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Stellaris Dev Diary #320 - Astral Threads and Actions

Hello!

Gary from Abrakam Entertainment here.

Last week we talked about what Astral Rifts were, how they were formed, and what you could find in them. We also briefly mentioned something nebulous about a new resource called Astral Threads and what you can do with them. We call these, simply enough, Astral Actions.

Let's dig a little deeper.


Astral Threads​


Conceptually, Astral Thread is the material that binds the boundaries between dimensions. In areas where these boundaries are weakest, these filaments of existence unravel to the point at which they become tangible objects that can be harvested. This unique resource can be put to various uses should you possess the proper technologies and level of attunement to the Astral Planes.

You'll first be able to gather Astral Threads when you encounter an Astral Scar, which you'll remember from our last post are minor tears in space-time present at map-generation. As when discovering other rare resources such as Dark Matter or Rare Crystals, you'll be prompted to begin researching a new technology: Astral Harvesting.

Astral Harvesting technology

This means you can begin gathering this material before you ever set foot inside of a Rift. But what can you do with it?

Discovery Tab​


Discoveries tab

First, let's cover where you can find the Astral Actions.

We have taken this opportunity to create a new category on the sidebar: Discoveries. This category now contains all Relics and Astral Actions you have acquired. This means, of course, that Relics and Minor Artifact actions have been removed from the Society Management Category. With the addition of Astral Actions, more Relics, and a particular action that can manipulate Relics, this made practical sense to do.

Another extra feature we've added here is that you can now click Minor Artifacts or Astral Threads in the topbar dropdown to move immediately to this category - similar to how you can click the other resources to open the Galactic Market.

Astral Actions​


Astral Actions

Generally, these are various empire-wide effects that you can activate by spending Astral Threads. Some actions are repeatable on a cooldown, while others have a limited amount of uses. All actions generally have something to do with manipulating space-time or interacting with other dimensions.

When you first look here, you won't have many actions you can do at all. You'll need to attune yourself to the Planes in order to master their use. In other words, the more Astral Rifts you explore, the more actions you will unlock. After exploring 5 Astral Rifts, you will have unlocked all possible actions. Generally, the higher the attunement level required, the more powerful the action.

Thread Count​


Thread storage

Initially, you will start at an Astral Thread cap of 500. This seems quite low, but increasing this cap comes naturally with increasing your level of attunement. With each Rift explored, you'll bump the cap up by 250. There is also a special structure called the Astral Siphon you can unlock which can increase the cap even further.

Many actions will increase in cost as you use them, so you'll need to be sure to increase your cap if you intend on using these routinely.

Let's show a few examples.

Astral Splitting​


Astral Splitting

Astral Splitting will be one of the first actions available to you. Every 10 years, if you have the available space, you can utilize Astral Threads to tear at the space-time within your own borders and open a new Rift. Astral Rifts cannot open if one already exists in an adjacent system, so keep that in mind.

This is an example of an action that has both a limited number of uses, and an increasing cost. All 'limited use' actions are organized on the bottom row of the Astral Action tab.

This action is useful if you haven't gotten very lucky in your explorations and found as many natural Rifts as you'd hoped.

Dimensional Lock​


Dimensional Lock

Here we have an example of a more powerful action with unlimited uses.

The Dimensional Lock allows you, for the first time in Stellaris, to prevent movement across wormholes and other bypasses. This will last for 10 years, and only those with whom you have Open Border agreements can pass through. Have a vulnerable back door into the heart of your empire? This might be worth taking advantage of.

Note: This won't work on the Shroud Tunnel in the Shroudwalker enclave, or the main L-Gate in its cluster. It can only block links between two exact points in space, not nexus points. To be clear, it will still work on Shroud Tunnels created from beacons, and normal L-Gates.

Hyper Relay Insight​


There are a few actions that give bonuses to features from the Overlord expansion, specifically for Hyper Relays and Quantum Catapults.

Hyper Relay Insight


If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so.

Once researched, this action will become something entirely new: Flash Forging Hyper Relays

Flash Forge Hyper Relays​


Flash Forge Hyper Relay

This action is unique in that it is the only one that costs another resource in addition to Astral Threads. At double the normal Influence cost, you'll be able to instantly place a Hyper Relay anywhere you like. If you ever find yourself in a situation where building your space highway becomes a priority, this should help out considerably. Like Dimensional Locks, this action is infinitely repeatable with a cooldown.

What else can you do?​


We're only detailing a few of the actions available to you and saving the rest to be discovered. Some you may have guessed already by their icons, and some you may have not.

Next week, we'll talk about the new Origin and Civics we're introducing with Astral Planes.

Thanks for reading. See you then!
 
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Is that the unlocking order? Green being the base actions and then 5 steps of attunement mentioned, for 5 rifts explored.
Therefore summoning astral fleets is the last unlock alongside the strange neuron/star thing.

1698664578783~2.png
 
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Some cool stuff, good job.
Personally I think I will skip this one as I'm not really interested in the theme and its mechanics, but I'm curious to see which features will make their way into the accompanying patch.
 
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Astral Splitting​



Astral Splitting will be one of the first actions available to you. Every 10 years, if you have the available space, you can utilize Astral Threads to tear at the space-time within your own borders and open a new Rift. Astral Rifts cannot open if one already exists in an adjacent system, so keep that in mind.

This is an example of an action that has both a limited number of uses, and an increasing cost. All 'limited use' actions are organized on the bottom row of the Astral Action tab.

This action is useful if you haven't gotten very lucky in your explorations and found as many natural Rifts as you'd hoped.

I would like to nominate this in the 'more of this, please,' as a broader Stellaris design concept.

So many of Stellaris's exploration-benefits are undermined by the fact that they're spread across the map, but only truly benefit the space-owner. This is a constant advantage of the wide empires, and a weakness of the taller ones. This is true in digsits, unique worlds, anomaly deposits, and more.

Having way to procedurally generate functions to not miss things by virtue of being 'tall' is good. Good enough that Custodians may want to consider using that for things like the Precursor digisites that have annoying tendencies to go too far away / inaccessible regions.


Another interesting opportunity- if I guess correctly- the possible ability to create a wormhole at desire. (What looks to be the folding-plane action for 1000 threads). Being able to link to specific systems abroad for immediate adjacency has some interesting implications... though I think a key point is if you have to already control the far end to build a wormhole, or if you can create one into hostile terrain.

The later would be extremely interesting for distance-cost scalings. IIRC, wormholes count as directly-adjacent terrain. Being able to create a wormhole- even if only temporarily- could have implications for warmongers (cheapening influence costs to claim the heart of an empire far away), megacorps (ease of branch offices in more distant empires), raider-civics (not claims, but direct access to capitals for relic-looting), claiming unique wars, accessing leviathans far away, and so on.

I very, very much approve of this... if I am guessing correctly.
 
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Question:

Can the Astral Tears exploited only once or can it be exploited multiple times by the same empire or by the different empires? Are the astral actions unlocks determined by the number of tears exploited or by how many you control?

I could see there being lots of incentive to go to war over the rifts if they can be exploited multiple times and the control determines how many actions you have unlocked. Much less reason for wars if you need them only once and afterwards they just give passive Astral Mana income (assuming you have "enough" mana from other rifts).
 
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"Whoopsie, opened the l-gate to the grey tempest, let me close it from my side and make it someone else's problem"

[Screams of incomprehensible horror from the four corners of the galaxy repeat through every audible channel; every view-screen is footage of either catastrophe, or desperate attempts to escape catastrophe. The intergalactic news footage is all of refugee vessels, and of warships burning in space.

The head of the Ajacoba Empire's Security and Intelligence Service watches all this, extends a tentacle to the remote control, and turns off the view-screens...

"I'm.... sure it'll all be fine..."]
 
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I would like to nominate this in the 'more of this, please,' as a broader Stellaris design concept.

So many of Stellaris's exploration-benefits are undermined by the fact that they're spread across the map, but only truly benefit the space-owner. This is a constant advantage of the wide empires, and a weakness of the taller ones. This is true in digsits, unique worlds, anomaly deposits, and more.

Having way to procedurally generate functions to not miss things by virtue of being 'tall' is good. Good enough that Custodians may want to consider using that for things like the Precursor digisites that have annoying tendencies to go too far away / inaccessible regions.


Another interesting opportunity- if I guess correctly- the possible ability to create a wormhole at desire. (What looks to be the folding-plane action for 1000 threads). Being able to link to specific systems abroad for immediate adjacency has some interesting implications... though I think a key point is if you have to already control the far end to build a wormhole, or if you can create one into hostile terrain.

The later would be extremely interesting for distance-cost scalings. IIRC, wormholes count as directly-adjacent terrain. Being able to create a wormhole- even if only temporarily- could have implications for warmongers (cheapening influence costs to claim the heart of an empire far away), megacorps (ease of branch offices in more distant empires), raider-civics (not claims, but direct access to capitals for relic-looting), claiming unique wars, accessing leviathans far away, and so on.

I very, very much approve of this... if I am guessing correctly.
As someone who knows what spontaenous generation of wormholes does to this game, I want to object to this. Galaxy generation should stay at generation as much as possible, because every time something new is generated into an existing galaxy, the whole game stalls for seconds to minutes. Hell, the hyper relays alone are one of the biggest sources of mid-late game lag now. Bypasses (wormholes, L-gates, hyper relays etc) are absolutely terrible things that do not improve the gameplay experience. The new speed of travel is great in-game, but the game's performance suffers as a result, slowing down the game meaning that in Real Time, it takes the same amount of time for ships to travel before and after Hyper Relays. Sure in-game it goes faster, but it certainly doesn't feel that way sitting around for a couple hours as my fleets jump from one end of my empire to the next.

Spontaneous creation of new hyperlanes, wormholes, systems and the like would just add to this sufferage. I get the excitement of being able to stretch out without moving far, but the negatives are just not worth it. And there's little I suspect can be done in the way of easing this type of slow-down. Galaxy generation has always been crud after all and even when they went over and improved it, adding new galaxy shapes and such, galaxy generation did not speed up much. I for one am not keen on sacrificing game stability for new means of getting valuable "loot".
 
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[Screams of incomprehensible horror from the four corners of the galaxy repeat through every audible channel; every view-screen is footage of either catastrophe, or desperate attempts to escape catastrophe. The intergalactic news footage is all of refugee vessels, and of warships burning in space.

The head of the Ajacoba Empire's Security and Intelligence Service watches all this, extends a tentacle to the remote control, and turns off the view-screens...

"I'm.... sure it'll all be fine..."]
They will be fine - if they managed to unlock the astral action in time and dont run out of threads.
 
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Dimensional Lock​


The Dimensional Lock allows you, for the first time in Stellaris, to prevent movement across wormholes and other bypasses. This will last for 10 years, and only those with whom you have Open Border agreements can pass through. Have a vulnerable back door into the heart of your empire? This might be worth taking advantage of.

Note: This won't work on the Shroud Tunnel in the Shroudwalker enclave, or the main L-Gate in its cluster. It can only block links between two exact points in space, not nexus points. To be clear, it will still work on Shroud Tunnels created from beacons, and normal L-Gates.
Looks like the cooldown is the same as the duration, so as long as you can make 100 astral threads a year you can keep a bypass locked permanently...

I'm gonna seal myself in the Sealed System.
 
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Hell, the hyper relays alone are one of the biggest sources of mid-late game lag now. Bypasses (wormholes, L-gates, hyper relays etc) are absolutely terrible things that do not improve the gameplay experience.
I mean, hyper relays are kinda essential for rapid deployment throughout your empire

It absolutely improves my gameplay experience to be able to react quickly to war declarations or other threats
 
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one instantaneous relay every 30 months feels underwhelming. How about 5 per 60 months? that should be slightly more useful.

i mean, how is one relay going to help at all? I build relays in batches of 5~10, not 1~2.
 
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ALmost everyone wants internal politics for years why paradox is keep ignoring fans for years?
Because this is a different team and yes internal politics are popular, but they're NOT the only subject. Besides, leaders are a look at internal, they still need work, but Paradox is famous for continuing work.
 
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Does building Hyper Relays still completely screw you over during war by forcing fleets to move through the hyper relay to move to an adjacent system instead of using the normal hyperlane, even when that means moving into an enemy fleet you're trying to escape?

I've never built them after my initial very bad experiences with this.
 
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I am very fascinated by that quantum catapult looking action under and to the left of the hyper relay one. One of my biggest issues is that the quantum catapults are kind of an awkward megastructure because it's most effective during early to mid game before gateways and jump drives are available. By the time you get to it, there are so many different ways of moving and empires are at full size that it loses a lot of potential applications.
If we can get to it earlier, that opens up a lot of tactical possibilities especially for hit and run raids or attacking an empire that's far away without having to traverse through the early/mid game hostile space fauna and the like.
I'm also curious to see if it has any unique bonuses/interactions to slingshot to the stars. Though I assume much like the hyper relay that it changes into an action that gives that megastructure a boost, so it seems like it'll probably be a "pairs nicely for synergy" kind of advantage.

Also a huge fan of getting hyper relays in a more consistent manner. That tech is really heavily in the hands of RNG on whether or not you get it when you need it and it's a really useful tech to have.
 
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Dimensional Catapults with different ranges and different projectiles would be cool, for instance a DC that could fire a dimensional lock into different empires might be a fun thing to teach them how empires are actually run.

Astral thread holder boxes that were extra ordinally explosive could also cause fun in all directions, including time and rifts...
 
All these new interactions seem interesting but i sincerely hope that there will be some automatization or at least reminders possible otherwise it will become tedious and/or likely to be forgotten after the first few times in each game. There was this issue with edicts in the past and it’s coming back with relics and now astral threads.
Planetary Ascension and Minor Artifact actions also need notifiers, or other kinds of reminders.

Still lets you make 1 Relay every 30 months but it is the only way of building them xD
IIRC, I have seen Awakened Empires build them as well.
 
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