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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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Invasive Species shouldn't be locked to just Plantoids and Fungoids, please.

Also the Fruitful Partnership looks like a lot of investment for very little. Colony Ships are not, after all, that expensive.
 
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Nice pics, but I actually laughed my coffee through my nose when I saw the dark elves Terran Plantoids in there. The pics are fine, they're great, but they're SO, so fantasy.

This is D&D now, not that there's anything wrong with D&D, but seriously, why doesn't Paradox have a Fantasy based 4X game in the business yet? I'd also play the game, I'd buy it just like I've bought evey DLC for Stellaris. It really looks like that's what some of the artists want to make already. Through in some random map generators and you'll sell a million+ copies. Dragons, Orcs, undead armies...

Really, that game must already be in production, and we just haven't heard of it yet...
 
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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.
Or they could drop their seeds on a planet bordering the militant isolationist fallen empire. :D
 
I really like how human planetoids look.

Hmm. <thoughtful pondering>
I have a guess that Overtuned traits are neutral to Invasive Species trait, they aren't locked but don't count as negative for the buff either.

That's correct, they can be taken, but aren't considered "negative".

but seriously, why doesn't Paradox have a Fantasy based 4X game in the business yet?

There's Age of Wonders. Lots of overlap with things Stellaris players enjoy.
 
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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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For me it depends.

In a more sci-fi playthrough, I don't want space orcs or space dryads. In that game I would want vulcans, not space elves.

In a more fantasy playthrough, absolutely yes I want both of those, and space elves, and so on -- golem lithoids, dwarf crafters, necromancers, etc. are all great for that kind of game.


I play both, and more other kinds of game (e.g. total conversions), but those are separate games -- I don't want both at the same time.
 
If the Necroid stuff was an origin instead of an ascension perk, I would expect some machine-necron stuff.

I'd love a origin where you play as a fallen-fallen machine empire, that once was a big galaxy spanning empire but some cataclysm put every machine (including ships) in vaults for protection, sleeping for millennia. Now, just the vault of your starting planet awakened, and you can search for all the others vaults in the galaxy to recover power and knowledge. Some of these vaults maybe hid beneath colonized planets ! A perfect excuse to play with FE stuff without being the boring living blocker a FE is on normal games. Maybe within a Fallen Empire story pack (because they need some sort of rework/improvement too)...
 
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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 long as they don't seed a Fallen Empire's Holy World, it sounds fun!

Does it work with all space fauna, or only some species?
 
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I am excited by the prospect of Rangers not being a vestigial part of the civic (which you just always turn off) on larger planets with a quite a few blockers. And even more so, I love that it properly changes your economy and the way you play the game, potentially basing the basic resource economy on a few huge planets with tons of natural blockers beauty that you turn into an enormous sprawling natural preserve to work the Ranger super-jobs. I'm not super stoked that Rangers will still not be rewarding enough to work on 80% of planets (so they're still instant-close jobs), but I think I like the gameplay variety and potential for super planets more. I love it!

The only remaining pet peeve is that terraforming to a gaia world doesn't keep blockers. I understand that the other forms of terraforming are basically ecocide, but gaia terraforming seems to be intended to have a different flavor (especially since it's allowed by the environmentalist line of GC resolutions).
 
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I wish the actual elven portrait was revisited like the human one, made a bit prettier.

The vanilla elf portrait looks more Vulcan to me, which is fine because there are mod elf portraits which do the fantasy version very well.
 
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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
Can you also move NGraphics and NCamera to this new defines file as well? I don't think any of the values in these two groupings have any gameplay impact, and if they do then they should be moved anyways imo.
 
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