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Stellaris Dev Diary #322 - 3.10.0 “Pyxis” Custodian Features

Hello everyone!

The Stellaris 3.10.0 “Pyxis” update will be released alongside the Astral Planes Narrative Expansion on Thursday, November 16th. The expansion has a 10% discount until November 27th.



Today we’ll have an extra dev diary reviewing some of the features the Custodian Team has been working on.

Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release.

Let's get to it!

Leader Consolidation​

We introduced the idea of the Leader Consolidation back in Dev Diary #307 and then gave an update in Dev Diary #316. Today we’ll go in deeper detail regarding the changes that will be coming in 3.10.0.

To recap from DD#316, but with the new subclass effects included:

image6.png
Admirals and Generals have been merged into the Commander, the Military leader class.

Admiral and General will remain as veteran classes, with the following foci:
  • Admiral - Focuses on Fleets and general naval combat
    • Ship Weapon Damage: +5%
    • Ship Fire Rate: +5%
    • Ship Disengage Chance: +5%
  • General - Focuses on taking planets and assaulting static defenses - Armies, Planetary Bombardment, Ground Combat, and attacking defensive structures such as Starbases are the General’s forte
    • Ship Damage Against Starbases: +5%
    • Ship Orbital Bombardment Damage: +5%
    • Army Damage: +5%
  • Commissioner - Focuses on Planetary Governance (Martial Law)
    • Planet Effects:
      • +2 Soldier Jobs
    • Sector Effects:
      • +1 Soldier Jobs
  • Strategist - Focuses on the Council, especially the Minister of Defense position
    • Military Ship Build Speed: +5%

image14.png
The old Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
  • Delegate - Focuses on Federations and the Galactic Community
    • GalCom Effects: +5% Diplomatic Weight
    • Federation Effects: +0.5 Monthly Cohesion
  • Industrialist - Focuses on Planetary Governance (Industry and Development)
    • Planet Effects:
      • Resources from Specialist Jobs: +5%
      • Pop Amenities Usage: -10%
    • Sector Effects:
      • Resources from Specialist Jobs: +2.5%
      • Pop Amenities Usage: -5%
  • Ambassador - Council Focus (Diplomacy, Espionage, and First Contact), especially suited for the new Minister of State position
    • Country Trust Growth: +5%
  • Advisor - Council Focus (Economy)
    • Pop Upkeep: -5%
    • Trade Value: +5%

image22.png
Scientists remain the third, Scientific leader class.

Veteran Classes:
  • Explorer - Focuses on Surveying and Exploration
    • Survey Speed: +10%
    • Anomaly Discovery Chance: +10%
  • Academic - Focuses on Archaeology and Anomalies
    • Anomaly Research Speed: +10%
    • Archaeology Excavation Speed: +10%
    • Astral Rift Exploration Speed: +10%
  • Analyst - Focuses on Planetary Governance (Assist Research)
    • Planet Effects:
      • Research from Jobs: +10%
    • Sector Effects:
      • Research from Jobs: +5%
  • Statistician - Focuses on the Council, especially the Minister of Science position
    • Research Speed: +5%

As part of this redesign, we’ve gone through and rebalanced or replaced hundreds of leader traits. Many have changed significantly, and the overall power level has generally been decreased.

In order to ensure that leader levelling feels rewarding, regardless of owning Galactic Paragons or not, traits chosen when levelling up will now be biased towards the leader's current position.

As mentioned in the previous dev diaries, leader caps are now per-class, and exceeding one only affects that class.

1699517364554.png

Governors​


With the removal of the “Governor” leader class, we’ve now allowed all leader classes to govern planets and sectors. Each leader class focuses on a different aspect of governance:
  • Officials are better suited to be generalists and governing your resource extraction and industrial worlds.
  • Scientists are better suited to governing research worlds, which has replaced the Assist Research functionality that the science ship formerly had.
  • Commanders are better suited to govern recently conquered worlds and those with a high level of crime.

While bringing back sector governors, we still wanted local planetary governors to be desirable in some cases. Thus, throughout the game, we’ve gone and ensured that the majority of governor-related traits and leader effects apply at full strength to the planet they are governing and at half strength to all other planets in the same sector, if they are governing the sector capital.

However, a planetary governor will always supersede the sector governor, if one exists. Thus you might have an Industrialist overseeing your core sector and assign a Commissioner to a planet where that pesky Criminal Syndicate has set up shop in order to drive down crime.


image1.png

The modifiers for each leader class when governing. These are multiplied by the leader’s level.

Each leader class also has a veteran subclass dedicated to governance, which is required to gain governor veteran traits.

image5.png

Many of the various traits from the Industrialist (Governor), Pioneer (Governor), Protector (General), and Analyst (Scientist) have been distributed throughout the various governing subclasses in the rework.

Representatives and Emissaries​


In addition to the Minister of State Council position that most non-Gestalt empires now have at the start of the game. Officials can now be assigned as Federation Representatives and Galactic Community Emissaries instead of Envoys. An Official assigned to one of these positions gives the same effects as a number of Envoys equal to their level did back before 3.10. Thus, your envoys are now freed to improve or harm relations with other empires or build spy networks in them.

image2.png


image4.png

The Minister of State position provides several bonuses to your envoys.

Certain Civics (currently Inwards Perfection and Fanatic Purifiers) block access to the Minister of State position and will instead start with their Civic Council Position unlocked. As mentioned above, as not having a Minister of State will impart a -25% Diplomatic Weight penalty, we’ve reduced the penalty for the Isolationist Diplomatic Stance from -50% to -25%.

1699517597932.png


For Officials that are assigned to either the GalCom or your Federation, there is now a subclass and variety of veteran traits that can be used in these assignments.

1699517665044.png
image12.png

Admirals, Generals and Commanders​


As mentioned above, we’ve combined Admirals and Generals into the Commander leader class. Broadly speaking, their subclass traits were assigned as follows:

  • Aggressor -> Admiral
  • Tactician -> Admiral
  • Strategist -> Strategist
  • Invader -> General
  • Protector -> Split between General and Commissioner
  • Marshal -> Split between Strategist (army-related traits) and Ambassador (espionage-related traits)

Council Legitimacy​

Back in 3.8 we added Council Legitimacy. Although it had no mechanical effects, it was a good step to represent the degree to which factions in your empire approve of how the empire is run, the council, empire policies and so on. In 3.10, having high Council Legitimacy will give a bonus to Council Agenda Speed (capping at +25% at 100% Legitimacy) and having low Council Legitimacy will give a penalty to Council Agenda Speed (capping at -50% at 0% Legitimacy). For modders, these values are determined by defines.

Since Council Legitimacy is a weighted sum of the approval of each faction multiplied by their support in the empire, this means that empires with relatively few factions (each of which have high approval) should manage to pass Agendas more quickly.

image18.png

For owners of Galactic Paragons, we’ve made the Minister of Defense, Head of Research and new Minister of State council positions no longer mandatory. Instead, when you choose to Reorganize the Council, these positions will be removed and can be reselected, much like Civic and Enclave Council Positions. However, each of these positions will have their own penalties if they are not present and staffed.
  • Minister of Defense: -25% Naval Capacity
  • Minister of State: -25% Diplomatic Weight
  • Head of Research: -25% Research Speed
During the work done for the Leader Consolidation, we discussed various ideas for further improving the council mechanics and may revisit them at some point in the future.

Civics​


We’ve rebalanced the majority of civics that were leader related or themed, and I’ll leave you with a few examples. As part of this, we've also changed effects that previously made it too easy to support a near-infinite number of vassals.

310civics.png


322voor.png

Traditions & Ascension Perks​

While reworking leader classes and traits, we’ve also gone through and rebalanced leader adjacent tradition trees and ascension perks:

Aptitude
  • Opener: Swapped +1 Trait on leaders for +1 Trait Selection when leveling up.
  • Finisher: Replaced effects with +1 Commander, +1 Official and +1 Scientist Cap
  • The Empire Needs You: No longer increases Leader Pool Size
  • Specialist Training: Swapped +25% Leader XP gain for +1 Leader Pool Size
  • Psychological Profiling: No longer reduces the number of negative traits leaders can have
  • Healthcare Program: Swapped +20 Leader Lifespan for -1 Max Negative Traits
  • Champions of the Empire: Replaced effects with +1 Leader Initial Level.

Discovery
  • Science Division: Replaced Scientist Cost and Upkeep modifiers with +1 Scientist Capacity and +1 Scientist Initial Level.

Domination
  • Colonial Viceroys: Replaced Governor Cost and Upkeep modifiers with +1 Official Capacity and +1 Official Initial Level.

Enmity
  • Rise to the Occasion: Now provides +1 Commander, +1 Official and +1 Scientist Cap for every 3 Rivals.

Politics:
  • Opener and Gravitas: Now affect Officials assigned to GalCom, not Envoys.

Statecraft:
  • Opener: Increased Edict Fund from 20 to 50.
  • Finisher: Replaced effects with -5% Empire Size
  • Constitutional Focus: Increased Council Agenda Speed to 25% from 10%
  • Immutable Directives: Increased Agenda Duration to 25% from 10%
  • Amongst Peers: Replaced effects with Councilor gain 150 XP per Level when an Agenda is completed
  • Shared Benefits: Replaced effects with +1 Effective Councilor Level

Supremacy
  • War Games: Replaced Admiral Cost and Upkeep modifiers with +1 Commander Capacity and +1 Commander Initial Level.

Unyielding
  • Resistance is Frugal: Removed modifiers for Generals

Synthetics
  • Non-Machine Opener: Replaced effects with -25% Roboticist Upkeep and -25% Robot Upkeep

Ascension Perks
  • Archaeo-Engineers: Added +1 Scientist Capacity
  • Galactic Force Projection: Reworked, now increases Influence from Power Projection by 2, gives +1 Commander Capacity, +100 Naval Capacity and +50 Fleet Capacity.
  • Eternal Vigilance: Added +1 Commander Capacity
  • Imperial Prerogative: Added +2 Official Capacity
  • Transcendent Learning: Now provides +2 Scientist Capacity and +25% Leader XP gain
  • Universal Transactions: Added +1 Official Capacity and +20% Commercial Pact Effectiveness

The Additional Content Browser​

We often see threads asking exactly what’s in each of our DLCs. In an effort to improve the clarity of what you’re getting with each release, we’ve expanded the Recommended Content element that’s been in the game for a while, and made some improvements.

The Recommended Content element gave brief descriptions of the various DLCs, but left a lot of questions. We’ve replaced this with a more robust Additional Content Browser that can draw information directly from game files, providing much more detailed and accurate preview information. Hopefully this will help you make more informed decisions about DLC purchases.

image19.png

Utopia is recommended! How surprising!

image21.png

Concepts in Tooltips are fully supported in the additional content browser.

image11.png

Portraits, ship sets, megastructures, and screenshots can be shown on the left hand side. Pack details and tooltip-able lists go on the right.

The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.

Outliner Improvements​

Another bit of feedback we’ve gotten a lot is that the outliner has gotten cumbersome over the years. While we’ve added some ability to customize it in past releases, in 3.10.0 we’re adding Outliner Tabs.

In this first version of the tabbed outliner, we have four tabs: Government, Ships, Politics, and Structures. These tabs will appear in the outliner once they’re relevant.

Notification bubbles can be activated on the tabs to let you know if there’s something of interest on them. Green ones are for non-urgent things like “a planet got colonized and has been added to the Government tab”, while red ones are a call to action, like “your science ship has no scientist”.

image8.png



image16.png

The OUN Avamdur is leaderless. I should do something about that.

In future releases, we plan on exploring some more ideas we had to make the Outliner more customizable and even more useful.

Event Chain Subtitles​

Finally, we custodians have also added a small new quality of life to help you keep track of what events belong to what chain! This new subtitle can be manually added to events and when clicked it will bring you to the relevant situation log.

Since these have to be added manually however we will be asking for your help to hunt down any event chains you feel should be tracked this way but aren’t once the patch is out. We should have a form available in the dev diary two weeks from now, after the 3.10.0 release.


image7.png

The hunt for event chains is on!

What’s Next?​

This dev diary was a few days early so we could get this information to you before the 3.10.0 “Pyxis” and Astral Planes release. Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release. (Replacing the normal dev diary scheduled for the 16th.)

Regular dev diaries will resume the week after, on November 23rd.

See you then!
 
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Isn't that just a static vote using your diplomatic weight?
Once the imperium in proclaimed, you can (or could as the case may be) adding envoys to bolster or undermine imperial authority. Imperial authority affected things like whether certain resolutions could be brought to the floor or not.

Side note, can't say I'm much of a fan of all empires being made equivalently capable of juicing diplomatic weight by assigning a leader. High envoy builds and the bonus to insight techs from xenophile helped you boost it more than xenophobes and such naturally.

Really not a fan of being saddled with the minister of state either, but I guess now I can feel free to choose a civic I don't want the council position from.
 
Please don't remove the -1 Negative Traits from heroic pasts. Negative traits are so horrid to have in most circumstances they lead to retiring experienced and high investment leaders quite regularly. Especially the big impact ones.
 
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Once the imperium in proclaimed, you can (or could as the case may be) adding envoys to bolster or undermine imperial authority. Imperial authority affected things like whether certain resolutions could be brought to the floor or not.

Ah, ok. That's because diplomatic weight no longer affected votes in the imperium, correct? In which case, envoys had no other purpose?
 
Love it, but the penalities for missing a "vanilla" minister are REALLY heavy, i can't imagine a situation where anyone would ever switch out the research one especially. You're throwing away research speed worth twice the tech-AP.
If it's a muliplicative modifier it's almost as bad as having a permanent T1 shortage on CG - thats pretty much inexcusable regardless of how well the other council position might fit your empire.
I get that the penalities should be heavy, but not ressource-shortage levels of heavy.

To make them less punishing overall, and the diplo one more punishing for general diplomacy and not only related to Feds/GC, i'd maybe whish for something more like:

Minister of Research: -2 Research Options
Minister of State: -25%/-50% Trust growth Speed
Minister of Military: -20% fire rate outside of home territory.

Just throwing around (probably pretty bad) ideas, maybe the penalties seem a lot more severe than they actually are - but such a high negative number next to "research speed" sent the min-maxer in me into a deep shock :D
 
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Ah, ok. That's because diplomatic weight no longer affected votes in the imperium, correct? In which case, envoys had no other purpose?
No that's been in the game for years now at this point. Maybe ever since the imperium was added.
 
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I expect that many empires will strongly consider swapping one or two of them out for other councilors. We wanted it to be flexible, but to be a carefully considered decision rather than an obvious one.
I'm not sure I agree on the supposed flexibility here. Like to remove them you're taking a -25% debuff to some of the most important numbers in the game.

Essentially if you care about the GalCom You only get to use two of your civic positions and if you don't you get all three.

Is there a mechanical or flavour reason the debuffs are present? Surely the lack of the positions bonuses already cover what you'd want? I'm just not sure the purpose of the debuffs besdies limiting creativity.

Having unique systems of governance in alien empires that prioritise things differently to humans is really cool to me! So it seems a shame to penalize this kinda thing this hard.

I'm pretty flexible if I'm willing to break all my bones but in practise it's never a solution I will realistically opt for :p .

.

Also not related to above but I feel these systems kinda encourage you to never have council members do anything but be on the council, which isn't terrible but still feels a bit odd to me. Like previously council members were great sector governors but now with them having traits weighted by their current jobs the risk of being denied important council traits cos planetary governor traits are showing up instead seems not worth it.

There's just kinda nowhere for a trainee council member to be so levelling up understudies just isn't going to be a thing and instead you'll just be hiring lvl 1 leaders fresh for the council whenever someone dies/retires.

Honestly since paragons I've kinda wished that all traits were like the new science expertise ones where they have a planet, a sector and a council bonus. Would give leaders a bit of a career path where they can start in one role and end up on the council later once they're a higher level. Whereas now if they pick up any planet traits that necessarily makes them worse council members.

.

All in all though there's a lot more I like here than what I dislike and despite the above issues I'm very hype about this patch! Good stuff :D

Especially liking the flavour vibes of having an actual character we can follow and headcanon about being our rep on the senate instead of some envoy I'll forget the name of in 5 seconds.


EDIT:I've also just realised that this is actually a huge QoL improvement to the GalCom! Previously if you had the diplomacy tradtion it was optimal to send all your envoys to the GalCom every vote and then send them back to farm favors after the vote was done. With 12ish envoys the amount of clicking and scrolling and clicking and scrolling and clicking and scrolling and clicking and scrolling and such was an ABSOLUTE NIGHTMARE.

Now if we care about the GalCom we just leave a strong leader on the GalCom and our envoys farming favours. Excellent stuff! Micromanaging envoys like this was my least favourite thing in stellaris.
 
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What is the maximum number of council members?
IIRC: it is unchanged from before.

They're two independent rolls. All leaders have a 10% chance to start with an extra positive trait and a negative trait to cancel it out, Aristocratic Elite gives another roll for the same with 20% odds.
Does "for the same" mean they effectively have a 1.00*0.10+0.90*0.20=28% chance of having one extra trait pair?
Or that there is a 2% chance of a leader getting two extra trait pairs, one from each roll?
 
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Most of what I want for it is simply script triggers to check what a planet's automation settings currently are. I can write up a detailed list to post in the suggestions forum.

Posting the detailed list in suggestions would be a good idea. It won't guarantee it, but I'll have someone investigate it.

Ping me in the post.
 
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I appreciate that. There are a lot of good suggestions all over this forum.


I think the penalties are a bit too harsh:


Especially as there are civic leader positions which actually represent equivalents to ministerial positions, like the Senior Science Director in regard to the Head of Research, the High Diplomat in regard to the Minister of State or Commander of the Watch in regard to the Minister of Defense. Please consider to refrain from the penalties or reduce them, as long as the council includes a least one equivalent leader position. Otherwise other leader positions will only be selected if their bonuses are as good as the ministerial ons PLUS the penalty. And I think, this limits the player far too much.

Which civic leader position actually represents an equivalent to a ministerial position would have to be decided on a case-by-case basis. As a bandaid I would propose, that positions, which can only be filled by the exact same type of leader, could be seen as equivalents.
While I disagree with there being no penalty, I do agree with the idea that certain civics should be able to be used as "alternatives" to prevent a penalty.
 
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Does "for the same" mean they effectively have a 1.00*0.10+0.90*0.20=28% chance of having one extra trait pair?
Or that there is a 2% chance of a leader getting two extra trait pairs, one from each roll?

The latter.

Full details in spoiler

When a leader is created the following happens:
  • Dice roll for an extra pair of traits (one positive, one negative), 10% chance of success.
  • Dice roll for additional starting level, 7.5% chance for +1 level, 2.5% chance for +2 levels.
    • These also increase the leader's age by 5% of their lifespan per bonus level.
  • If they're an Imperial Heir:
    • Roll 1d10, reduce their age by the amount rolled.
    • Determine their class depending on civics and traditions selected.
    • Dice roll for an extra pair of traits (one positive, one negative), 5% chance of success.
      • 0% chance of success if empire of origin has the Philosopher King civic.
  • Checks depending on their empire of origin:
    • Aristocratic Elite: Dice roll for an extra pair of traits (one positive, one negative), 20% chance of success.
      • Also changes their background job to Noble
    • Technocracy: Adds a random Expertise trait if they're a scientist.
    • Crusader Sprit: Adds the Crusader trait if they're a commander.
    • Letters of Marque: Adds the Material Liberator trait if they're a commander.
  • Add leader traits from species traits (Erudite, Cyborg, Synthetic, Psionic, Brainslug, Clone Admiral)
  • Add leader traits from specialist subject type.
  • Randomise number of negative traits.
 
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Does this mean Gestalts have went down from 4 Nodes + Ruler to 3 Nodes + Ruler?

Still four nodes

  • Legion - Commander
  • Cognitive - Scientist
  • Regulatory - Official
  • Growth - Official
One Offiical node is an Ambassador and the other is an Advisor (for the purposes of what traits they can get).
 
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Hello everyone!

The Stellaris 3.10.0 “Pyxis” update will be released alongside the Astral Planes Narrative Expansion on Thursday, November 16th. The expansion has a 10% discount until November 27th.



Today we’ll have an extra dev diary reviewing some of the features the Custodian Team has been working on.

Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release.

Let's get to it!

Leader Consolidation​

We introduced the idea of the Leader Consolidation back in Dev Diary #307 and then gave an update in Dev Diary #316. Today we’ll go in deeper detail regarding the changes that will be coming in 3.10.0.

To recap from DD#316, but with the new subclass effects included:

View attachment 1044250Admirals and Generals have been merged into the Commander, the Military leader class.

Admiral and General will remain as veteran classes, with the following foci:
  • Admiral - Focuses on Fleets and general naval combat
    • Ship Weapon Damage: +5%
    • Ship Fire Rate: +5%
    • Ship Disengage Chance: +5%
  • General - Focuses on taking planets and assaulting static defenses - Armies, Planetary Bombardment, Ground Combat, and attacking defensive structures such as Starbases are the General’s forte
    • Ship Damage Against Starbases: +5%
    • Ship Orbital Bombardment Damage: +5%
    • Army Damage: +5%
  • Commissioner - Focuses on Planetary Governance (Martial Law)
    • Planet Effects:
      • +2 Soldier Jobs
    • Sector Effects:
      • +1 Soldier Jobs
  • Strategist - Focuses on the Council, especially the Minister of Defense position
    • Military Ship Build Speed: +5%

View attachment 1044251The old Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
  • Delegate - Focuses on Federations and the Galactic Community
    • GalCom Effects: +5% Diplomatic Weight
    • Federation Effects: +0.5 Monthly Cohesion
  • Industrialist - Focuses on Planetary Governance (Industry and Development)
    • Planet Effects:
      • Resources from Specialist Jobs: +5%
      • Pop Amenities Usage: -10%
    • Sector Effects:
      • Resources from Specialist Jobs: +2.5%
      • Pop Amenities Usage: -5%
  • Ambassador - Council Focus (Diplomacy, Espionage, and First Contact), especially suited for the new Minister of State position
    • Country Trust Growth: +5%
  • Advisor - Council Focus (Economy)
    • Pop Upkeep: -5%
    • Trade Value: +5%

View attachment 1044252Scientists remain the third, Scientific leader class.

Veteran Classes:
  • Explorer - Focuses on Surveying and Exploration
    • Survey Speed: +10%
    • Anomaly Discovery Chance: +10%
  • Academic - Focuses on Archaeology and Anomalies
    • Anomaly Research Speed: +10%
    • Archaeology Excavation Speed: +10%
    • Astral Rift Exploration Speed: +10%
  • Analyst - Focuses on Planetary Governance (Assist Research)
    • Planet Effects:
      • Research from Jobs: +10%
    • Sector Effects:
      • Research from Jobs: +5%
  • Statistician - Focuses on the Council, especially the Minister of Science position
    • Research Speed: +5%

As part of this redesign, we’ve gone through and rebalanced or replaced hundreds of leader traits. Many have changed significantly, and the overall power level has generally been decreased.

In order to ensure that leader levelling feels rewarding, regardless of owning Galactic Paragons or not, traits chosen when levelling up will now be biased towards the leader's current position.

As mentioned in the previous dev diaries, leader caps are now per-class, and exceeding one only affects that class.


Governors​


With the removal of the “Governor” leader class, we’ve now allowed all leader classes to govern planets and sectors. Each leader class focuses on a different aspect of governance:
  • Officials are better suited to be generalists and governing your resource extraction and industrial worlds.
  • Scientists are better suited to governing research worlds, which has replaced the Assist Research functionality that the science ship formerly had.
  • Commanders are better suited to govern recently conquered worlds and those with a high level of crime.

While bringing back sector governors, we still wanted local planetary governors to be desirable in some cases. Thus, throughout the game, we’ve gone and ensured that the majority of governor-related traits and leader effects apply at full strength to the planet they are governing and at half strength to all other planets in the same sector, if they are governing the sector capital.

However, a planetary governor will always supersede the sector governor, if one exists. Thus you might have an Industrialist overseeing your core sector and assign a Commissioner to a planet where that pesky Criminal Syndicate has set up shop in order to drive down crime.


View attachment 1044253
The modifiers for each leader class when governing. These are multiplied by the leader’s level.

Each leader class also has a veteran subclass dedicated to governance, which is required to gain governor veteran traits.


Many of the various traits from the Industrialist (Governor), Pioneer (Governor), Protector (General), and Analyst (Scientist) have been distributed throughout the various governing subclasses in the rework.

Representatives and Emissaries​


In addition to the Minister of State Council position that most non-Gestalt empires now have at the start of the game. Officials can now be assigned as Federation Representatives and Galactic Community Emissaries instead of Envoys. An Official assigned to one of these positions gives the same effects as a number of Envoys equal to their level did back before 3.10. Thus, your envoys are now freed to improve or harm relations with other empires or build spy networks in them.

View attachment 1044255

View attachment 1044256
The Minister of State position provides several bonuses to your envoys.

Certain Civics (currently Inwards Perfection and Fanatic Purifiers) block access to the Minister of State position and will instead start with their Civic Council Position unlocked. As mentioned above, as not having a Minister of State will impart a -25% Diplomatic Weight penalty, we’ve reduced the penalty for the Isolationist Diplomatic Stance from -50% to -25%.


For Officials that are assigned to either the GalCom or your Federation, there is now a subclass and variety of veteran traits that can be used in these assignments.


Admirals, Generals and Commanders​


As mentioned above, we’ve combined Admirals and Generals into the Commander leader class. Broadly speaking, their subclass traits were assigned as follows:

  • Aggressor -> Admiral
  • Tactician -> Admiral
  • Strategist -> Strategist
  • Invader -> General
  • Protector -> Split between General and Commissioner
  • Marshal -> Split between Strategist (army-related traits) and Ambassador (espionage-related traits)

Council Legitimacy​

Back in 3.8 we added Council Legitimacy. Although it had no mechanical effects, it was a good step to represent the degree to which factions in your empire approve of how the empire is run, the council, empire policies and so on. In 3.10, having high Council Legitimacy will give a bonus to Council Agenda Speed (capping at +25% at 100% Legitimacy) and having low Council Legitimacy will give a penalty to Council Agenda Speed (capping at -50% at 0% Legitimacy). For modders, these values are determined by defines.

Since Council Legitimacy is a weighted sum of the approval of each faction multiplied by their support in the empire, this means that empires with relatively few factions (each of which have high approval) should manage to pass Agendas more quickly.


For owners of Galactic Paragons, we’ve made the Minister of Defense, Head of Research and new Minister of State council positions no longer mandatory. Instead, when you choose to Reorganize the Council, these positions will be removed and can be reselected, much like Civic and Enclave Council Positions. However, each of these positions will have their own penalties if they are not present and staffed.
  • Minister of Defense: -25% Naval Capacity
  • Minister of State: -25% Diplomatic Weight
  • Head of Research: -25% Research Speed
During the work done for the Leader Consolidation, we discussed various ideas for further improving the council mechanics and may revisit them at some point in the future.

Civics​


We’ve rebalanced the majority of civics that were leader related or themed, and I’ll leave you with a few examples. As part of this, we've also changed effects that previously made it too easy to support a near-infinite number of vassals.

Traditions & Ascension Perks​

While reworking leader classes and traits, we’ve also gone through and rebalanced leader adjacent tradition trees and ascension perks:

Aptitude
  • Opener: Swapped +1 Trait on leaders for +1 Trait Selection when leveling up.
  • Finisher: Replaced effects with +1 Commander, +1 Official and +1 Scientist Cap
  • The Empire Needs You: No longer increases Leader Pool Size
  • Specialist Training: Swapped +25% Leader XP gain for +1 Leader Pool Size
  • Psychological Profiling: No longer reduces the number of negative traits leaders can have
  • Healthcare Program: Swapped +20 Leader Lifespan for -1 Max Negative Traits
  • Champions of the Empire: Replaced effects with +1 Leader Initial Level.

Discovery
  • Science Division: Replaced Scientist Cost and Upkeep modifiers with +1 Scientist Capacity and +1 Scientist Initial Level.

Domination
  • Colonial Viceroys: Replaced Governor Cost and Upkeep modifiers with +1 Official Capacity and +1 Official Initial Level.

Enmity
  • Rise to the Occasion: Now provides +1 Commander, +1 Official and +1 Scientist Cap for every 3 Rivals.

Politics:
  • Opener and Gravitas: Now affect Officials assigned to GalCom, not Envoys.

Statecraft:
  • Opener: Increased Edict Fund from 20 to 50.
  • Finisher: Replaced effects with -5% Empire Size
  • Constitutional Focus: Increased Council Agenda Speed to 25% from 10%
  • Immutable Directives: Increased Agenda Duration to 25% from 10%
  • Amongst Peers: Replaced effects with Councilor gain 150 XP per Level when an Agenda is completed
  • Shared Benefits: Replaced effects with +1 Effective Councilor Level

Supremacy
  • War Games: Replaced Admiral Cost and Upkeep modifiers with +1 Commander Capacity and +1 Commander Initial Level.

Unyielding
  • Resistance is Frugal: Removed modifiers for Generals

Synthetics
  • Non-Machine Opener: Replaced effects with -25% Roboticist Upkeep and -25% Robot Upkeep

Ascension Perks
  • Archaeo-Engineers: Added +1 Scientist Capacity
  • Galactic Force Projection: Reworked, now increases Influence from Power Projection by 2, gives +1 Commander Capacity, +100 Naval Capacity and +50 Fleet Capacity.
  • Eternal Vigilance: Added +1 Commander Capacity
  • Imperial Prerogative: Added +2 Official Capacity
  • Transcendent Learning: Now provides +2 Scientist Capacity and +25% Leader XP gain
  • Universal Transactions: Added +1 Official Capacity and +20% Commercial Pact Effectiveness

The Additional Content Browser​

We often see threads asking exactly what’s in each of our DLCs. In an effort to improve the clarity of what you’re getting with each release, we’ve expanded the Recommended Content element that’s been in the game for a while, and made some improvements.

The Recommended Content element gave brief descriptions of the various DLCs, but left a lot of questions. We’ve replaced this with a more robust Additional Content Browser that can draw information directly from game files, providing much more detailed and accurate preview information. Hopefully this will help you make more informed decisions about DLC purchases.

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Utopia is recommended! How surprising!

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Concepts in Tooltips are fully supported in the additional content browser.

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Portraits, ship sets, megastructures, and screenshots can be shown on the left hand side. Pack details and tooltip-able lists go on the right.

The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.

Outliner Improvements​

Another bit of feedback we’ve gotten a lot is that the outliner has gotten cumbersome over the years. While we’ve added some ability to customize it in past releases, in 3.10.0 we’re adding Outliner Tabs.

In this first version of the tabbed outliner, we have four tabs: Government, Ships, Politics, and Structures. These tabs will appear in the outliner once they’re relevant.

Notification bubbles can be activated on the tabs to let you know if there’s something of interest on them. Green ones are for non-urgent things like “a planet got colonized and has been added to the Government tab”, while red ones are a call to action, like “your science ship has no scientist”.

View attachment 1044270


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The OUN Avamdur is leaderless. I should do something about that.

In future releases, we plan on exploring some more ideas we had to make the Outliner more customizable and even more useful.

Event Chain Subtitles​

Finally, we custodians have also added a small new quality of life to help you keep track of what events belong to what chain! This new subtitle can be manually added to events and when clicked it will bring you to the relevant situation log.

Since these have to be added manually however we will be asking for your help to hunt down any event chains you feel should be tracked this way but aren’t once the patch is out. We should have a form available in the dev diary two weeks from now, after the 3.10.0 release.


View attachment 1044272
The hunt for event chains is on!

What’s Next?​

This dev diary was a few days early so we could get this information to you before the 3.10.0 “Pyxis” and Astral Planes release. Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release. (Replacing the normal dev diary scheduled for the 16th.)

Regular dev diaries will resume the week after, on November 23rd.

See you then!

Now this makes sense, you put out your work to the third party so you could put maximum time on the free update - because there is a lot here and no doubt your having to redo a lot of old stuff stuff you inherited.

Great job, must say this is a pretty awesome update and I think individual leader class caps is a really good decision (if that's how I understood it) and may give distinction on the type of empires people played the playthrough as - limiting their ability to go all out admirals in the end game.

PS. I don't get paid until 30th :(
 
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I still hope you can implement full-blown religion mechanics in the future. Maybe even shift the religious-esque civics into tenets. Paradox did so much to make religion customizable in CK3. It's a bit disappointing there isn't anything similar in Stellaris.
 
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Posting the detailed list in suggestions would be a good idea. It won't guarantee it, but I'll have someone investigate it.

Ping me in the post.
I'm typing that up now. There are a few different categories of things I want to request for this, with varying degrees of importance. Would it help to split those up in multiple suggestion posts?
 
I like the consoldiation of the leaders - but with the clear area a subclass has to be occupied in to excel in their role - i have the feeling some level of gameplay was lost.
Now you basically recruit a leader for their designated role and allready know what subclass he will become.
This is kind of fine i guess, but having at least 2 subclasses per role would feel like we really can specialise and customise the leaders.

Also - it still feels like generals are weaker against starbases then admirals - corretc me if I am wrong.

But fpr starbase fights (which often have fleets attached to them on the defenders side anyway) it looks like, generals get a +5% dmg boost while admirals would get +5% dmg +5% Firerate and the disengament chance on top (which is interesting to avoid loosing the big ships to ion cannons and such). What am I missing that would a general make the better choice fighting a starbase then an admiral?
 
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Having a missing researcher provided a major penalty to research in that field pre-Galactic Paragons. We mostly started by fixing that, then decided to apply it to the others once we made them able to be swapped out.

I expect that many empires will strongly consider swapping one or two of them out for other councilors. We wanted it to be flexible, but to be a carefully considered decision rather than an obvious one
It seems that the penalties are way too extreme, to the point where it's a non-choice.

I can see some empires who don't want to interact with the galactic community or federations swapping the minister of state position, maybe even too readily for it to be a meaningful choice. But the minister of defense position taking -25% naval cap is way too detrimental considering how important navies are to both defense and diplomatic concerns, and the -25% research speed debuff is incredibly crippling to the point that no player in their right mind would willingly not have a head of science.
 
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