• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #382 - The Next Step in Evolution

Hi everyone!
Cosmogone here with the final Dev Diary before May 5th and the release of BioGenesis and 4.0. Today, we’ll be taking a look at the various civics and at the latest innovation in galaxy-threatening technology: Behemoths.

Civics​

We have a lot to cover, so I’ll be brief here and let screenshots speak for me.

  • Regular Empires/Corporate civics:
image21.png

Crowdsourcing: Faction Output numbers are non final
Genetic ID: Combine with CyberCreed and Dimensional Worship for a no scientist run
Civil Ed: “It stacks with Utopian Abundance” - Iggy (2025)

  • Hive Civics:
image17.png


  • Machine Civic:

    image33.png

  • [REDACTED]
    image30.png
[REDACTED] are just a fairy tale told to [From.GetSpeciesSpawnNamePlural] to keep them afraid of the dark and keep them in line.


image11.png


Alright, this one warrants a few more explanations in regards to the new operations made by Iggy:
- Smuggle population is a new operation available to everyone that lets you steal a few hundred pops from a target empire. Whether you are using it to liberate slaves or acquire fuel for the Synaptic Lathe is up to you.
- Prepare Invasion is exclusive to this civic, and for a cost of pops, will let you strike from the shadows at the beginning of a war, flipping starbases in systems close to you and even spawning a handful of armies on some planets in an attempt to conquer them by surprise. The total number of systems affected by this effect depends on how many pops you choose to sacrifice when preparing the operation with a maximum of 2000 pops of the victim’s species for 50% of its controlled systems.


Behemoth Fury​

Our new crisis path, only available to bioship empires, will be a must-play for enjoyers of Kaiju movies, titanic dragons, and BIG monsters in general. In it, you seek to transcend the weak form that binds you to planets and prevents you from just having the time of your life in space under the foolish excuses that you need to breathe, be warm, or that solar radiation can mess up your systems.

Your path to a new life begins with figuring out how to craft new spaceborne life:

image26.png

To support the ever growing number of crisis paths, the Crisis tab has been made more modular than ever and can accommodate new backgrounds and color schemes.But I digress. Behemoth Fury will see you accumulate Feral Insight to progress through the levels, with the biggest rewards coming from birthing and interacting with Behemoths.

image27.png


Most of the perks revolve around them directly, but quite a few will significantly buff your bioships, your food production and your society research as your entire empire is skewed towards developing and supporting Behemoths. Here are a few examples:

image35.png

In order to birth Behemoths you must first prepare a suitable vessel for something this size. A megastructure ought to do it. The Behemoth Eggs are built and hatched exclusively with food so those farmers better get to work, because you’ll need a LOT of it.

image14.png


Newborn Behemoths are not that impressive yet, sporting a mere 28.5K fleet power, and a lot of it comes from how tanky they are. They are still a far cry from the objective of breeding the ultimate predator, but they are a necessary step.

image24.png

Note the fancy new ship UI that made way for a brand new “Growth” bar and the very non-threatening “Rage Status”. As your baby Behemoth goes around the galaxy, living its best life by eating ships and pop (by bombarding planets, it’s not big enough to eat them whole yet), it will fill up its growth meter. Once the meter is full, it turns into a button, and if you’re far enough along the crisis path, you’ll be able to click it to send the Behemoth back into an egg, or a Chrysalis if you want to be technical about it.

Once again, you can spend a lot more food in order to let an even bigger beast emerge, ready to feast upon an unsuspecting galaxy.

image15.png


However, this is not without danger. Behemoths are dangerous beasts, and until you can find a way to fully control them, they WILL escape your grasp from time to time, succumbing to their rage and hunger. With the right stimulation, you can, however, induce this rage artificially, unleashing the Behemoth when the time is right.
When Raging, a Behemoth will attack anything else in the system, then attempt to seek out the closest source of food (a colony or a Behemoth egg) to go and devour it. As a Behemoth Crisis empire, you can defeat them in combat to beat them into submission and take control of them, while other empires that can prevail over a raging beast will kill it.

There is more finesse to this system, such as the fact that fully fed Behemoths no longer randomly rage, or that if two Behemoths meet, they will try to fight each other, possibly to the death. The Rage Status indicator in the fleet view should let you know when your beast is at risk of succumbing to its anger.

It is absolutely possible to get killed by your own feral behemoths and I have lost count of the times where I got game-overed when testing the rage while owning a single colony.

image28.png

The final level of the crisis is the most transformative in terms of gameplay. As usual, crossing that final line is up to you, and it will have important consequences. First off, the Galactic Community will collectively declare war upon you, and even Fallen Empires have a chance to decide to step in.

image20.png

Having completed the Mind Meld special project, you will assume full control of one of your Behemoths, which will in turn keep any other in line, preventing them from raging unless you use the rage action.
As you merge the minds of your population with the beasts, you will unlock increasingly powerful bonuses before your final ascension.

image22.png

What’s that? A final boss? Don’t worry about it.

Your capital will swap its city districts for Mindlink Metropolis ones that produce unity and research for each pop that has already been “Transferred” and whose mind became one with the Behemoth. The starting output is tiny, but it will rapidly increase as long as you can find volunteers.
image6.png

༼ つ ◕_◕ ༽つ Kaiju take my energy! ༼ つ ◕_◕ ༽つ

On the other hand, having a mind link with a beast like the Behemoth can prove a little distracting, and raises questions like “What’s the point of anything in life when all I want is to merge into the beast?”

Such thoughts are represented by the following modifier and will grow worse as you progress through the final situation of the crisis.

image19.png

Who knew that letting a starbeast into your mind would have consequences?

Speaking of, the Growing Pains situation tracks how well you adapt to your new body and will let you unlock increasingly powerful mutations for your Class IV Behemoth, to grow it into the ultimate starborn predator.

image4.png


The situation progresses faster depending on your approach and your growth factor, which tracks how many pops have been transferred as well as how much you’ve eaten yet.

At this point your Behemoth has reached its adult size and can simply go around the galaxy, gobbling up habitable planets to absorb their biomass and population.

image5.png

At this stage of its growth, the Behemoth makes full use of the new fleet UI created for “Hero Ship” and can unlock new activated abilities as you progress through the Growing Pains situation. At every stage, you will be given a choice of bonuses to gain, the first of which regards the type of eggs that you want your behemoth to lay. Eggs will be able to hatch into other baby behemoths or swarms of bioships to support your creature as it devours the galaxy.

image18.png

Eggcellent

By the end of the situation, you should have unlocked five new activated abilities, located under the usual Orders bar. These abilities can target planets, enemy fleets, ally fleets, or the Behemoth itself. Oh yeah, and one of them lets you cloak your Behemoth if you have First Contact.

image10.png

Can’t wait to see what modders will do with this. Surely nothing too crazy.

In addition to all that, the Behemoth will not be locked in combat (like a colossus), can still be ordered around while fighting, and even got a fancy combat UI improvement to let you trigger its various abilities.

image23.png

Stellaris MOBA, when?

Here is a sample of the abilities on this specific Behemoth, but bear in mind that all abilities have swaps, except the Thermoclastic Roar that needs none. This is all pretty novel stuff, so the fleet power doesn’t really reflect abilities like this, and honestly, I’m certain you will manage to break this new system in exciting ways, and I cannot wait for the memes.

image34.png


I definitely don’t have the room for all the mutations here, so here are a few numbers about the Crisis:
  • 26 244 uh no 78 732 Quite a few combinations of mutations
  • 13 different active abilities
  • 21 different passive bonuses
  • 1 allegedly invincible final boss

There is a lot more that I don’t have time to tell you about and that you’ll need to discover by yourselves, so I will leave you with amazing placeholder UI art, courtesy of our UX designer and featuring a hungry and angry behemoths:

image12.png
image25.png

Oh and we also forgot about…​

There are things that simply didn’t fit in any dev diary, and others that have recently changed about 4.0, so here is a non-exhaustive list:
- Hive pops can now live and work in non-hive empires without being purged
- We’re adding a whole bunch of new planet-related events
- A whole swathe of new mammalian portraits are available for everyone for free!

Untitled.png



  • Hive Worlds and Machine Worlds now work on a similar level to Ecumenopoli!
  • You can get all the new Fallen Empire Buildings from Machine Age when using Reverse-Engineer Arcane Technology
  • You can now forgive the Radical Cult! No longer must you chase them down in every system if you don’t want to.
  • Did we ever show you what the finished Timeline looks like?
image29.png

Partial Features Release Notes​

There’s a lot in this release, so we have partial release notes for today. We’ll have the rest alongside the release on Monday.

BioGenesis Features​

  • Overhauled Genetic Ascension
    • Choose from three Ascension paths: Cloning, Purity, or Mutation
    • Evolve your empire's government into one of 18 enhanced authorities
    • Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
  • Biological Ships
    • Command living fleets that evolve alongside your empire
    • Customize these ships for specialized roles, from battleships to support vessels, each capable of empowering allies and weakening foes
    • Two new biological shipsets, Spinovore and Shellcraft
  • Player Crisis Path - Behemoth Fury
    • Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
  • Three New Origins
    • Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
    • Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
    • Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
  • Hive Fallen Empire
    • Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
  • Six Seven New Civics
    • Genetic Identification
    • Crowdsourcing
    • Familiar Face
    • Aerospace Adaptation
    • Shared Genetics
    • Civil Education
    • Bodysnatchers
  • Deep Space Citadel Megastructure
    • A versatile new defensive station capable of holding off powerful enemy fleets at any system.
  • 12 new Species Portraits
    • Evolving and changing with levels and roles
  • Phenotype Species Traits
    • 16 new traits based on the abilities of the species
  • Wilderness-themed City Set and Diplomatic Room
  • New Music
  • 65 new events

4.0 ‘Phoenix’ Features​

  • Planet Economy has been reworked
    • Planets produce and consume resources through Jobs.
    • Districts provide Jobs based on their development.
    • District Specializations dictate what Job types are provided by Districts and what buildings may be built.
    • Buildings typically modify the output of the Jobs.
  • Pop Groups & Workforce game concepts have been introduced
    • Pops are now grouped together based on Species, Strata, Ethics, and Faction.
    • Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
    • Pops produce Workforce that fills up Jobs.
    • A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
  • Pop growth has been reworked
    • All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
    • Underrepresented pops are no longer given population growth bonuses.
    • Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
    • All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
    • The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
  • Empire Focuses and Timeline has been added
    • The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
    • Empire Focus Tasks introduces short and medium term goals for players to strive for, and offers an alternative way of unlocking key technologies.
      • Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
      • Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
      • Task completion is retroactive and will award progress if drawn.
      • Tasks may be discarded for a small cost in Unity.
  • Trade has been revamped into a standard resource
    • Trade is now used as the Market currency.
    • The Trade Routes system has been removed.
    • Ships now have logistical upkeep paid by Trade
      • Based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
      • Larger ships have higher upkeep.
      • Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
    • Planets now have logistical upkeep paid by Trade based on their local resource deficits.
      • Local deficit costs vary based on the base market value of the resources.
    • Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
    • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
  • Databank game info library has been added
    • The main help button now displays the Databank window where you can explore brief articles on many in-game concepts.

There are about 9000 lines in the export log for us to go through to get you the rest, sorry we couldn’t get them sorted by this dev diary!

Next Week​

Join us next week for the full patch notes of the 4.0 release and, of course, to play BioGenesis!
Who’s hyped for meat ships?
 
  • 81Love
  • 64Like
  • 6
  • 1
Reactions:
So are we gonna consider murderous xenophobe empires a crisis when they conquer half the galaxy? Are we gonna get a special event for doing that?
That special event is when you're manually declared a crisis by the galactic community and suddenly find yourself in total war with literally everyone
 
  • 8
  • 1
Reactions:
Any special interaction between the Behemoth crisis with the Here be Dragons origin? Considering the lore behind that origin being you have a dragon leviathan that explicitly sought your civilization out to take grow and take care of its young?
 
  • 7
Reactions:
All civics are useful though
It just entirely depends on your current build and playstyle
My civic tier list – in some places I mention personal RP preferences, and I might be wrong about a few picks. It’s possible that a couple civics I’ve called trash aren’t entirely trash after all.


Cutthroat Politics – Trash (20% isn't worth it)
Efficient Bureaucracy – Trash (-20% upkeep and minor edict bonuses aren’t worth taking)
Functional Architecture – Good civic
Mining Guilds – Good civic
Agrarian Idyll – Not terrible, but not worth considering in my opinion
Aristocratic Elite – Trash
Beacon of Liberty – Trash
Citizen Service – Not complete trash, but compared to the corporate equivalent, still trash
Corvée System – Trash
Distinguished Admiralty – Strong civic
Environmentalist – Trash
Exalted Priesthood – Decent
Feudal Society – Fun, but not very useful—might have some abuse potential like when the leader system was reworked
Free Haven – Trash
Idealistic Foundation – Trash
Imperial Cult – Good, but I don’t play Spiritualists
Meritocracy – Very good
Nationalistic Zeal – Trash
Parliamentary System – OP for the early faction reform abuse into oligarchy
Philosopher King – Trash
Police State – Trash
Shadow Council – Weak in its current state, but I hope it gets reworked into something more interesting, like a second shadow council mechanic
Slaver Guilds – Not bad, but I avoid slavery for RP reasons
Technocracy – Decent, but it used to be better before the nerf
Warrior Culture – Bad, but not outright trash
Ascensionists – Bad
Catalytic Processing – Very good
Masterful Crafters – Straight up OP
Pleasure Seekers – Trash
Pompous Purists – Could’ve been better; for now, just okay
Byzantine Bureaucracy – Slightly better than trash
Merchant Guilds – OP for trade builds
Shared Burdens – Average, could’ve been better
Selective Kinship – Haven’t played it due to RP reasons, can’t judge
Diplomatic Corps – Decent
Death Cult – Different playstyle, but good
Memorialists – Trash
Reanimators – Fun
Scavengers – Trash unless you’re playing on low difficulty and rushing early wars
Mutagenic Spas – Trash
Relentless Industrialists – Very good
Heroic Past – Trash
Vaults of Knowledge – Average
Crusader Spirit – Trash
Dimensional Worship – Average
Hyperspace Specialization – Average, thanks to the science bonus
Dark Consortium – Slightly above average
Genesis Guides – Might have some abuse potential, otherwise mid or trash; haven’t played it
Astrometeorology – Trash
Inward Perfection – Fun, but a different kind of gameplay
Idyllic Bloom – Average, probably needs a buff
Fanatic Purifiers and Barbaric Despoilers – No need to explain, doesn’t fit my RP
Anglers – Fun and seemingly strong
Oppressive Autocracy – Haven’t played it due to RP
Sovereign Guardianship – Good
Natural Design – Trash compared to its Hive counterpart
Storm Devotion – Trash
Planetscapers – Very good
Galactic Curators – Fun, but not super impactful
Beastmasters – Haven’t played it due to RP reasons
 
  • 12
Reactions:
That special event is when you're manually declared a crisis by the galactic community and suddenly find yourself in total war with literally everyone
And does this actually ever happen? (Actual question because I think the Nemesis DLC sucks and don't have it)

But this also gets into the question of "Why is this hyper-murderous map-painter not given the Crisis treatment but the robots turtled in their territory, with 40 of their own pops in the lathe, is?"
 
  • 18
  • 1
Reactions:
And does this actually ever happen? (Actual question because I think the Nemesis DLC sucks and don't have it)

But this also gets into the question of "Why is this hyper-murderous map-painter not given the Crisis treatment but the robots turtled in their territory, with 40 of their own pops in the lathe, is?"
Because genociders get massive buffs from their civics and are, in theory, only a threat to their direct neighbors

They need no fancy mechanic to motivate nor reward them, they literally start with those

Meanwhile the robots in your scenario are causing galaxy wide mayhem with their science experiments and in addition will cause even more mayhem once they finish working on whatever they are working on

The community declaration happens regularly btw, in fact it's a major risk of playing the "proper" crisis as well, the community might declare you a crisis before you are ready to receive them
 
  • 17
Reactions:
Because genociders get massive buffs from their civics and are, in theory, only a threat to their direct neighbors
You can say 'only a threat to their direct neighbors' to the Prethoryn, too.

Also you're vastly overstating the galaxy-wide mayhem. Unless you roll into Superlight, the 'mayhem' is inconsequential and the 'time warp' is still less dangerous than the 'not even a purifier, just aggressive hegemonic imperialist'.

And while it's good to hear the community 'regularly crisis-declares', it's upsetting that they even needed that feature rather than just giving Mutual Threats some actual teeth. "All events, no emergence" seems to be a major theme lately.
 
  • 18
  • 3
Reactions:
image10.png


Randy the Ravenous


... oh.

This is the professional wrestling Ascension.

Can we do a heel-face turn and become the Crisistodian?
 
  • 5Haha
Reactions:
- Prepare Invasion is exclusive to this civic, and for a cost of pops, will let you strike from the shadows at the beginning of a war, flipping starbases in systems close to you and even spawning a handful of armies on some planets in an attempt to conquer them by surprise. The total number of systems affected by this effect depends on how many pops you choose to sacrifice when preparing the operation with a maximum of 2000 pops of the victim’s species for 50% of its controlled systems.

Can we get a version of this for plantoids with the Invasive Species trait? I mean, it's right there in the name, and makes logical sense. "Secret Seedbeds", perhaps? Perhaps related to some of the mechanics used for Fruitful Partnership.
 
  • 10Like
  • 2Love
  • 2Haha
Reactions:
And does this actually ever happen? (Actual question because I think the Nemesis DLC sucks and don't have it)

But this also gets into the question of "Why is this hyper-murderous map-painter not given the Crisis treatment but the robots turtled in their territory, with 40 of their own pops in the lathe, is?"
Isn't the solution to make the AI better at threat evaluation and make the galcom more likely to declare a crisis war against genocidal empires that have grown too big? Maybe add a modifier to voting weights based on the percentage of galcom members the genocidal empires in question has wiped out?

This seems more like an issue with the AI to me.
 
  • 8
  • 3Like
Reactions:
Some of my thoughts:

Very disappointed there aren't civics buffing biological ships for normal empires. I mean, there's beastmaster for space fauna, so I don't understand why there aren't civics buffing biological ships specifically. Very disappointed. Maybe I'll make a mod for it.

Most of the civics are meh. Aside from the hive mind civics, none of them really fit the biological narrative imo which is dissapointing.

The behemoth fury does look fun. But since my default playstyle is some form of fanatic xenophile, and the crisis appears to be more in your face evil than cosmogenesis, it won't be my default crisis path which is dissapointing. The galactic community declaring war on you also means a diplomatic playstyle is very discouraged with this. So, cosmogenesis is still the default crisis pick for me.

Hive pops not being purged is fun. I just hope this means you could in theory, conquer a devouring swarm, then release their planets back as a normal hive mind. But I doubt the devs went that far with it.
 
  • 2
  • 2
Reactions:
But this also gets into the question of "Why is this hyper-murderous map-painter not given the Crisis treatment but the robots turtled in their territory, with 40 of their own pops in the lathe, is?"

As someone who has finished a campaign with a "Benevolent Cosmogenesis" (never buitt a Lathe, only triggered one Thesis), I can assure you that such a Cosmogenesis Empire is not going to be hated and treated as a Crisis. There is an opinion penalty, but not so hard that you won't be universally loved. Nobody ever suspected how much destruction I would cause with that strange ship.

The Hyper Murderous Map Painters CAN be declared a Crises (if you own the Nemesis DLC which adds the anti-crisis mechanisms), and can find themselves in Total War against the entire Galaxy that also gets buffs while fighting you (while the Custodian or Emperor might have a nice no-maintenance fleet) even if the empire in question doesn't take the Nemesis trait.
 
  • 6
  • 1Haha
Reactions:
Would love for a little more details on how keeping hivemind pops in your empire works, since this seems like a big buff for individualists since we can't keep their pops without being jerks about it. I don't want to turn my neighbors into food or violently birth new beings from them, but the alternative is giving up the resource which seems to be a problem individualists no longer have.

Also, is there a backtrack of story where hive mind pops, even disloyal ones, need to be within the presence of the hive to survive?
 
  • 1Like
Reactions:
Isn't the solution to make the AI better at threat evaluation and make the galcom more likely to declare a crisis war against genocidal empires that have grown too big? Maybe add a modifier to voting weights based on the percentage of galcom members the genocidal empires in question has wiped out?

This seems more like an issue with the AI to me.
Yes. It is. Hell, I'd say for those of us who don't have Nemesis the galaxy should be able to reliably unify against genocidals with or without a fancy crisis resolution. (Seriously: the custom Devouring Swarm I force spawn always ends up eating like 1/3rd of the galaxy if I the player don't stomp it early with Supremacy traditions).

My argument is that instead of forcing a solution through events and DLC like the dev team seems hell-bent on doing, they should fix their god-damn AI. Stop with the bandaids, I'm so sick of them.
As someone who has finished a campaign with a "Benevolent Cosmogenesis" (never buitt a Lathe, only triggered one Thesis), I can assure you that such a Cosmogenesis Empire is not going to be hated and treated as a Crisis. There is an opinion penalty, but not so hard that you won't be universally loved. Nobody ever suspected how much destruction I would cause with that strange ship.

The Hyper Murderous Map Painters CAN be declared a Crises (if you own the Nemesis DLC which adds the anti-crisis mechanisms), and can find themselves in Total War against the entire Galaxy that also gets buffs while fighting you (while the Custodian or Emperor might have a nice no-maintenance fleet) even if the empire in question doesn't take the Nemesis trait.
So then, WHY is Cosmogenesis a 'crisis path' in the first place if they're objectively less hazardous and less loathesome to the galaxy than John MapPainter? It can't be both ways. I half expect the next 'crisis path' after that weird infernals thing to be "Behold, we are the dangerous empire who sneezes without covering our mouths! Oogabooga, tremble before us!"
 
  • 16
  • 3Like
Reactions:
So are we gonna consider murderous xenophobe empires a crisis when they conquer half the galaxy? Are we gonna get a special event for doing that?

There's no good justification for this. People have tried with better arguments than 'well what if ALL of your stuff is around those stars?!'
So again, why aren't regular murderous empires also considered 'crises'? The argument falls apart there.
You or the AI can declare all these a crisis via the galactic community, yes.

I'm curious what you think game AI is? It's mainly a bunch of weighted if/then statements. "IF an empire takes the blow up the galaxy perk AND you're in the galactic commmunity THEN (100% chance) flag them as the crisis" is "fixing the AI".
 
  • 1
  • 1Like
  • 1
Reactions: