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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:

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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%

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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%

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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.

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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.


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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.

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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.

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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%.

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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.

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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.

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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.

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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”.

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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.


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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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i would love to see an overhaul to ethics and factions. Most likely - each ethic pairs should have their faction.
Aren't all the factions tied to an ethic anyway? I could see adding a second faction to all the ones that are missing one though, right now only egalitarian and xenophobe have more than one.
 
i would love to see an overhaul to ethics and factions. Most likely - each ethic pairs should have their faction.

I'd love to see situational factions added like in crusader kings. E.g. The Blorg Liberation Front forms as an independence faction if you've conquered Blorg territory and you have to keep its faction strength under a certain level or you get a rebellion.
 
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I'd love to see situational factions added like in crusader kings. E.g. The Blorg Liberation Front forms as an independence faction if you've conquered Blorg territory and you have to keep its faction strength under a certain level or you get a rebellion.

Exactly - and part of me thinks if they need ethical alignments, its gonna be one vestigial ethic and one spiteful opposite ethic.
 
I'd love to see situational factions added like in crusader kings. E.g. The Blorg Liberation Front forms as an independence faction if you've conquered Blorg territory and you have to keep its faction strength under a certain level or you get a rebellion.
IMO this is how faction approval should've always worked. Instead of getting approval for having fairly static policies, give a situation where a given faction demands a policy change ("Xenophobes demand purge of Repugnant species X!") and then give temporary faction approval and ethic attraction depending on how it was resolved.
 
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Aren't all the factions tied to an ethic anyway? I could see adding a second faction to all the ones that are missing one though, right now only egalitarian and xenophobe have more than one.
i have said - each ethic pair, not each ethic.
What i mean by that:
materialist-pacifist
materialist-militarist
materialist-egalitarian
materialist-authoritarian
materialist-xenophile
materialist-xenophobe
pacifist-spiritualist
pacifist-egalitarian
pacifist-authoritarian
pacifist-xenophile
pacifist-xenophobe
militarist-spiritualist
militarist-egalitarian
militarist-authoritarian
militarist-xenophile
militarist-xenophobe
egalitarian-spiritualist
egalitarian-xenophile
egalitarian-xenophobe
authoritarian-spiritualist
authoritarian-xenophile
authoritarian-xenophobe
xenophile-spiritualist
xenophobe-spiritualist
so 24 factions in total
and all should be able to spawn.
highest ethic attraction should reduce this number to 6, and pleasing them would not be as easy as now.
 
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IMO this is how faction approval should've always worked. Instead of getting approval for having fairly static policies, give a situation where a given faction demands a policy change ("Xenophobes demand purge of Repugnant species X!") and then give temporary faction approval and ethic attraction depending on how it was resolved.

Both would be good. It makes sense there are some policies that they'd want as standard, but also would respond dynamically to what you do and to events in the wider galaxy.
 
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I appreciate getting dinged with negative trait on leaders forcing a value consideration I would otherwise not ever make until the leader died, but I also dont oversteep myself in leaders to avoid my playthrough going sideways if one dies, or gets negatrait. Keep up the good work Devs, and maybe sprinkle a little more RNG in, like mishaps involving carriages, games of chess against death itself, etc etc.
"I enjoy RNG screwing me." That's great, most do not. Because RNG completely outside ones control in a game that's based mostly on logic, planning, and decision making isn't enjoyable to many.
 
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"I enjoy RNG screwing me." That's great, most do not. Because RNG completely outside ones control in a game that's based mostly on logic, planning, and decision making isn't enjoyable to many.

Yeah, your cohort is why we cant have more interesting espionage.
 
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Yeah, your cohort is why we cant have more interesting espionage.
But espionage would be other empires screwing you, in ways you can theoretically defend against with better encryption. You can't just spec for better RNG rolls.
 
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But espionage would be other empires screwing you, in ways you can theoretically defend against with better encryption. You can't just spec for better RNG rolls.

The reason that active attack espionage is like releasing jar of flies into an empty gym is because in a reciprocal system with teeth, if a mission can get through despite passive defense measures at their most, it will feel like an 'out of my control and unfun things happening to me' experience to that cohort, and sure enough I would put 1000ECs down on a future rant about 'doing everything right and this out of my control unfun thing is bad game design' the first time the AI pulls a hotfoot on them. And some of us would say 'thats how the cookie crumbles' and the void loop is intact.

I got some jokes about this but dont wanna catch another vacation, heh heh heh.
 
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I'd love to see situational factions added like in crusader kings. E.g. The Blorg Liberation Front forms as an independence faction if you've conquered Blorg territory and you have to keep its faction strength under a certain level or you get a rebellion.
Honestly, that'd be fantastic! You could hypothetically do a lot even with the current factions combined with the current Situation system. Like, say, a plot to assassinate a sector governor is leaked because the sector's pops are overwhelmingly of a different species in the Xenophobe faction, or a sector governed by an Authoritarian ethic governor with overwhelmingly Authoritarian faction pops forms a cult of personality. Stability hits, mass crime waves, rebellions, declarations of independence in the worst-case scenario. Would necessitate more interesting tools and dynamic actions to interact with factions, but that'd be lovely to see in the Forever Someday internal politics update.
 
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Factions could get some more toughts.
In some games they are like no factor: I play a pacifist xenophile, everyone is happy. In my current game I play the payback scenario with the stock race on high difficulties and my factions (militaristic, xenophobe) are unhappy.. I should rival, wage war, vassal, not hire paragon leaders (xenophobic) etc etc. Most of the demands are impossible, at least in the early game.
What I tought of: factions should be more difficult to please in some cases, but there should be some other ways to do it. gifts, missions etc.
Factions could have seats on different colonies
conquered civs should/could form their own faction unless they are oppressed (but then still prone to revolt)
 
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This is the single best suggestion for addressing admiral shortage I think I've seen. Specialized fleets could still have their own admiral, but being able to have a "grand admiral" who can boost an entire fleet-of-fleets makes a lot of sense, given the way Stellaris fleet limit works and the sizes that navies get to in the late game.

The one thing I'd add is: maybe make it so that a "grand admiral" needs to be on a flagship of some kind? That is, you only get this aura-like bonus if the command fleet has either a Titan or is a Juggernaut (yes, let us assign admirals to juggernauts already!). Admittedly that would probably need to be re-worked for people who don't have the relevant DLCs, but that's easy enough, lots of stuff (like Psionic techs) already works that way.
I like the idea but also thought about eager being reworked as a leader system. Like like there are full on leaders but also "acting commanding officer" leaders. So when a new fleet is made instead of blank slot, there is an acting commander whose not really a leader, but if they make it level 4 you can get option to recruit them but until then you cannot choose their traits. Or for the sake of filling the slot just have a portrait there with a name being a fake leader until a leader is actually assigned to take command. Gives the feel of a Grand admiral or personal hand of the emperor/president directed control over an area.
 
Yeah, your cohort is why we cant have more interesting espionage.
Fairly sure espionage in virtually every game ever is either OP or UP with basically nothing in between. Even then it's not related to things outside of player control and RNG so much as having no counter play. If you want more RNG play Russian roulette, if you want an espionage system with no counter play where others can screw you have someone else play Russian roulette for you.
 
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Fairly sure espionage in virtually every game ever is either OP or UP with basically nothing in between. Even then it's not related to things outside of player control and RNG so much as having no counter play. If you want more RNG play Russian roulette, if you want an espionage system with no counter play where others can screw you have someone else play Russian roulette for you.

Pretty funny stuff coming from someone who is gonna keep buying DLC for a game that randomly spites them with RNG, when there are free word processors and spreadsheet programs that would satisfy full narrative control and solving optimization problems seemingly better than any PDX game.
 
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RNG BS suddenly nuking a good leader and imposing big penalties on the Empire are not interactive, fun, or in any way enjoyable. Given this is a game and the choice to introduce these traits has been made deliberately it's "not just the way the cookie crumbles". Some negative traits are merely annoying, such as embezzling, others such as increase to Empire size and the likes are absolutely back breaking.

All of this in the end adds NOTHING to make the game more fun or enjoyable, it's an all around unenjoyable and horrid experience for this to occur. And the question has to be made why it even happens/is in game in the first place. There's no challenge, no play around beyond trashing the leader immediately, nothing one can do about it. Making this worse by removing negative trait modifier reductions because people have become to find them mandatory does NOT improve the game in any way, it merely forces a bad design decision down their throat by force.

Good morning! I find this interactive, fun, and enjoyable ¯\_(ツ)_/¯ Having all your leaders be 'practically perfect in every way' is some Mary Poppins-level stuff. To each their own, though.

"I enjoy RNG screwing me." That's great, most do not. Because RNG completely outside ones control in a game that's based mostly on logic, planning, and decision making isn't enjoyable to many.

A game where nothing unpredictable ever happens sounds like a pretty boring game, imho. It also seems kinda antithetical to the history simulators that Paradox specialises in, and Stellaris is very much a future history simulator.
 
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I won't lie, the penalties for not having those default council positions look way too high. Like, so high that I'd never ever not be using at least the minister of science because that's an absolutely brutal penalty for any playstyle, the others are equally brutal but some playstyles I wouldn't care about the specific penalty.

I'd suggest buffs to the positions so they're more competitive, then making the penalty be for not having any of a given type of leader - so for example you wouldn't have any penalty for not having a minister of science, but you would for having no scientists on the council at all.
 
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Hi dear Alfray Stryke , Eladrin ! Can you help me?
Why <Challenge> Succession Type in Federation, when <Arena Combat>... ( The rulers of all federation members fight in an arena battle, and the winner becomes president while all losers are killed ) does not provide any risk benefits? Doesn't give a "unique" perk for the "winner" of the deadly arena, doesn't give experience, doesn't give any empire modifier ( temporary ), doesn't give absolutely anything... why?
 
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i had some thoughts on espionage rework and ideas i had...
- add spies ofc
-special covert cloak module line for spy ships only spy can pilot maybe a anti spy cloak only special starbase mod has to have fitted alongside the needed strength too detect? and they could take over from cloaked scientist ships trying to do reconnaissance and spying and could help with the ease that starbases have with detecting cloaked ships so easy... a whole line of spy cloaks at double strength could be the solution alongside needing a special anti spy cloak device?? ..

- spy ship would allow spy too operate in with special options like large sensor sweep allowing you too detect ships upto a certain radius with detailed stats of ships and starbases.
- some spy missions would be done through spy ship some could be more passive over time operations as normal through spy network, remove influence from most missions maybe keep too only some mission types?
others like bribing would ofc be credit only based as would make sense..

- add criminal syndicate government type as a replacement for criminal heritage and with that get bonuses too spying and get criminal boosting operations from spies things that could buff a (branch office) would could be called something new like syndicate planet outpost and be impossible to get rid off but less harmful too planet but would allow spy ops that could be great for intel more criminal ops etc..
 
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