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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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Pretty sure the Unbidden at least ignore Gateway ownership. Unless they used their jump drives every time they seemingly invaded through my Gateways.
I've never seen an AI use Jump Drives. My guess is it's a bug, because while I haven't fought the Unbidden in a very long time (choosing the Contingency at game start), I wouldn't expect that they'd randomly be the exception to a rule I know exists. When fighting both the Prethoryn and the Contingency (obviously not at the same time...yet) I've had them destroy a starbase controlling a gateway into my systems, start pouring their fleets in, then when I successfully retake that system, they're back to sending one or two fleets in the slow way.

Might be worth raising that as a bug and seeing what people at least come back to you with
 
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This all looks great!

I’m also seeing another split among the players here on the forums: those who read and enjoy the narrative elements of the game and those who see anomalies/archaeology sites/these new rifts as “a bunch of modifiers”. I’m glad they’re still putting effort into the writing/narrative expansions like this.
But a lot of writings have no sense. If you are a hardcore sci-fi fan, it is just pain to read, frankly speaking.

That's why I am no that enthusiastic about so called "narrative additions", because they are bad.

:)
 
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If you are a hardcore sci-fi fan, it is just pain to read, frankly speaking.
I presume "hardcore sci-fi fans" here means "people who hate the same things as Enero hates" rather than anything precise.

I'll merely point out that it is perfectly possible to appreciate the works of each of Arthur C. Clarke, Robert A. Heinlein, Lois McMaster Bujold, Hideaki Anno, James H. Schmitz, H. G. Wells, Jim Ward, Eric Frank Russell, Gene Roddenberry, Anne McCaffrey, Paul Reiche III, Iain M. Banks, the Stellaris development team, Jules Verne, Terry Nation, Go Nagai, Ardath Mayhar, Rick Priestley, Michael Moorcock, George Lucas, Andre Norton, J. M. Straczynski, Roger Zelazny, Iain M. Banks, Peter Watts, Masamune Shirow, and Pat Mills on their own respective merits.

(I'd put China Miéville, C. J. Cherryh, Peter Hamilton, and Stanisław Lem on the list if I'd consumed any of their works; I wanted to keep it down to creators whose content I'd actually read/watched.)
 
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I presume "hardcore sci-fi fans" here means "people who hate the same things as Enero hates" rather than anything precise.

I'll merely point out that it is perfectly possible to appreciate the works of each of Arthur C. Clarke, Robert A. Heinlein, Lois McMaster Bujold, Hideaki Anno, James H. Schmitz, H. G. Wells, Jim Ward, Eric Frank Russell, Gene Roddenberry, Anne McCaffrey, Paul Reiche III, Iain M. Banks, the Stellaris development team, Jules Verne, Terry Nation, Go Nagai, Ardath Mayhar, Rick Priestley, Michael Moorcock, George Lucas, Andre Norton, J. M. Straczynski, Roger Zelazny, Iain M. Banks, Peter Watts, Masamune Shirow, and Pat Mills on their own respective merits.

(I'd put China Miéville, C. J. Cherryh, Peter Hamilton, and Stanisław Lem on the list if I'd consumed any of their works; I wanted to keep it down to creators whose content I'd actually read/watched.)
I mean that frequently we encounter things that by themselves are enough to be a core world-building feature of a sci-fi universe. Imagine all sci-fi tropes being mixed and served to the table, that would not be a very delicate treat.
 
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I mean that frequently we encounter things that by themselves are enough to be the core world-building feature of a sci-fi universe. Imagine all sci-fi tropes being mixed and served to the table, that would not be a very delicate treat.

Are you only realising now that that is exactly what stellaris is? A love letter to a vast array of science fiction works all in one role playing strategy game? The game is packed full of mechanics and flavour inspired by popular (and less well known) works of sci fi and it's certainly quite a treat.

I would say the only place it falls down slightly is the mixing of soft and hard SF tropes when it comes to megastructures. But that's more of a question of balance for gameplay, and anyone wanting to go heavier down that route can always mod the game.
 
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I mean that frequently we encounter things that by themselves are enough to be a core world-building feature of a sci-fi universe. Imagine all sci-fi tropes being mixed and served to the table, that would not be a very delicate treat.
yet that's basically what stellaris is
 
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Imagine the nerve of trying to convince Paradox that Stellaris should not exist lol
I have never told anyone here to go play another game as it would sound so rude, and I'm no fanboy, but honestly that is a golden, very goodwilled advice for this situation.
 
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I've never seen an AI use Jump Drives. My guess is it's a bug, because while I haven't fought the Unbidden in a very long time (choosing the Contingency at game start), I wouldn't expect that they'd randomly be the exception to a rule I know exists. When fighting both the Prethoryn and the Contingency (obviously not at the same time...yet) I've had them destroy a starbase controlling a gateway into my systems, start pouring their fleets in, then when I successfully retake that system, they're back to sending one or two fleets in the slow way.

Might be worth raising that as a bug and seeing what people at least come back to you with

The Unbidden has been using their jump drives for years. It's one of the reasons they are much more dangerous than the other two crises. They also don't get the debuff from jumping.
 
I mean that frequently we encounter things that by themselves are enough to be a core world-building feature of a sci-fi universe. Imagine all sci-fi tropes being mixed and served to the table, that would not be a very delicate treat.
I think you’re playing the wrong kind of game if you want a sci-fi narrative the focuses on only one or two key concepts. Paradox games are narrative generating machines that give you the tools to take them in whatever direction you want.
 
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The Unbidden has been using their jump drives for years. It's one of the reasons they are much more dangerous than the other two crises. They also don't get the debuff from jumping.
If you're sure that Unbidden DO use their Jump Drives now (not sure why normal AI don't in that case, but oh well), then that'll be what's getting them into your systems, because enemies CANNOT use gateways that are *controlled* by someone they're at war with
 
If you're sure that Unbidden DO use their Jump Drives now (not sure why normal AI don't in that case, but oh well), then that'll be what's getting them into your systems, because enemies CANNOT use gateways that are *controlled* by someone they're at war with
I mean, what are the odds that the ai gets jump drive tech AND puts it on all blueprints? If they have a single ship without it in a fleet they can't use them at all

Often enough you have to manually equip jump drives to be used in your blueprints because the game seemingly doesn't recognise them as an upgrade to regular drives
 
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I think you’re playing the wrong kind of game if you want a sci-fi narrative the focuses on only one or two key concepts. Paradox games are narrative generating machines that give you the tools to take them in whatever direction you want.
I have to remove lots of things to make the game more consistent and less abusable
 
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Touched on this in the last thread, but this question comes up a lot so it bears repeating:

You can only explore Rifts within your borders. Doing so is a very delicate operation, and you need complete influence over the area to initiate it undisturbed.

Once you are exploring though, your Scientist is locked in to the adventure until it is over (as opposed to Dig Sites). Your science ship is linked to the other dimension and will be unable to be interfered with until it is over, even if you lose control of the system during exploration. It also means that no one else can enter the same Rift once anyone begins exploration of one.

If a scientist explores a rift and returns into a warzone, what is likely to happen? Will there potentially be challenges in the warzone caused by the Rift, such as encountering strange creatures or unexpected events making battles less predicatable? Also, what about the chance that the scientist might face dangers like being killed or going missing in action when they return? Can the scientist gain new research options or unique abilities only to return into the middle of a big fight? Is there any reason to defend a rift? Will the decisions taken in the rift have any impact on the war?
 
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Touched on this in the last thread, but this question comes up a lot so it bears repeating:

You can only explore Rifts within your borders. Doing so is a very delicate operation, and you need complete influence over the area to initiate it undisturbed.

Once you are exploring though, your Scientist is locked in to the adventure until it is over (as opposed to Dig Sites). Your science ship is linked to the other dimension and will be unable to be interfered with until it is over, even if you lose control of the system during exploration. It also means that no one else can enter the same Rift once anyone begins exploration of one.

It might sound like I'm asking many questions, but I'm curious if there's lore that tells us what happens to a rift once you go through it. Why can't another craft go through it? And what stops the enemy's attacks from reaching the equipment on our side of the rift? Does the rift change in size or appearance at all etc.
 
It might sound like I'm asking many questions, but I'm curious if there's lore that tells us what happens to a rift once you go through it. Why can't another craft go through it? And what stops the enemy's attacks from reaching the equipment on our side of the rift? Does the rift change in size or appearance at all etc.
Something something quantum spatiotemporal subspace polarity fluctuations something something.
 
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In times of war, I think we should be able to stretch the tight rift hole a bit so we can teabag 2 balls in there instead of 1, and have the scientists swordfight; or maybe a knowledge contest to see who packs the most.

Whoever loses will have their ball removed or cable cut-off.
 
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