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Stellaris Dev Diary #309 - OK, Bloomer

Hi everyone, long thyme no see.

This week we’re continuing our exploration of the improvements the Custodian Team is making to Species Packs in the upcoming Stellaris 3.9 ‘Caelum’ Update, as well as some of the other stuff we’ve been up to.

Too much reading for a Thursday? Watch the video Dev Diary instead!

First up are some improvements to the Environmentalists civic.

Environmentalists​

Although the initial version of the Ranger Lodge and the Ranger jobs for the Environment civic were good, we felt that they could be improved upon.

Changes this civic has seen are:

  • The number of Ranger jobs provided by the Lodge now scales with the number of Natural Blockers on the planet.
  • Environmentalist empires can now choose to expand their Nature Preserves, increasing the number of Blockers (and thus Ranger jobs) on the planet.

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You should give the Nature Preserves as mushroom as possible.

  • In addition to producing Unity for Environmentalists, each Natural Blocker on the planet (with the exception of Nature Preserves), now gives Ranger jobs a small amount of production of basic resources

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Invasive Species Trait​

Gardeners everywhere know the threat of invasive species.

Now you too can have a Plantoid or Fungoid species that grows like weeds.

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The root of the problem.

Invasive species get +5% habitability and + 5% pop growth speed for each negative trait they possess, and can only select negative or botanical traits.

Will you use them to propagate yourselves across the galaxy, or make that xenophile regret signing that migration pact?

Or perhaps they can hitch a ride to nearby planets using the…

Fruitful Partnership Origin​

Many plants spread their seeds far and wide through animal dispersal.

Plantoid and Fungoid civilizations now have that option as well.

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This origin is so wholesome it’s a little sappy.

Empires with the Fruitful Partnership origin will begin the game in contact with the Tiyanki, and Starseed Gardens already built on their home Orchard Station.

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Space fauna that visit the system are lured to the station, where they partake in the provided fruits, and carry your seed pods with them as they travel the galaxy.

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Where are they going to take them…?

When passing near a habitable world, the seed pods can find a home…

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…All clover the galaxy!


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And by completing a special project, new life can bloom - wherever it is they brought the seeds.

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It was mint to be.


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Having your seeds carried away by space fauna can allow colonization of planets far from your home system, but you can also be a little more direct about seeding an enemy planet.

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Dropping some sick beets.

While these seed blockers are primarily just a nuisance to your opponent, if you end up taking the planet and clearing them yourself, you’ll be able to turn them into pops, similar to how Lithoid blockers work.

Human Plantoids​

The Lithoid Theians from last week came from a close encounter with Earth eons ago, our new Plantoids actually start on Earth and explore the possibility of “what if humans were plants”. Naturally, empires that branched out from Earth like the Commonwealth of Man will share your leafy heritage. (Their reputation pre-seeds them.)

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Say aloe to my little friend.

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Now, on to some other things coming in 3.9, and no more terrible plant jokes.

Enclave Leaders​

During the development of Galactic Paragons and First Contact, we wanted to revisit some of the older interactions with the various Enclaves scattered around the Galaxy, but never found the time, namely:
  • Hiring a Scientist from the Curators
  • Hiring a Governor from the Trader Enclaves
  • Hiring a Teacher from the Shroudwalkers
  • Hiring a Salvage Overseer from the Salvagers

As the development of the 3.8 hotfix patches wound down, we were able to get some additional code support for Empire Councilors and got to work.

Coming in the 3.9 update, each of these decisions will grant recruitment of a Level 5 Scientist or Governor, each with their own unique trait (and for owners of Galactic Paragons, a unique Council Position that only they can be appointed to).

This leader recruitment replaces the existing Shroudwalker Teacher planetary modifier and Salvage Overseer empire modifier and improves upon the leaders recruited from the Curators and Trader Enclaves.

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The Governors from the other Trader Enclaves provide bonuses to Rare Crystals or Volatile Motes instead.


However, just because you’ve recruited these Renowned Leaders from Enclaves, don’t expect them to sit by idly if you attack their former home.

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UI Modding Change​


The main change that we want to highlight here is:
  • NInterface has been moved from commom/defines/00_defines.txt to unchecked_defines/interface.txt. This means that any mods that alter defines listed under NInterface will no longer block achievements or Ironman.

Interim Leader XP Updates​

As mentioned in Dev Diary #307, we were looking at some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.

Rather than a linear progression that abruptly hits -100% XP, we’ve replaced the current XP scaling for leaders with a formula that follows a curve.

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XP curves for being over capacity (at the base of 6 leaders)

Next Week​

Humanoids and Necroids will be next week’s primary topic. Alfray will give an update on how Habitats have been going, and what’s this I hear about an Open Beta?

See you then!

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The rest should be clear next week.

Sorry about all of the puns in this one.
 
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I don't know... the Fruitful Partnership origin kinda seems clunky and there just for the sake of being there...

The bombardment stance seems like it will either be not worth it or abused. The colonization seems too random for such an important feature... Also, what if I'm a different empire and I colonize the planet with the seeds, am I just stuck with an annoying pointless "dormant seeds" buff forever?
 
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More seriously, it looks like at 4 leaders above, you're at a nearly 50% xp loss rate, and 10 above you're around 20% of normal XP gain. I'll be interested in seeing how it interacts with the XP modifiers in practice, but yeah- a significant loosening of the xp gate.
I suspect the graph can be generalized to 67% above the limit = 50% loss and 167% above = 80% loss.
 
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This is good stuff! I'd like to see an infestation mechanic where plantoid spores can infest an enemy empire and slowly eat away at their resources. Like true weeds!
 
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What’s the maximum number of council positions available for a given empire? And can they be swapped in and out?
6, through your Ruler, head of research/defense, and the 3 civic positions. So if you swap civics, you can swap through those 3 positions I think.
 
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remember when stellaris had to make a humanoid species pack because people had not enough of humanoid species? well, i had enough of them even before that pack.... more limbs please. fewer eyes please and more, less symmetry please. more alien aliens. Less star trek. thx.

but to the Dev diary itself. i like everything in it!
bring be utterly alien stuff I want stuff so insane I do not even know what it is.
6, through your Ruler, head of research/defense, and the 3 civic positions. So if you swap civics, you can swap through those 3 positions I think.
I need more way more.

Does anyone know what the crisis teams is cooking up, I want internal politics so I can influence it and balkanise a galaxy.
 

UI Modding Change​


The main change that we want to highlight here is:
  • NInterface has been moved from commom/defines/00_defines.txt to unchecked_defines/interface.txt. This means that any mods that alter defines listed under NInterface will no longer block achievements or Ironman.

I don't understand modding but I do like achievements. What sort of mods could I now run without ruining my chance at the cheevs?
 
So, now we have lava-humans and plant-humans.

Could these portraits be used for Transgenic traits instead of for separate species?

I love the idea of starting out as human and then becoming ... more.
I hope don't because I like of the idea that we now have Space Dryads in Stellaris. But I really, really hope that ugly "LIthomanoid" portrait will get cancelled or even better, updated to look more like this:

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Cool change's. But I don't think it will ever make me wanna play Environmentalists. 2 less Generators districts for 1 more energy from rangers. I can't get my head around it if it can be good.

Also the UI change for it not influencing achievements anymore. A Godsent. I bow to you.
 
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Youhou, I can do my space Sylvari I was thinking of. Nice portrait, love the birds!

And Rangers being boosted...

And a nice origin...

Yeah, I love this dev diary. So hyped!
 
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How does Fruitful Partnership interact with Cordyceptic Drones? Do the seed-spreading space fauna need to be independent, or can we go full ant-controlling fungus with them?

Also, I'm definitely also considering using it with one of the restricted FTL civics because that seems both synergistic and thematically entertaining at the same time.
 
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The new ranger might actually make me use the rural world designation for the first time :eek:

If you find a planet with enough natural blockers (probably at least 10 locked districts -> 5 base resources), it might just about be worth it to spam rangers there.
 
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Can you finally pacify amoebas as gestalts? At least with the fruit origin?
You should already be able to do that! Pick the Empath Civic!

The colonization seems too random for such an important feature... Also, what if I'm a different empire and I colonize the planet with the seeds, am I just stuck with an annoying pointless "dormant seeds" buff forever?
It's intentionally a bit random. I wouldn't recommend basing your entire colonization strategy on the whims of spaceborne fauna, but... noticing that a Tyanki entered a wormhole, depositing your seed pod on a planet on the other edge of the galaxy you didn't even know existed?
That's a fun stroke of luck.

As for colonization, seeds will give you interesting opportunities if another empire colonizes a planet with a seed.
You'll see.
 
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For the Fruitful Partnership Origin, you start out with Amoebas pacified, right? Otherwise, I'm thinking of the possibility of attracting hostile fauna to your home and blockading you early game.
 
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