• 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 #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.
 
Last edited:
  • 92Like
  • 34Love
  • 7
  • 5
  • 4
Reactions:

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.


Can you confirm how these changes will affect Teachers of the Shroud? I *think* that Teachers would be largely unaffected by these changes, but if you could please confirm.

Also can you confirm that these changes mean that Materialists (which previously had to jump through several hoops or get very very lucky in order to get Psionic Theory) can now always go Psionic?

Thanks!
 
Can you confirm how these changes will affect Teachers of the Shroud? I *think* that Teachers would be largely unaffected by these changes, but if you could please confirm.

Teachers gain access to the Agenda as if they had the Ascension Perk.

Also can you confirm that these changes mean that Materialists (which previously had to jump through several hoops or get very very lucky in order to get Psionic Theory) can now always go Psionic?

Yes, but the Agenda takes significantly longer for them to finish.
 
  • 13
  • 7Like
Reactions:
Does "phenotype" mean portrait group?
 
  • 1
Reactions:
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.
Who the HECK asks for that? There are already dozens of rubber forehead aliens! Please give us more unique and creative designs, not humans with a paintjob.

The rest of stuff is cool, but the rock human is atrocious.
 
  • 12
  • 2
Reactions:
Will they be able to terraform uninhabitable planets? SInce they have to colonize a planet before they can consume it.

They should let Terravores consume planets via Habitats. Park a big rock over something, send drones down to take a bite. Should probably be slower than normal planet eating but obviously shouldn't devastate the Habitat itself.
 
  • 3
  • 1Like
  • 1
Reactions:
I really love the new changes especially to the Ascension Paths, not being restricted by the RNG is a wonderful addition!


In this post:

It was showed that the Massive Crater was changed to increase the pop growth of Lithoids only, is this still the case?
 
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.
You do realise necros and calamitious birth are both an origin so they are muttualy exclusive(apart from other empires bombing their own planets so you cant take them for your main species.)
 
  • 1
Reactions:
The Void Hive mechanic could have a non-hive parallel. Private corporations, independent prospectors, or oligarchs/nobles have first pick of deposits; the government claiming one requires political wrangling.

It would be really cool to give the Private Prospectors MegaCorp civic the automatic mining and research stations mechanic! I always found it a bit lacking in flavour and this mechanic would definitely spice things up.
 
  • 6
  • 2Like
Reactions:
Yup, pretty sure it does.

How do you know?

Asking because the species design screen already uses "phenotype" to mean something else.

Did one of the devs already chime in about that and I missed it?

Who the HECK asks for that? There are already dozens of rubber forehead aliens! Please give us more unique and creative designs, not humans with a paintjob.

The rest of stuff is cool, but the rock human is atrocious.

Yeah I can get some use from the rock-human as an artificial species created by humanoids, but it's not really the direction I want for future species packs.
 
  • 1
Reactions:

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.
On a related note since you're already giving some of the Lithoids content some much needed love: have you considered making Gaseous Byproducts useful? All the strategic resource traits give strategic resources roughly equivalent to 50%-100% of the value of the savings from Conservationist, but that's both already weak and also half the price of the strategic resource traits (1 point instead of 2). It takes 100 lithoid pops to pay for a single upgraded building's upkeep. They're completely negligible in effect on your economy.

The other two lithoid traits (Volatile Excretions and Scintillating Skin) are saved by the strategic value of their starting edicts. Sensors, land clearance, and weapons are useful even if you can only briefly turn them on. But Gaseous Byproducts doesn't get one nearly as useful. Can these all at least be 2x the value of Conservationist (to match their 2x cost) and gases possibly get an early use?

And, similarly: can Inorganic Breath become a -4 negative trait (to match its numbers) instead of a 3 cost positive trait? It currently costs ~7 points too many (its 10x Wasteful, if you count 1 food as roughly equal to .5 CG, in exchange for 2x Gaseous Byproducts, which is also too weak). Or be buffed until it matches its cost?

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.
A welcome change.

rm -rf /nodes/regulatory​

I love basically everything about this feature, except one thing: this makes it consistent for genocidal gestalts to roll Ship Construction Focus (the gestalt Shipwright equivalent) on the Growth node (eventually), instead of a crapshoot at the start of the game. They just keep rerolling until they do.
  • -30% from Terravore/DS
  • -10% from Supremacy
  • -20% from Supremacy agenda (Military Buildup)
  • -5% from the hull type tech
  • -10% from Military Pioneer
Gives -75%. Slapping another -10% on there by rerolling the Expansion node takes it to -85% (1.66x more ships from the same alloy). I'm even assuming you don't roll it on the ruler node (or take an admiral ruler to get a second Military Pioneer).

The same goes for Logistic Understanding (if the player feels so inclined) for the other nodes, which has a similar but lesser issue if you stack its effects to -90%.

Can you please just fix this reduction stacking issue? It will keep poisoning every otherwise great change the team makes because of the way it's inherently unbalanced. If it weren't for this issue, this new feature would be an unambiguous win for gameplay variety and player control.

As before: this is only a huge issue for things that scale with decreased cost, so the big culprits are ship cost and ship upkeep. Ex. going from -80% metallurgist upkeep to -90% metallurgist upkeep means going from e.g. 20 miners and 80 metallurgists to 10 miners and 90 metallurgists: only a ~12.5% increase in alloys, which is about what you'd expect from a 10% reduction. But going from -80% ship costs to -90% ship costs means building 2x as many ships: a 100% increase (in ships or alloys, depending on how you want to look at it), or 10x what you'd expect from a 10% reduction, because of the way cost reductions become more and more powerful as you stack more of them.

The ship cost and upkeep reductions desperately need either to stack multiplicatively (which would be fine: every 10% reduction would mean +11.1% more ships) or not have enough modifiers to even get below -50%, much less -50% just from picking up Supremacy and a single civic. Or just make all these modifiers be anything else besides cost reduction: build speed (like Retired Naval Officer) would be fitting. Or something (anything). There are numerous possible fixes.
 
Last edited:
  • 9
  • 4Like
  • 1
Reactions:
I had a thought can we get some changes to the way ascended clone soldiers interact with ascension paths, to give them more then Psionic as a good choose. Tweaks I could see are allowing modifying of ascended clones once you finish genetic ascension and cybernetic so you can at least get some value from the ascensions. More of a wish is to allow your clone vats the ability to maintain small amount clone pops, when you finish genetic ascension, but I understand the balance concerns here. Since this update is already updating the humanoid species pack, and I find it weird that the ascensions thematically fit ascended clone the most, are the some of the worst chooses.
 
Last edited:
  • 1Like
Reactions:
You do realise necros and calamitious birth are both an origin so they are muttualy exclusive(apart from other empires bombing their own planets so you cant take them for your main species.)
3 other people (including myself) already corrected them around the same time earlier, I think they got the message :)

On a related note: have you considered making Gaseous Byproducts... good? All the strategic resource traits give strategic resources roughly equivalent to 50%-100% of the value of the savings from e.g. Conservationist, and that's both already weak and also half the price of the strategic resource traits traits (1 point instead of 2) It takes 100 lithoid pops to pay for a single upgraded building's upkeep.

The other two lithoid traits (Volatile Excretions and Scintillating Skin are saved by the strategic value of their starting edicts (mainly sensors, land clearance, and weapons), but Gaseous Byproducts doesn't get one nearly as useful. Can these at least be 2x the value of Conservationist (to match their 2x cost) and gases possibly get an early use?
Another way beyond (or on top of?) buffing how much it produces could be to directly reduce upkeep/cost of buildings/ship components depending on the resource trait. Some may be better than others, but would still have niches. Gases would be preferred for lots of lab upgrades, motes for early alloy builds, crystals for unity rush, and so on.
 
  • 4Like
Reactions:
They should let Terravores consume planets via Habitats. Park a big rock over something, send drones down to take a bite. Should probably be slower than normal planet eating but obviously shouldn't devastate the Habitat itself.
Terravores stationing an Habitat over a world and eating it sounds extremely interesting, specially considering Void Dweller already starts over a shattered world.
They did it themselves!
 
  • 4Like
Reactions:
How do you know?

Asking because the species design screen already uses "phenotype" to mean something else.

Did one of the devs already chime in about that and I missed it?

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.
 
  • 4
  • 2
Reactions:
Asking because the species design screen already uses "phenotype" to mean something else.
It does? Where?
 
  • 1
Reactions:
Another way beyond (or on top of?) buffing how much it produces could be to directly reduce upkeep/cost of buildings/ship components depending on the resource trait. Some may be better than others, but would still have niches. Gases would be preferred for lots of lab upgrades, motes for early alloy builds, crystals for unity rush, and so on.
Reducing the cost of buildings/ship components sounds fiddly: it would involve turning a species trait into an empire modifier (though there's already precedent with Mechanical and Aquatic). Alternatively, Gaseous Byproducts et.al. could give a bonus to their respective jobs: +50% exotic gases from jobs (or reduced mineral upkeep for such jobs, which would be more fitting) would be interesting, so that you have super-refiners instead of just free resources.

It has the same effect/issue that a lot of other resource traits do (more bonuses to a job means you need fewer of them), but I think that's actually ok for a trait whose identity is "you make this thing just by existing" more than it is for e.g. Agrarian, which conflicts with its theme by making your empire have fewer farmers. Reduced job upkeep doesn't have this issue, though. It reduces the number of miners you need instead, so it's a chance to have your cake and eat it too.
 
Last edited:
  • 5Like
Reactions:
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?!
I find it very odd that people don't see why I wouldn't want a mining station that costs +10 unity per month (like I said I thought was the case, they changed it in the screenshot to be more clear) when I specifically outlined why that would be awful.

If the game were to forcefully spawn a mining station that cost 10 unity per month to maintain (again, the amended the screenshot to be more clear on this), that would make both unity AND research an impossible resource to obtain (since the unity from the unity buildings would be consumed by the stations and I wouldn't have room for research labs). In order to still be able to produce either unity or research, I would be forced to delete mining stations since the game would be forcefully spawning them every 4 months.

Again, I realize after they changed the screenshot that mining stations do NOT have a unity upkeep per month and ONLY cost upkeep when you build them manually, but in the original post where I had that assumption, mining stations had been made not only useless, but massively detrimental to an empire.
 
  • 1Haha
Reactions: