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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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U cant just pick a human form and put an rock looking texture on it, thats lazy and uncreative :(

I agree with this, but the devs specifically said that people were apparently asking for this kind of stuff. Not here in the forums, obviously, but I guess elsewhere in social media.
 
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Honestly the human-lithoids look like some kind of D&D race.

If it was easy to partition the galaxy species selection so fantasy races were included sometimes and "sci-fi" races were included for other times, then I'd be all for these new guys. They'd fit right into one of my space fantasy games.

Same deal with space orcs and space elves, really. Great for some games, but not for all games.
 
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I gotta agree that forcing "relatability" by making aliens look human is just absurd. I can understand a roughly humanoid body shape, but that doesn't mean that has to follow exact human proportions. What finally kills it is the rock hair. That just looks ridiculous.
 
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so synthetic dawn is not considered a species pack huh? that does explain ALOT of things
 
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so synthetic dawn is not considered a species pack huh? that does explain ALOT of things
No, it's classified as a Story Pack
1691780168128.png


You could argue that Synthetic Dawn might be a Species Pack if it was released today, as the scope of Species Packs have vastly expanded since Plantoids, although Synthetic Dawn also has the Machine Fallen Empire, the robot uprising mid-game crisis, and the voice packs

Machine Empires and species have also more differences compared to the "regular" races compared to say Humanoids, but as already said since the Species Packs have more meat nowadays, it more not be that important anymore

I'd love to see a dedicated "Gestal Empires" Custodian initiative one day, considering that ME and Hive Minds have stayed mostly the same since their initial release (with HM having only one really special civic, and ME having only Resource Consolidation as a unique origin)
 
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I think I have an idea about the new Tradition Tree. It needs to be something that won't step on the toes of future expansions, and has decent themes with human(oid) sci fi tropes. So I think it'll center around alien coexistence.

We have diplomacy and xeno compatibility, but not much of a bridge, and one trope present in Star Trek for example, is the sheer amount of civilizations that live and work together in the Federation. So I think it'll give bonuses to society/unity on worlds with more than one species, boost immigration/habitability on different worlds, and possibly boost existing diplomacy between allies further. Like increased effects on your pacts. A very strong tree for xenophiles basically, in contrast to the xenophobe/militarist features of pompous purists and clone army.

We'll see how wrong I am in a couple weeks.
 
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I'm disappointed about the change to ascension paths. This continues a trend of making things simpler and more predictable, and thus more boring. The random element of the tech draw used to make it so you would adapt to the circumstances, and often this would lead to trying new things that you otherwise wouldn't. Is the change meant to please players who just want to go the same ascension path every game and hate the idea of variety? I strongly doubt those represent the majority.

I think this especially hurts Psionic, which has already been dumbed down so much recently. It used to have a mysterious appeal because it was reliant on a rare technology to get into, but now there's multiple ways to get easy access to it. The origin, enclave and now just an instant "get psionic" button that you have every game. The mystery of the shroud has also been lessened because covenants have been systematized and made less dangerous.

Don't lose sight of the main appeal of Stellaris - discovery. The more straightforward its is to unlock a feature, the less replay value the game has because players will quickly get everything.
Too much randomness gets boring after some time. And few scripted events/gameplay mechanics won't ruin the game.
And discovery never was Stellaris's main appeal -- the roleplay, i.e. the act of creating your own empire and seeing it grow and conquer/unify the galaxy -- is its main appeal.
 
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"Machine Empires and species have also more differences compared to the "regular" races compared "
they dont, aside from the fact that they lack features other empires have access too
thats not a difference its feature cutting under the disguise of "flair"

as i have said time and time again machines need a complete structural overhaul and should play significantly more alien than any other empire type
 
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No, it's classified as a Story Pack
View attachment 1012148

You could argue that Synthetic Dawn might be a Species Pack if it was released today, as the scope of Species Packs have vastly expanded since Plantoids, although Synthetic Dawn also has the Machine Fallen Empire, the robot uprising mid-game crisis, and the voice packs

Machine Empires and species have also more differences compared to the "regular" races compared to say Humanoids, but as already said since the Species Packs have more meat nowadays, it more not be that important anymore

I'd love to see a dedicated "Gestal Empires" Custodian initiative one day, considering that ME and Hive Minds have stayed mostly the same since their initial release (with HM having only one really special civic, and ME having only Resource Consolidation as a unique origin)
Hive minds have gotten a lot of attention post release even if some of it has been because they are organic. Where as machines like you said have 1 origin. HM actually have at least 2 and are not as restricted in origins as machines. I'm not saying hive minds don't deserve more but I think its machine empires turn to get more content tbh.
 
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Hive minds have gotten a lot of attention post release even if some of it has been because they are organic. Where as machines like you said have 1 origin. HM actually have at least 2 and are not as restricted in origins as machines. I'm not saying hive minds don't deserve more but I think its machine empires turn to get more content tbh.
Machines do at least have four unique styles of play (normal/RS/DA/DE), which is more than hives used to (normal/DS) and even if you count Terravore as distinct from DS and even if you count Progenitor Hive as a "unique style of play"-level change (which, via vassals, is fair) they still only break even. But hives do have so many more options than machines origin-wise. Overtuned, Necrophage, Post-Apoc, Life-Seeded... and while Resource Consolidation is a fair alternative to Tree of Life in the early game, it doesn't scale as well as time goes on.

Besides, the majority of Gestalt civics are still really boring number tweaks. I suppose the same is true of normal civics, but in general that's not a problem for me because there are so _many_ civics to choose from. Gestalts don't have that luxury.
 
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But I think the issue with these models is that they're too humanoid, if that makes sense. It's almost like they're wearing super-hero collants. Hell, they have crystals for hair, it looks too goofy. Maybe their bodies should look less human-shaped, or maybe the crystals should grow anywhere else on the body (you can't go wrong with elbow crystals), maybe their face features could be holes in a rocky face etc
Elbow or shoulder crysrals would definitely help/be nice.
 
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Machines do at least have four unique styles of play (normal/RS/DA/DE), which is more than hives used to (normal/DS) and even if you count Terravore as distinct from DS and even if you count Progenitor Hive as a "unique style of play"-level change (which, via vassals, is fair) they still only break even. But hives do have so many more options than machines origin-wise. Overtuned, Necrophage, Post-Apoc, Life-Seeded... and while Resource Consolidation is a fair alternative to Tree of Life in the early game, it doesn't scale as well as time goes on.

Besides, the majority of Gestalt civics are still really boring number tweaks. I suppose the same is true of normal civics, but in general that's not a problem for me because there are so _many_ civics to choose from. Gestalts don't have that luxury.
I agree that Hives should have more unqiue civics, they both could use more interesting playstyle altering civics, but hives do have Cordyceptic Drones too as a unqiue playstyle/ civic, they also have one of the arguably best first contact civics too. The fact that robots didn't get scavenger civic is just a crime, unless they are planing a more interesting robot version ?

Honestly I mainly want more machine origins and robot traits, more then anything. Hives at least get access to most of the organic new traits.
 
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As already mentioned, this is a huge buff for psionic and robotics ascension path. As it stands cybernetics and bio feel really weak.

My main concern with this proposed update is that it takes away the usefulness of "Teacher of the Shroud" and 'Become the Crisis".
'Become the Crisis' can only be taken as the 3rd AP earliest will be pushed to the 4th AP. It feels really late.

Generally, pushing the AP for ascension to the 3rd pick earliest slows down the game as it effectively slows down snowballing effect. I feel the game is already long enough w/o trying to slow it down further.

Net net. I appreciate the new goodies added to lithoid and extras but I feel the change in mechanics detracts from the game more than improving upon it.
 
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Edit: sorry for multiple reposts, I was trying to be effusive in my praise and the filter hated it.



I think the real benefit of Selective Kinship is to Xenophobes; +10% happiness isn't that amazing, but being able to have a federation united by xenophobia is. Might be good to make this clearer to newer players somehow, but it already reached the point of making me want to do a run to look at the implications.



Void Hive is something I have wanted for a long time, and while it is nice civic, it is a bit of a let down. Possibly as an origin it might be able to be better?
In all honesty if the changes with Void Dweller go through and we end up with some sort of System colonisation system, then I think it might be better to do a Void Dweller DLC pack. Could have standard Void Dwellers, Void Hive, Nomads, Belters, and maybe other space related. A species pack (or something) about species that primarily colonise space rather than planets. If so could we please get one for an AI Juggernaut that described the destruction of it's creators 8)



The changes to Ascension Perks are good - I like the need to adaptive to the research you get, but I have also seen people in multiplayer get completely screwed by the RNG. I was very excited by the Progressive Growth Agenda that lets you unlock robots, and the Conquer Nature Agenda unlocking a Terraforming tech, and I think using Agendas like this makes a ton of sense for people who are unlucky. I'd love to see similar ideas applied to other Ascension Perks wherever possible as well; some of the 'weaker' Ascension Perks might be improved by helping unlock Agendas that unlock tech that people need, that are in the next tier but match the ascension, or that are otherwise gated. For example Enigmatic Engineering might unlock the next cloaking tech. This would help keep the relationship between tech and ascension perks, albeit by reversing it. This could also involve reuse; possibly Mastery of Nature should unlock Conquer Nature (as well as Adaptability)



I also really love the idea of a species deciding they want to do synthetic ascension, and then riding the Ascension perk up the whole synthetic tree. That shows that picking an Ascension Perk is a species wide drive that might take a century and not just "Huh, guess we could do this..."
 
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"Machine Empires and species have also more differences compared to the "regular" races compared "
they dont, aside from the fact that they lack features other empires have access too
thats not a difference its feature cutting under the disguise of "flair"

as i have said time and time again machines need a complete structural overhaul and should play significantly more alien than any other empire type
As I said already, the scopes of Species Packs having greatly increased since their release does mean that what Synthetic Dawn (and Utopia with the Hive Minds) had to offer is less relevant. But it's still there!

And I agree, a Gestalt Consciousness rework would be neat, it would be very interesting to see how they would be done with a few more years of experience. I can get behind that

Hive minds have gotten a lot of attention post release even if some of it has been because they are organic. Where as machines like you said have 1 origin. HM actually have at least 2 and are not as restricted in origins as machines. I'm not saying hive minds don't deserve more but I think its machine empires turn to get more content tbh.
It is true, I may have been a bit unfair, Hive Minds have gotten a decent amount of content. I'm just in general a sucker for Hive Minds, so I'll always want more for them :p

I would definitely like lore content for Machine Empires too (in fact my last playthrough was a Machine Empire, and their age starts to show), they haven't changed a lot since their initial release, I just think that it could possibly be tackled with the Hive Minds in a sort of general Gestalt Consciousness initiative. Maybe even with a third type of Gestalt? We have biological and metallic, there is room for a Shroud-themed one, maybe!
 
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I think the real benefit of Selective Kinship is to Xenophobes; +10% happiness isn't that amazing, but being able to have a federation united by xenophobia is. Might be good to make this clearer to newer players somehow, but it already reached the point of making me want to do a run to look at the implications.

I didn't think of this at all! Great observation and maybe the AI will see this benefit too, I sure hope so anyway.
 
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The changes to Ascension Perks are good - I like the need to adaptive to the research you get, but I have also seen people in multiplayer get completely screwed by the RNG.
I think this is at the core of the problem - Stellaris is completely incompatible with the idea of competitive multiplayer, and by catering to the extremely few people who play it like that, the game is made worse for everyone else. If you can freely get the ascension path you want and all of them become available at the same time, there will quickly be a meta where one path is just better and people will take it every time. It's a terrible change that only benefits a tiny, loud minority of players who have played the game to death and don't care about discovery or variety because they've already seen everything, and who just want to progress according to their flowchart as smoothly as possible.
 
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