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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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so... this hivemind build will have access to a big sum of energy , those special resources can get a good price on the market earlygame , it can be a nice boost to your early game economy .

too bad there are not realy much other uses of special resources outside giving you access to special resources related tech and selling them onthe market.

i don't remember , the edicts that use special resources come from having access to them , or the tech to have access to them ?
A e.g. 2 motes deposit for this hive mind will give .25*2*10*.7-1=2.5 energy, on the market, every month.

It goes up quite a bit with mining station modifiers (going up to 12.3 energy with +70% mining station output from all techs and Prosperity), but in the early game they'll be extremely limited if you want to sell them.

And after they research the relevant tech, they're on the same footing as everyone else.
 
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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.
To be honest, I will be glad if there could be more cute portraits for other phenotypes like these:
REP.png

ART.png

FUN.png

MOL1.png

MOL2.png



Currently, reptilian, arthropoid, fungoid and molluscoid have such portraits. Molluscoid even has two.
 
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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.

And with that new Theia origin, I would like to resurrect a third request:

3. The ability to select PDX-created empires to spawn. I want a game where the only spacefaring nations are Earth, the Commonwealth of Man, and the Lithoids of Theia, with the unique interactions that come with that. If I simply copy them and force-spawn the copies, the Commonwealth refers to the people of Earth as hideous aliens.
 
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I like the concept of Selective Kinship. You should increase the civic effects though. Now you can get at most the same happiness boost you can get from Idealistic Foundation, while that civic has less conditions to gain its effects.
 
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3. The ability to select PDX-created empires to spawn. I want a game where the only spacefaring nations are Earth, the Commonwealth of Man, and the Lithoids of Theia, with the unique interactions that come with that. If I simply copy them and force-spawn the copies, the Commonwealth refers to the people of Earth as hideous aliens.
That sounds like there should be a scenario option similar to campaign missions of Age of Empire: Pre-defined empires but randomized maps and starting locations. Maybe pre-defined event chains and some sort of missions which could start when certain things happen like first contact. That really would be great to have as a play-setting
 
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I sure hope the humanoids rework has something about the fact that UNE and CM have the "humanoid" buildings assigned by default instead of the Earth-like "mammalian" buildings which would make way more sense to use by default. I find myself having to edit the savefile to give the CM the appropriate building type after they've spawned so they don't look strangely alien for no reason. Also playing UNE/CM default is no longer convenient for me without changing the building type but that's a minor inconvenience by comparison.
 
I'd like to request something that I was previously against. A loosening of trait and Civic restrictions but only for custom Empires.
One time I saw someone request being able to have budding on non-plantoids and I thought that's crazy because you can't cut up a mammal and get another mammal that's not how they work. However I did want something similar but in my opinion less ridiculous. I wanted an anthropod to have the Idyllic Bloom civic. I wanted to have insects that essentially pollinate planets like they would flowers. But that's restricted to plantoids. However I would agree that having randomly generated Empires have these things would would probably be immersion breaking to most players. Like the affirmation cut up a mammal get two mammals scenario. So I'd like to suggest having this ability but only if you custom create an empire, not ones created by the game on the fly.
 
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If it's not too late, I think having a blue (and even a purple) lava-type portrait would be great. My original "Theias Lost Children" always had a planet preference of arctic worlds. Anyway thanks again for a great dev diary.
 
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"Megastructure" bonuses currently do apply to all of the "Kilostructures" like Hyper Relays, Gateways, Orbital Rings, Habitats, and Orbitals.
With 5 Kilostructures in the game soon, it might be worth it as a QOL feature to separate the construction ship icons into your main Megastructures and these so they're not cluttering each other.
 
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Is there a reasonable situation in which you would actually not want a free mining station?
More importantly, why do you want to delete mining stations?!
You need to delete mining stations in order to build habitats and megastructures in their place.

It’d be the world’s most minor inconvenience, but one scenario is that you delete the mining station and there’s already a replacement by the time the construction ship gets there to build your habitat.

Kind of like this:

34eewo.jpg
 
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You need to delete mining stations in order to build habitats and megastructures in their place.

It’d be the world’s most minor inconvenience, but one scenario is that you delete the mining station and there’s already a replacement by the time the construction ship gets there to build your habitat.

Kind of like this:

34eewo.jpg

I'm quite sure this is no longer the case since some major patches. You should be able to order the construction of megastructure even with mining/research stations already in place and they get deleted at the completion.
 
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The price increase is totally fair and understandable. I think the amount of content and the change in scope totally justify this, and the increase isn't ridiculous, so it's totally fine with me.


Also.. is that last picture a hint towards a bird species pack? :3
 
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Wait, that room background is only available to primitives, did you cheat it?
1691404890542~2.png

Or is it finally being made available on custom empire creation due to popular demand?
Will we finally at long last gain vanilla access to the Greenpunk room and cityscape?
 
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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.

Well, some thoughts.


First, the ask for Role Play means: Can this Civic substitute for Xenophilia for the Xeno-Compatibility ascension perk?

And more wisetfully: in the future could there be flavor events for if the children are the 'citizen' phenotype or not?

As a Role Play civic, this has some delicious potential for hybrid species. Are the children citizens? Held as disgraced half-breeds? You could have some nice flavor text events and a modifier, or even build a situation behind how the empire deals with it, such as justifying ethic shifts depending on whether you embrace or oppose such unions. (Celebration / good things for the cross-citizen pops, or egalitarianism or xenophobic pressures for the non-citizen progeny).




For the strategizing-

This looks like a mostly xenophobe- role-play civic whose primary strategic benefit is in enabling faction unity and negative-amenity economies. The diplomatic effect could be potent. Collectively, this could support xenophobe-egalitarian builds by mitigating the usual issues.

The most significant mechanic here is the citizenship / residency front. This is what makes this a Xenophobe-themed ethic. As a rule, citizenship trumps residency due to having the same CG cost but citizens having more happiness and more faction unity. The only real advantage of residency is the amenity requirement reduction, but it's generally hard to build to exploit that. In current Stellaris, only Xenophobes are forced to use the residency status, so expanding the span of citizens is mitigating what is normally a weakness.

This is also more broadly a benefit for Egalitarian-Xenophobes. Egalitarian-Xenophobes have some jank in that there are some happiness benefits that only apply to citizens, including excess amenities, the Xenophobe culture-worker bonus, and the Egalitarian civic Idealistic Foundation, which is +10% happiness to citizens. Happiness bonuses are relevant not simply for stability, but for the sake of negative-amenity economies, where you let happiness buffs substitute for amenities, and just employ more pops beyond the point you'd normally choose to employ an entertainer. Now X-E empires can have a stronger early worker economy without hitting the point where happiness drives ethic divergence, which is very, very powerful for the same reason that unemploying an enforcer early on is powerful- every pop matters.

Further, the Egalitarian bonus to faction unity was heavily countered by Residency, as faction-unity scales with political power, and Residents have a -50% penalty. These bonuses were generally wasted on multi-species xenophobes, and while Incubators as a trait made mono-species empires far more viable due to combating habitaiblity-growth issues, it didn't address implications of conquest. That doesn't make this civic great- the implications for residency don't outweigh other civics instead- but it is a thing.

It's also apparently a Xenophobe-slaver civic. With citizen species getting +7.5% happiness normally, but also +2.5% if another phenotype is subjugated, this only reaches the max happiness if you have a token slave per planet. Xenophobes have typically struggled in the stability department, but with the Council position increasing citizen political power, this will be most relevant when citizens have high political power (social welfare/utopian abundance), which will have the net effect of stabilizing slave worlds better.



The real value is more early-game, though.

The origins this is more relevant to are Syncretic Evolution and Necrophage, the only empires with 2-species starts. Typically the Xenophobe-Egalitarian divide interfered with a Parliamentary opening with these civics, as your growth species was likely to be the resident, who wouldn't be able to provide as much unity or execute negative-amenity strategies as much. These all matter more early.

Further, the diplomacy value is RNG-dependent but potentially impactful. In the early game, positive opinion is more valuable than avoiding negative opinion. In the expansion phase AI generally won't attack if they can still expand, and you can always avoid rivalries by unarming your fleet. It's positive opinion which gets someone- anyone- to do things like secure independence- a free defensive pact- or agree to diplomatic agreements- including federations- or join a war as a co-belligerant, or just to allow good bilateral trades. If you're going to do any of these, it often doesn't matter 'who' you align with as long as SOMEONE is willing to, and +100 is 2/3rds of a maxed envoy will get your fewer candidates far closer to doing it.

The maximum utility of the diplo buff will be to facilitate bilateral trade deals for things like CG trading. These deals tend to be more profitable at higher levels, and having a few +100 partners early is a major jump in capability for early trading. You'll need to explore quickly for the contacts to do this, but if you can make the contacts, you have a massive leg up.

The value of this will be very unreliable- it may be nothing but a negative, or the positives may be too far away- but the flip side is that empires it does play well with will be very easy early partners.

You'll just have to be good at managing the early contacts and rivally management to play the diplo game well.
 
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I'm a fan of ascension path perks being moved to perk 3. I know the new agenda stuff is a big change too, but I always felt the power on offer was far too much for a second perk. Now they're in direct competition with other really powerful perks, like Arcology Project, and I think that can only be a good thing for balance and diversity.
 
This shocks me! I always thought that Stellaris tended a bit too much towards the Rubber Forehead aliens rather than the really weird stuff (although Aquatics and Toxoids are much better about this, especially Aquatics). I was hoping that future portraits would be more weird, not less.
Yeah, I would love to see portraits in the style of the Alien Suns mod.
I, frankly speaking, consider human-lithoids so-so in execution. Would prefer less 1:1 human features, some warping, some dorf inspiration perhaps. After all, they have 0 in common with earth-life.

What I find interesting is Necroid AP. Does that mean Zombification Ascension is on the slab? It better be!
Yeah... humanoid lithoids sounds like something coming from a sci-fi trash film. I think I would prefer more insectoid/arthropoid Lithoids (like the Tholians in the Star Trek franchise) over these "Theians".
 
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I like the concept of Selective Kinship. You should increase the civic effects though. Now you can get at most the same happiness boost you can get from Idealistic Foundation, while that civic has less conditions to gain its effects.

The conditional to consider is Xenophobe, which seems to be the implicit- though not required- ethic for this civic to be an upgrade. In which context they are complimentary, with Idealistic Foundation expanding the span of pops that can benefit from Idealistic Foundation.


If you want to increase overall happiness, you wouldn't want residency with its -10% in the first place. If you want to maximize citizen happiness, you'll take both, so that with these and a good living standard you have a good 27-40 happiness to employ pops with in the negative amenities.
 
I'm quite sure this is no longer the case since some major patches. You should be able to order the construction of megastructure even with mining/research stations already in place and they get deleted at the completion.
Huh, TIL.

I definitely haven’t been manually deleting stations this whole time. Nope, not me, not at all.
 
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