including a much greater variety of content. While the exact spread of features varies by pack, they now all include things such as origins, civics, traits, events, and new mechanics.

As Game Director, I’m especially pleased with how the Custodian Team has improved the quality of the older packs. They’ve added new playstyles and enabled many more sci-fi tropes to be explored during your games.



With the changes coming in 3.9 ‘Caelum’, we believe that the older Species Packs will be on par with the newer ones, and we’re planning an increase in the base price of the Plantoids, Humanoids, Lithoids, and Necroids Species Packs from $7.99 to match the $9.99 base price of the more recent Aquatics and Toxoids Species Packs.

Per the promise made by Fredrik Wester several years ago, we are announcing this change ahead of time so anyone that wishes to purchase them at the current base prices will have an opportunity to do so. They will be available with the current base price for at least 30 days, and will be changing alongside the release of 3.9 ‘Caelum’.

Stellaris will be taking part in the Steam Strategy Fest. This will give you a chance to get the affected Species Packs at a discounted price before the price change goes into effect.

I’ll now detail the improvements made to the Lithoids Species Pack. Improvements to the other Species Packs will be a major focus of dev diaries over the next few weeks.

Tired of reading? Watch the video dev diary on YouTube!

Things That Rock​

My very first Stellaris Dev Diary was #157 - Things That Rock.

The Lithoids Species Pack was the first one that wasn’t exclusively an art pack. The Lithoid trait added interesting game mechanics to the phenotype, we had a few Lithoid specific traits, some event changes, and the Terravore variant of the Devouring Swarm.

The purely cosmetic Species Packs were updated in subsequent releases, but while it did get an Origin in Federations and more traits in 3.5 ‘Fornax’, Lithoids hadn’t gotten quite as much of an update from the Custodian Team as the packs. Of quartz I thought that we should dig up some improvements.

I’ll turn things over to Iggy now to talk about some of the changes.



Greetings all, Iggy here!

Since the release of Galactic Paragons, the Custodian Team has been working on improving the value and quality of older DLC’s. Today I will be talking about what we have done for the Lithoid Species Pack.

Buffing the Old​


As previously shown in DD#305 we returned to Calamitous Birth to give it some love. This includes removing the habitability loss from Lithoid Craters for Lithoid pops as well as increasing the effectiveness of lithoid exclusive traits such as Gaseous Byproducts on the Massive Crater world.


We also talked about how terravores have gotten a glow up. No longer will you need to sit and click a decision every 6 months as you consume your world! Now it’s all handled in a handy compact situation. The output should still be exactly the same as before thanks to clever script math so don’t worry about this being a nerf to acquired pops or resources.

View attachment 1011124
Crunch crunch!

In With the New!​


Not satisfied with only buffing these two old pieces of content we also felt like the species pack could do with a bit of a polish to stack up to current species packs.

First up: Void Hive
View attachment 1011125
I love this icon so much

As you can see it’s a Hive Civic with quite a unique effect and if the habitat changes discussed in DD#306 go through it would be a powerful addition to your Void Dweller Hiveminds.

View attachment 1011126
Iggy making potentially game breaking hive content? SHOCKER!

This civic plays around with the flavor of a Hive Mind that is capable of surviving out in space and the dangers of vacuum. While you still can build gathering stations it goes against your nature to instruct specific drones to do so and will cost you some Unity. They also excel at creating structures in space, whether they be habitats, dyson spheres, or hyper relays, so get out into the dark void already!

The other new civic added to the Lithoid Species Pack is Selective Kinship.

This civic is not for the xenophiles so please, avert your ocular organs.

View attachment 1011127
Meat. They’re made out of meat!

This civic also comes with the lithoid species pack and lets you create an empire consisting only of your primary phenotype such as Lithoids, Aquatic, Mammalian, etc. Though don’t think it will be smooth sailing because you won’t like anyone not conforming to your standards and they will really not like your bigoted thinking. However if you really want to have some friends the Hegemon and Common Ground origin will ensure that your member nations are your phenotype if you choose to start with this civic.

Shine Bright!​


Thanks, Iggy.

We’ve been having a lot of questionnaires and feedback sessions with players, and one of the things that is often requested is some more relatable characters in the various phenotypes. While we’ll of course continue creating horrific alien monstrosities, the art team took this opportunity to add a few new portraits to Lithoids, Plantoids, and Humanoids.


For Lithoids, the Federated Theian Preserves will be a new prescripted empire that begins on the Desert World of Theia, in the Titawin system.

Billions of years ago, two planets formed from the primordial material in orbit of Sol - ancient Earth, and Theia.

Rudimentary life evolved on both worlds, biological in the case of Earth, and lithoid on Theia. For eons, these sister planets maintained a peaceful revolution around their star. Then came the cataclysm.

The planets collided, and in the moment of impact, microbial life was exchanged. Earth survived, and Luna was formed. What remained of Theia was jettisoned from the system.

On this rocky colony ship, life from ancient Theia traversed the void before it was caught in the gravity well of the star Titawin. Crashing into one of the system's worlds, a new species was introduced to the local biosphere. A few short millenia later, the Theian's took to the stars, seeking to understand the universe as well as their own heritage.


View attachment 1011129
Work is still being done on the lava shader.

May they find their way home!

On to some other 3.9 changes…

Ascension Path Agendas​

Some players have commented that they often find themselves saving an Ascension Perk slot for an indeterminate amount of time, waiting for the required research for their desired Ascension Path to appear.

The Ascension Perks that unlock the four Ascension Paths have had their requirements changed so that they now be taken as your third AP at the earliest instead of as your second AP. We have removed the Technology requirements and moved those to progressing down the Tradition Tree associated with that Ascension Path.

Each Ascension Path now has an Agenda that grants 25% progress in technologies associated with that Ascension Path, which should ensure that you are no longer reliant on random chance to acquire these technologies. These Agendas have a reduced cost and cooldown compared to normal Agendas, though some have modifiers based on Empire Ethics compatibility with the Ascension Path.

The random number generator will not keep us out of the Shroud!

These agendas advance to the next relevant technology if you finish some research while the agenda is ongoing.

rm -rf /nodes/regulatory​

One of the complaints we’ve had with Gestalt Councils is that Nodes cannot be replaced unlike the Councilors for regular empires. This means that you are no longer locked forever to traits that might be useful for your Nodes in the early-game but fall off in the mid- to late-game.

To solve this, we’ve added three new Society technologies to Machine Intelligences (and Hive Minds) which unlock a set of new Council Agendas that replace the existing Nodes, after a bit of reformatting (or vivisection).


The first technology will unlock the Agendas themselves, while the following technologies will unlock modifiers that improve both the Agendas and your Council.

The newly created Nodes will initially start at level 1, though this can be improved to a maximum starting level equal to the level of the reformatted/culled Node depending on Technologies, Traditions and Civics.

Next Week​

Next week we’ll be going over improvements to the Plantoids Species Pack and some more other changes coming in 3.9 ‘Caelum’. Humanoids and Necroids will be the following week.

View attachment 1011137
These are not plantoids. But you’ll get to meet them in the plantoids dev diary.
Man, if you screw up my Lithoid Necroid build with these changes... the -50 habitability to non lithoids on the homeworld, or any of their worlds, pretty much wrecks my favorite build. Using a non-lithoid prepatent species to grow my planets pops, while converting them into Lithoids through necrotic purge and ascention ceremonies. Why. Just why.

That's a direct nerf to the way I play. I feel attacked.
 
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The newly created Nodes will initially start at level 1, though this can be improved to a maximum starting level equal to the level of the reformatted/culled Node depending on Technologies, Traditions and Civics.
Will reformatted nodes account for civics that increase starting level, like Neural Vaults?

Also, I encountered an issue where "reset" gestalt nodes in the "emergent individuality" pop-up event did not get the additional starting trait from Adaptability.

Changing gestalt nodes to other leader types will be very welcomed. Definitely not going to abuse it relentlessly. Definitely.
I don't think it will change their leader type, it will just reset their level and traits.
 
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So we are back to the start with the ascension paths?
Love it thanks. It is easier just to go your two normal ascenson paths and perks and then push your empire in the direction fo your choosing instead of sitting there, watching even snythetics reach into the shroud yet my empire still have no clue that the shroud exists.
 
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Really nice Additions! It shows where the strengths of the game are and that you are capitalizing on them.

I had hoped for more content for Necroids as i never got warm with how they played/functioned.
Some sort of simple Necromancer play style from HOMM would be cool as in "Kill something -> revive it as your own -> snowball" would be fun.
But maybe we will see such a thing with the new AP. :)
Also any Skeleton Portraits? Or was it just too goofy for Stellaris?
 
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Will reformatted nodes account for civics that increase starting level, like Neural Vaults?

Should do, yes.

Also, I encountered an issue where "reset" gestalt nodes in the "emergent individuality" pop-up event did not get the additional starting trait from Adaptability.

Has this been reported as a bug?

I don't think it will change their leader type, it will just reset their level traits.

Indeed, it doesn't change their class, just allows you get a Node with different traits.
 
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I'm not sure if I'm understanding this right, and I really hope I'm not, but does the Void Dweller Hivemind automatically spawn mining/research stations every 4 months even though those same mining stations cost 10 unity a piece?

So I'm just not going to be able to have mining stations early game unless I want no unity or research, because I'll have to build unity buildings to compensate for the mining station upkeep, which means I likely won't be producing much unity and since those slots are being used for unity they won't be producing research.

This also means that I'll have to spend the entire game scanning my empire every 4 months to delete a station that spawned somewhere when I didn't want a station at all?

Please tell me I'm grossly missing something here
 
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I'm not sure if I'm understanding this right, and I really hope I'm not, but does the Void Dweller Hivemind automatically spawn mining/research stations every 4 months even though those same mining stations cost 10 unity a piece?

No. If you let your (invisible "civilian") drones build them, they're free. If you force your Construction Ship to build them, they cost the normal mineral cost and 10 additional unity, since you're forcing them against their natural instincts to do it NOW instead of whenever they would get around to building it themselves.

As long as you're continuously expanding, it's essentially +25 minerals a month - as long as you don't care about the order they build the stations in.

Edit:
This also means that I'll have to spend the entire game scanning my empire every 4 months to delete a station that spawned somewhere when I didn't want a station at all?

Is there a reasonable situation in which you would actually not want a free mining station?
 
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I'm not sure if I'm understanding this right, and I really hope I'm not, but does the Void Dweller Hivemind automatically spawn mining/research stations every 4 months even though those same mining stations cost 10 unity a piece?

So I'm just not going to be able to have mining stations early game unless I want no unity or research, because I'll have to build unity buildings to compensate for the mining station upkeep, which means I likely won't be producing much unity and since those slots are being used for unity they won't be producing research.

This also means that I'll have to spend the entire game scanning my empire every 4 months to delete a station that spawned somewhere when I didn't want a station at all?

Please tell me I'm grossly missing something here

To add to what Eladrin's said above, if you don't have the tech for the resource (say you have a rare crystal deposit), you'll be able to harvest those rare crystals, albeit with a penalty due to missing the tech.

More importantly, why do you want to delete mining stations?!
 
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Great!
I am still curious about the diplomacy improvement discussed months ago, like trust effect and prevent vassal snowball.
Also I hope there could have some changes to criminal mega cop, currently it is like a mosquito. It can not kill you, but can make player super annoyed and hardly to deal with. Especially when it is in a conferation that contain half of galaxy and other member would not do anything to it.
 
Man, if you screw up my Lithoid Necroid build with these changes... the -50 habitability to non lithoids on the homeworld, or any of their worlds, pretty much wrecks my favorite build. Using a non-lithoid prepatent species to grow my planets pops, while converting them into Lithoids through necrotic purge and ascention ceremonies. Why. Just why.

That's a direct nerf to the way I play. I feel attacked.

It's part of the Calamitous Birth Origin, and are actually a buff since previously the Habitability hit everyone ... Simmer down
 
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Really happy to see my 'Thegians' brought to life in the game and the story adapted a bit!

Does pre-scripted mean they are unplayable and are basically like the MSI - and form part of a story?
 
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Man, if you screw up my Lithoid Necroid build with these changes... the -50 habitability to non lithoids on the homeworld, or any of their worlds, pretty much wrecks my favorite build. Using a non-lithoid prepatent species to grow my planets pops, while converting them into Lithoids through necrotic purge and ascention ceremonies. Why. Just why.

That's a direct nerf to the way I play. I feel attacked.
That's irrelevant. If you're Necroid you can't take Calamitous Birth anyway. And the -50% habitability already applied to non Lithoids and Lithoids, now it no longer affects Lithoids, which is a good change.
 
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Does pre-scripted mean they are unplayable and are basically like the MSI - and form part of a story?

Pre-scripted empires are the pre-built ones we provide with the game. United Nations of Earth, Pasharti Absorbers, Blorg Commonality, and so on.

Man, if you screw up my Lithoid Necroid build with these changes... the -50 habitability to non lithoids on the homeworld, or any of their worlds, pretty much wrecks my favorite build. Using a non-lithoid prepatent species to grow my planets pops, while converting them into Lithoids through necrotic purge and ascention ceremonies. Why. Just why.

That's a direct nerf to the way I play. I feel attacked.

It should be a direct buff if you were previously using Calamitous Birth. It used to give everyone habitability penalties. Now it's just non-lithoids.
 
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That means if you get a crystal deposit nearby on start you essentially get +1 sensor range very early without Lithoids crystal trait (the usual "turn on" to see further and immediately "turn off" before the month ends, all you need is to have 1 crystal), I enjoy those little tricks.
I also see that Void Hives can go wide instead of tall Void Dweller so that they get the most out of the automatic station thing, really glad you made it a civic instead of origin, it does feel versatile.