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Stellaris Dev Diary #377 - MEAT SHIPS MEAT SHIPS MEAT SHIPS

Hello everybody! Welcome to our first BioGenesis development diary!

Today we will talk to about ships. That are made of meat!



Several weeks ago, Eladrin mentioned that the ship designer changes originally planned for 4.0 "Phoenix" would not be included in the Open Beta, as they’re now needed for our upcoming Q2 DLC release. We’ve since seen a fair amount of speculation as to what we might have been cooking that’d require such changes… So please allow me to introduce our Biological Ships!

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!

In BioGenesis, we are adding two distinct Biological shipsets, with unique ship classes and technology.

Our goals in adding Biological Ships to Stellaris were to ensure that they are not only different in appearance from mechanical ships (and space fauna), but also in gameplay. Thus, the key mechanical differences are:

  • When using Biological Ships, Corvettes, Frigates, Destroyers, Cruisers and Battleships are replaced with Maulers, Weavers, Harbingers, and Stingers, each of which have three growth stages.
  • Biological Ships, including Starbases, Megastructures and Stations, have their primary construction resource converted from Alloys (or Minerals) into Food and their Energy upkeep likewise replaced with Food upkeep.
  • Overwhelmingly, Biological Ship technologies fall in Society Research (Biology) instead of the familiar Engineering Research (Voidcraft).

And in classic Stellaris fashion, we’ve kept the flavor and narrative around Biological Ships intentionally vague, just enough to let you roleplay them however you like. Maybe they’re an extension of your Devouring Swarm, just another drone in space. Or maybe they’re advanced bio-machines, the pinnacle of your scientific achievement.

In order to use Biological Ships, you’ll need to select one of the shipsets during empire creation.

New shipset selector

Different types of ships prompted our UX designer to give the Shipset selector a fresh coat of paint!

Growth Cycles​


Similar to Space Fauna from Grand Archive, Biological Ships have growth stages, but unlike Space Fauna, they do not naturally progress through these by aging. Instead, these ships have a unique component slot for supplementary organs that can be researched. Generally speaking, the Juvenile and Mature growth stages will likely be occupied by Growth Organs that allow the ships to progress to the next stage.

Growth Glands!


The accumulated growth progress for ships is shown in both the ship’s tooltip and the ship details window.


Growth Progress Tooltip


Growth Progress Details

When Biological Ships are designed (either automatically or using the ship designer), all researched Growth Stages are configured as part of a single ship design. Once a Biological Ship has acquired sufficient Growth Progress, it will automatically change to using the next Growth Stage in its design. Alternatively, Biological Ships can be constructed at a shipyard at a later Growth Stage.

Mauler Growth Stages

The three growth stages of the Spinovore Weaver

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!

Although all Growth Stages of Biological Ships use the same Fleet Command Limit for their ship class, later Growth Stages use more naval capacity, with the Mature stage using 1.5× and the Elder stage using 2× the Naval Capacity of the Juvenile stage.


SHIPS MADE OF MEAT​

Maulers primarily focus on short-range combat with shield penetration and high damage to armor and shields. Equipped with melee-range mandible weapons and either short-range S-slot or PD-slot weapons, these ships will form the bulk of your navy in the early game. Their unique mandible weapons have similar damage scaling against starbases and larger ships as torpedoes.

Mauler Designs


Mauler Designs

The unique Organ components that Maulers have access to are the Corrosive Fluids and Metabolic Recycler (and their upgraded versions)

Corrosive Fluids


Metabolic Recycler


Weavers are support ships, making use of unique weapons to apply powerful buffs to their allies or debuffs to their enemies.

Weaver Designs


Weavers have unique access to an array of six support components, each with six tiers that belong in the PD-slot.

Weaver Support Weapons


Weaver Suppressor Weapons

The unique Organ components that Weavers have access to are Symbiotic Amplifiers and Developmental Pheromones


Symbiotic Amplifiers



Developmental Pheromones


Harbingers are carriers capable of deploying large amounts of strike craft and supporting them with point defense or long range missiles.

Harbinger Designs


Harbinger Designs


Strike craft for empires using Biological Ships are deployed in greater numbers per fighter wing, but have reduced hull points and armour instead of shields.

Biological Strike Craft

The unique Organ components that Harbingers have access to are Chitin Growth Regulators and the Incubation Matrix

Chitin Growth Regulators



Incubation Matrix


Stingers are powerful late-game warships, equipped with multiple XL weapons or capable of unleashing heavy broadside barrages.

Stinger Designs



Stinger Designs


The unique Organ components that Stingers have access to are Exhaust Spiracles and Rangefinder Clusters.

Exhaust Spiracles



Rangefinder Cluster


As each of the different Growth Stages of each of the classes of Biological Ships can be built at a shipyard, we’ve taken the opportunity to implement collapsible headers when selecting which ships to build.

Shipyard Headers

This works for mechanical ships and space fauna too!



Since Biological Ships have their own weapons, armour, shield and core components, we’ve gone through and ensured that the technologies use the appropriate icons depending on if you are using a Biological shipset or not.

Technology Swaps


Modding Notes​

As part of the work required to implement Biological Ships there have been a lot of changes to how ship components are scripted. Here’s some highlights:
  • class_restriction, size_restriction and slot_restriction are deprecated in favour of using the possible and potential trigger blocks instead.
  • Core Components now have an upgrade_path parameter, components that have the same upgrade path are shown on the same row.
  • Ship components now support the show_tech_unlock_if = { } field, like buildings.
  • New targeting parameters:
    • use_ship_main_target: if yes, overrides target_type and target_focus when ship's main target is within range, default no
    • target_type (target_enemies (default) / target_allies / target_controlled / target_own)
    • target_focus (single (default) / spread)
    • target_type: only valid if component_set has affects_target_type = yes
    • target_focus: only valid if component_set has affects_target_focus = yes
  • New parameters for weapons:
    • on_hit: apply effects to target on hit. Scope = ship (target), from = ship (shooter)
    • hide_damage_values_from_tooltip = yes/no # If yes, it will hide Damage and Average Damage from weapon component tooltip (default = no)

Next Week​

Next week we’ll be looking at Ascension, Traditions, and Advanced Governments. See you then!

PRIME CUTS FROM ART!​


They're made out of meat.


  Meat?



Meat. They're made out of meat.



Meat?


There's no doubt about it. We picked several from different parts of the planet, took them aboard our recon vessels, probed them all the way through. They're completely meat.


That's impossible. What about the radio signals? The messages to the stars.


They use the radio waves to talk, but the signals don't come from them. The signals come from machines.


So who made the machines? That's who we want to contact.


They made the machines. That's what I'm trying to tell you. Meat made the machines.


That's ridiculous. How can meat make a machine? You're asking me to believe in sentient meat.


I'm not asking you, I'm telling you. These creatures are the only sentient race in the sector and they're made out of meat.


Maybe they're like the Orfolei. You know, a carbon-based intelligence that goes through a meat stage.


Nope. They're born meat and they die meat. We studied them for several of their life spans, which didn't take too long. Do you have any idea the life span of meat?
 
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From the sound of it, bioships will still use regular technologies for power plants, weapons, etc., but with text changes (e.g., instead of a fusion generator, you have a fusion-based metabolism). They aren't Biology techs for the same reason their regular versions aren't Voidcraft: you need to master the principles of physics behind whatever phenomenon and then making the actual laser cannon/beam emitting organelle is a simple matter of engineering that you don't need a research project for.
I'm fine with stuff like lasers still being physics techs. What I was getting at, is that there are a fair few biology techs that you would expect to have an impact on making and maintaining bio ships. Like, if your ships are organisms, then learning how to do cloning should logically make you faster at making them, and getting better at genetic engineering should logically make you better at making upgrades to them. Obviously bioships shouldn't get a bunch of extra buffs from tech, but there has to be some way to represent the fact that your advancements in ship tech is tied to your advancements in other areas of biology.
 
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This all looks amazing, however i am a little bit worried about the balance of these ships. It looks like they have a lot more firepower just from the sheer amount of slots on each ship, are normal ship types getting some tweaks as well or will the MEAT ships just be stronger in general?

Another question, does selecting the MEAT ships lock you out of normal ship classes? if not then are there any changes being made to how tech is chosen? A lot of the new features recently have added a lot of bloat to the tech tree and that came just after a nerf to overall tech production. And it makes sense to me at least that if your an empire that uses MEAT ships then progress towards normal ships types would be less of a priority for you, but they will still bloat your engineering tech tree in the current system.
 
This is so awesome, I love this! I have always like Bio-ships in fiction and I am so happy to see them finally coming to Stellaris.

Its a bit of a shame though if they are only playable by picking them from empire creation as it would be very cool to be able to unlock them with regular research or by picking any of the upcoming bio ascensions.

Hope you make unique variations for Titans and Juggernauts as well. Looks like there is a bio-juggernaut in one of the screenshots as well.
 
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And some other completely different question: How is the growth stage handled with the fleet designer? Will growth allow us to overstep the fleet command limit? Is this the niche we want to exploit—by building small capacity ships first to fill up the fleet, and then have them grow into elders and overstep the fleet command limit by 100%?
Agreed with the rest of your comment. But they were quite explicit in saying that all growth stages of one class have the same fleet command size, even though they do grow in naval capacity usage.
 
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I absolutely adore the new bioships! Props to the artists!

I especially like the Shellcraft look! I admit, I was somewhat afraid that we would mainly/mostly get floating meatballs with eyes and teeth all over, so I am really happy that we got some shellfish/coral looking designs alongside the Spinovores.

I am so going to go on a Vongforming spree once the update drops!
 
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Well that's very interesting indeed. At long last, bio-ships make their way to Stellaris properly! Seeing other players delighted at this is particularly nice. Look how happy everybody is! hahaha.

Support effects on weapons and components is a great development to see.

Sadly, I don't like many of the designs of the two biological fleets. Or more accurately, the aethetics of individual ships (the designs themselves are hard to criticise thematically). Maybe because of their colour. Do the colours of your ships change depending on your Empire flags' colours? So for example the skins could be recoloured depending on colour - which I think would look very cool and might sway me.

I guess I'd have liked a Squiddy/Cuttlefish/Nautilus design... Hopefully, thought, it will be relatively easy to mod in new designs of Biological fleet type, so we might see some diverse and creative designs coming from there.

Really looking forward to news on how Gene-Modding and the Genetics tree will be.
 
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Agreed with the rest of your comment. But they were quite explicit in saying that all growth stages of one class have the same fleet command size, even though they do grow in naval capacity usage.
I literally just can't find it. I've read over the DD four times and apparently I keep missing it somehow.
 
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Is there any mechanic to prevent you from making the Juvenile variant dirt cheap and then “growing” into a fully equiped (and much more expensive) Mature ship?
I'm assuming in the early-mid game you'll want fully equipped juveniles to avoid getting attacked while your fleets are still growing, while in the late game juveniles would only exist to grow into more viable ships?

Also additional question tangentially related - do we have an option to release fauna now outside of culling?
Yes please! I want to play space fauna lovers and preservers!
 
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I know you are limited by the features of our time. But why can we completely circumvent growth stages by just building "older" ships? Isn't this taking away from the flavor, and where is the benefit of keeping the option for younger ships if we can just build elders?

Maybe I misread this, but are there still inherent stats for each class, like metal ships?

Because at face value, all this work will end up on the sidewalk—we’ll just see elder fleets in the mid-endgame, and we’ve only changed the flavor of having one million fleet power stacks, built by food instead of alloys (again).

It’s a bit sad, as the theme and artwork are really amazing, but in the current game loop, it will vanish rather quickly.
_______________

And some other completely different question: How is the growth stage handled with the fleet designer? Will growth allow us to overstep the fleet command limit? Is this the niche we want to exploit—by building small capacity ships first to fill up the fleet, and then have them grow into elders and overstep the fleet command limit by 100%?

Like with fauna there’s still advantage to building younger ships. They cost less and grow over time. But like fauna being able to build adult ones makes sense within the sci fi concept and means you’re not immediately screwed if you lose loads of adult ships at once.

If you want a play style where you constantly have some young fleets in nurseries you can still have that.
 
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Reddit and Ep3o's video still say:
Although all Growth Stages of Biological Ships use the same Fleet Command Limit for their ship class, later Growth Stages use more naval capacity, with the Mature stage using 1.5× and the Elder stage using 2× the Naval Capacity of the Juvenile stage.
 
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Will the additional ship types unlocked by Galactic Nemesis Crisis and Cosmogenesis Crisis remain the same if your main shipset is a bio one? Would we even be able to take those two if we go meatships or only the new Crisis will be available?
 
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