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Stellaris Dev Diary #321 - Origins and Civics

Hello again,

Gary from Abrakam Entertainment here to talk some more about the upcoming expansion, Astral Planes. If you haven't yet, you might want to read the first two posts: Rifts and Scars, and Astral Actions.

Astral Planes will release on November 16th for US$/€19.99!


Astral Planes includes:
  • Core Mechanics
    • Astral Scars
    • New Site Type: Astral Rift
    • New Resource: Astral Thread
    • Astral Harvesting - Technology to harvest Astral Threads
    • Rift Sphere - Technology to explore Astral Rifts Rifts
    • "Rift in Space" Situation - Unlocks Rift Sphere tech.
    • Random Stage 2 Rift Situation Events
  • 30+ Rift Sites - Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards.
  • New Relics - Astral Planes features new Relics, from the Infinity Root to The Continuum, featuring 8 new Relics in total.
  • Astral Actions
    • 10 New Astral Actions
    • 4 Additional Astral Actions (requires Overlord)
  • The Formless
  • Riftworld Origin - start with an active Astral Rift in your home system
  • 4 New Civics
    • Hyperspace Speciality
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • New Sounds, Music and Visual Effects
    • 3 New Music Tracks from Andreas Waldetoft
    • 70+ New Event Pictures
    • 80+ New Sound Effects
* Some content may require DLC sold separately

So far, we've covered a lot of the basic mechanics of the new content, and now we'll wrap everything up by covering the new Origin and Civics that we've developed - as well as any other loose ends we can think of.

New Origin - Riftworld​


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Riftworld is what we consider our 'launchpad' Origin for this expansion. If you want to get right into what Astral Planes is all about, this is where you might want to start.

Riftworld is the only way that a full-blown Astral Rift will appear at map generation. As you may remember, all other Rifts are formed from Astral Scars that open over time throughout the course of the game. In the Riftworld, you have had one looming over your home planet as long as your society can remember.

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Why is it there, and what significance does it have? You'll have accelerated access to Astral Rift technology with this Origin, so you'll be able to find out.

Being so closely connected to worlds beyond the Rifts, you'll also possess some general attunement to the planes and enjoy several bonuses that make exploring them both more likely, and less dangerous.

Hyperspace Specialty Civic​


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Debug tooltips intentionally left on so you can read the Council position descriptions.

Hyperspace Specialty encompasses one of the core themes of the Astral Planes: the manipulation of time and space.

Gotta go fast? This might be for you. This civic will set you on the fast track for Hyperlane research, provides some extra sublight speed, and boosts your Physics research. Physics research is another recurring theme in the Astral Planes - observing many of the phenomena inside of the Rifts will give new insights to your scientists.

You'll also have a boost to planet sensor range, which will start you with some greater understanding of your initial surroundings.

Dimensional Worship Civic​


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There is a spiritual aspect to the Astral Planes that can be ignored, but not if you choose this Civic.

At each place you discover a weakness in the boundaries between dimensions, you have the opportunity to build a shrine to other worlds. You'll also get a bonus to Astral Rifts appearing (which stacks with the Riftworld Origin),

One area we enjoyed in developing this new content was getting the chance to explore the new design space introduced by the systems in Galactic Paragons, which in this case can gear your priests to have an additional affinity toward Physics research.

Dark Consortium Civic​


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Dark Matter is a material which makes up 'the nothing' throughout various dimensions, and we thought it interesting to include an option to play as a society which is deeply attuned to its utilization.

The Dark Consortium is a type of Civic that cannot be added or removed* after the game starts, as it adds some significant changes to your society. Not only do you begin with a Dark Matter deposit in your home system, you already have the capability to harvest it.

*Edit for clarification: Dark Consortium is a bit unique here. If you start with the Dark Consortium Civic, it can never removed. However, you can add it once you research Dark Matter Drawing, but once you use its Council Agenda to obtain Dark Matter technologies, it can then never be removed. Sorry about any confusion there.

Rather than this Dark Matter being something extra you can sell on the Galactic Market, we wanted to introduce some new uses for it.

First, you'll have access to a set of new Edicts which have Dark Matter as a cost.

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Dark Matter Forging and Dark Matter Unravelling are global production benefits which will increase your monthly Alloy and Energy generation, respectively. Baryonic Insight is yet another way to boost your monthly Physics research. Investing in Shadow Matrix provides advantages in Encryption, Codebreaking, and Infiltration Levels.

Toward the late-game, you'll also have the opportunity to activate a Council Agenda which will unlock one of the Dark Matter technologies at random, a privilege previously only available if you were able to 'borrow' it from one of the Fallen Empires.

Its Council position provides a way for you to generate even more Dark Matter, without having to find new sources of harvest.

Sovereign Guardianship Civic​


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Another Civic which cannot be added or removed, the Sovereign Guardianship may seem a bit out of left-field in the Astral Planes. It is very much the opposite of what you generally want to do regarding exploring the universe and other dimensions. This is for those who prefer to develop a 'tall' build, which should be clear by the heavy penalties introduced by expanding too much.

Those penalties are offset by some juicy defensive bonuses, including a new Starbase Module called the Reloading Bay which improves the efficiency of Starbase weaponry. You'll also be given access to a unique Edict which can convert your potentially languishing Influence into Unity.

We thought it important to provide as many playstyle options as possible with Astral Planes, even if it isn't necessarily themed to the new content. Feel free to turtle up, if you wish.

Pre-Scripted Empires and new species Portrait​


Rounding out some of the extra content we've included in Astral Planes, we have two new pre-scripted Empires. Feel free to totally ignore these if you prefer to always make your own species, but you might be interested in a quick start into the new content. For that, we recommend:

The Certeran Covenant (New Portrait)​


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When a Certeran dies, it is believed that their essence feeds back through a gateway into the astral planes. In this way, they are assured of a life after death, though what form that may take remains a mystery. A strict moral code is enforced to keep the population aligned in this belief; no pious Certeran wants to wander eternity alone.

The bravest of their explorers now search for rifts in space and time, driven to answer their society's most important question: Where do you go when you die?

Here we have a brand new Humanoid species portrait for you. This portrait will be available for use in any species you create, not just the Certerans.

The Certeran Empire represents the ultimate 'jump start' into the Astral Planes. Their boosts to physics research will make it much easier to obtain requisite technologies for exploring Rifts, and Dimensional Worship will allow you to gain Unity while you do it. Notably, their Ascensionist Civic (previously from Utopia) will become available to anyone who owns Astral Planes as well.

Guardianship of Nyrr​


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The typical Nyrrian lifecycle lasts nearly two hundred years. Incubating for decades in sanctuaries below the burning sands of their home planet, only one in a hundred eggs will hatch, and only one in a thousand hatchlings will crawl their way to safety.

Upon coming of age, all Nyrrians swear a blood oath to protect their sanctuaries with their lives. To witness the death of another Nyrrian from unnatural causes is the greatest shame imaginable; the values of preservation and vigilance are etched into every facet of Nyrrian culture.

To breach the walls of any city on Nyrra is nigh impossible, and none alive can remember when the last brick fell. The most stalwart defenders now carry this ethos to the stars.


Here we are showcasing the new Sovereign Guardianship Civic in metaphorical turtle form. This will be a good way for you to test out this Civic without having to think too hard about exactly how you'd like to customize it. Pre-scripted empires are really one of the best tools for both casual play and roleplay, and we wanted to make sure we included a couple of those for this new content.

What is the story of the Astral Planes?​


Well, first of all, yes there is an overarching story… but we don't want to reveal too much.

Of course, the Riftworld Origin has its own narrative to weave. Beyond that, regardless of your Origin, there is something else going on. Maybe you'll encounter it, and maybe you won't. If you continue to explore beyond the Rifts, it's sure to find you sooner or later. It will be your choice on how to handle what you find.

Conclusion​


Thank you for reading this far, and we're really looking forward to letting everyone experience what we've done with this expansion. We've poured an incredible amount of effort into its development, and Paradox has been with us every step of the way in making sure it meets the standards you expect from the game. We don't think you'll be disappointed.

Hope to see you there - in the Astral Planes.

Next Week​

Eladrin taking the mic.

We're going to have another dev diary tomorrow a little later than normal, providing expanded details on some of the Custodian changes in the 3.10.0 "Pyxis" update. (Leader Consolidation, Council Legitimacy, the Additional Content Browser, the Tabbed Outliner, and Event Chain Subtitles.)

 
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Man, I hope they touch on GD to be interesting. It has so much potential and just stubs its toe on the the doorstep with three events and a digsite. The end reward is nice, but I feel like there should be a bit more to it!

100%. Whenever I’ve played GD I’ve hoped to have an empire that has pockets throughout the galaxy early in the game. But half the time when I’ve finally unlocked the gateway it leads to only one location in someone else’s territory.
 
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100%. Whenever I’ve played GD I’ve hoped to have an empire that has pockets throughout the galaxy early in the game. But half the time when I’ve finally unlocked the gateway it leads to only one location in someone else’s territory.
Funnily enough, my first win ever was with a galactic doorstep hivemind bent on making the entire galaxy one. The idea was a gateway in every system and bio ascend to assimilate every organic.

Though the newly introduced ability to declare other empires a crisis with the galactic community had far more to do with that win.
 
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Should this require Militarist? The Militarist ethic generally lends itself towards expansionist, offensive warfare, whereas this ironically lends itself more towards a Pacifist playstyle – fighting defensive wars only.
I feel like it's aggressive territorialism, which maybe could justify militarist. Also if it wasn't you could pair it with inward perfection, which could fit thematically but I think might be a bit too much...

Also, I'm surprised I haven't seen anyone talking about that council position. It does so many things! Too many things?!
 
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On the shoulders of giants is middle class cousin of Galactic Doorstep. They're kind of the go between since Riftworld and GR aren't on speaking terms at the moment
Shoulders of giants is surprisingly good I've heard, and with the recent change to digsites making completed ones give relic deposits might be even better now.
 
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How do the rifts work in regards to the new relics? Do certain rifts contain specific relics that require specific choices? Is it a case of each relic only having a single rift it can be found in or can they be found in a handful of rifts based on choices?
 
I think Sovereign Guardianship is too similar to Inward Perfection.
They're completely different, one intentionally wants to be left alone because they hate aliens and conflict, the other is a bunch of tribes that can't really expand because then the groups would just start fighting over who gets what again

On that note, it may be silly to combine it with despoilers and just be an annoying little empire with mercenaries and regular raids on neighbours

After all it's easier to just raid a planet and book it back to safety than actually fight and win a war

If that's actually possible it would be the perfect marauder build
 
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If I understand this correctly, every Civic variant for Gestalt Consciousnesses is strictly worse than their bio equivalents? The Sovereign Guardianship variants look really, really bad for that in particular, because it looks like the majority of the defensive power of the civic comes from that council position, which GCs don't get. Guardian Matrix looks particularly bad for this, because Machine Intelligence's already have increased Empire Size from planets. Is there any reason for this?
 
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It's nice to see the devs trying to throw a bone to tall players, but for reasons already pointed out, I think this new civic will do very little for it.
I also think that "turtling and only playing defensively" is not necessarily what interests people most about tall, so I doubt this will see much use.
I can see a use for it, which is that I sometimes like to build an empire that is alone in a galaxy of allied xenocidals (either all machine exterminators, or all same-species purifiers). This is an extremely difficult start even on relatively modest difficulty settings, but it's fun to try and optimize for defense just for a change of pace.

With that said, the civic does have major issues.
  • Lack of a means for pop growth. You can get around this to an extent by raiding (though that costs either a civic or an AP) but your economy will struggle.
    • An alternative to adding pop growth could be improving pop efficiency, perhaps by boosting stability (directly, or indirectly by boosting happiness on non-gestalts).
    • Another would be to directly improve alloy output, that being the most relevant resource for defense.
  • The empire size modifiers are really harsh in the early game. Ever since the change to pop growth scaling, it just isn't practical to squeeze hundreds of pops onto most planets anymore, and it takes too long to get there anyhow. An ecu or ringworld, yes, but one is mid-game and the other late-game (possible to get much earlier than 2300/2400, to be sure, but still not planet types you'll have access to when you need them). The rework to habitats does help them be useful too, but it's still going to be a rough time for anybody during the early game. By the time you can afford to build really heavily populated planets, your economy will be disastrously behind and/or your empire size will have ballooned awkwardly anyhow.
    • I'd suggest pushing the scaling on systems higher but lower it on planets. For example, +300% on systems (4x), +50% on planets (1.5x), or even something more extreme in the same direction. This makes it viable to obtain a small chunk of space and then fill it with habitats/ringworlds, without crushing your empire size and inflicting the very penalty that this civic is supposed to avoid.
  • This does nothing to address the biggest problem with starbases as defenses: there is functionally always a maximum power level they can reach, whereas there is no such limit for ships, so a concentrated fleet can always overwhelm any starbase. Sure, you can use your fleets defensively, but if you're pumping alloys into bastion starbases, you're going to have a hard time fielding a very large fleet especially early on, and even a small empire will need a lot of these starbases (relatively speaking).
    • One elegant solution here would be to add a way to scale defense platform limits. For example, every soldier adds 0.2 defense platform limit, or something like that. This ties in to the focus on soldiers, and lets players scale starbases into truly mighty fortresses. You could even reduce the naval capacity from soldiers to compensate.
    • Alternatively, add scaling defense platform limits based on naval capacity directly, similarly to how titan capacity scales. This might not be possible to do elegantly with the current game engine, but it would give a way to let players turn naval capacity from all sources into defenses.
With all that said, I do see some ways to make this civic work. Take one of the origins that gives you a large homeworld, or maaaaybe habitats (which start very small but can in theory get big... though they nerfed that hard with the change to how the district count scales). Remnants, Shattered Ring, or Life-Seeded are all ideal here because you're going to want high habitability across species. Be either despoiler, or take nihilistic early. Do a lot of non-conquest wars; you want resources, vassal empires, and/or allies (plus of course pops), not territory. Use vassals or federations to wield great power without great population (even with all that raiding, you'll fall behind an equally militaristic empire that both expands normally and conquers). Keep your sprawl low, let vassals or slaves handle your basic resources, and go all in on tech (which goes fast because small empire size) and alloys. You are still going to have a problem with getting enough building slots - there simply isn't any way to get those other than colonies, and habitats help less than they used to - so you'll want to get research and maybe unity from districts whereever possible (though you'll also be able to run the influence->unity edict, and your edict costs should stay pretty low).
 
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A civic about worshiping the rift seems like the first step to full-blown religion mechanics. I hope, at least.
If the literal death cult civics weren't already, I don't know what makes this more of one.
 
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there is functionally always a maximum power level they can reach, whereas there is no such limit for ships,
fleets are also capped though
there's only so much fleet size you can get and even if you bring several fleets there is still fleet capacity, also if you're fighting a defensive empire you do not only have defeat their starbase but also the fleet(s) supporting it
 
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Paradox, will you make a comment about issues of the Sovereign Guardianship civic that were mentioned here? I.e. incompatibility with Inward Perfection, no solution to the pop growth, being front-loaded with penalties and only back-loaded with positives?

I think this issues deserve to be talked about, rather than silently ignored.
 
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I think this issues deserve to be talked about, rather than silently ignored.

Most responses occur while we're in the office.

I.e. incompatibility with Inward Perfection, no solution to the pop growth, being front-loaded with penalties and only back-loaded with positives?

Complex civics are allowed to have challenges that need to be overcome, or vary in power during different points of the game.
 
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I occasionally do that too >w<
Like human clones on an ocean world called caminoo with aquatic architecture and ship designs

Or plantoids with avian architecture to accommodate their feathered little pets

And of course a lot of my human empires use the mammalian shipset because it just looks human, like the ships in those old Alien movies or in stuff like 2001
 
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And of course a lot of my human empires use the mammalian shipset because it just looks human, like the ships in those old Alien movies or in stuff like 2001

I find the reptilian shipsets are good for an industrial, no frills aesthetic too. I have a couple human and humanoid empires that it fits with.
 
Complex civics are allowed to have challenges that need to be overcome, or vary in power during different points of the game.
I would disagree with you if you here. The civic is called a tall civic by your team; however, it is not. It does not help you be competitive with wide play; it actually promotes wide play since most empire sprawl is from pops when playing wide, and this makes it easier to manage. u say its a complex civic that gives challenges to overcome, but it's just not what it was said to be, ie a tall civic There is no challenge to overcome, just the same old growth faster than the debuff from the empire sprawl, and with pops getting a -50%, thats going to be easier than ever.

it needs something to actually reward u playing tall like more jobs on districts or more pop output hell even something like increased pop output on ur first system and decreased output on all other systems would promote a tall play style
 
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