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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:
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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:
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  • Machine Civic:

    image33.png

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


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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:

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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.

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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:

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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.

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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.

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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.

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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.

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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.

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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.

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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.
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༼ 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.

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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.

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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.

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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.

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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.

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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.

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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.

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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:

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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!

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  • 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?
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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?
 
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Environmentalist – Trash
As a long term Environmentalist player, I guarantee Environmentalist even in 3.X is deceptively good. In the 3.99 beta it was actually awesome because on top of free unity and CG reduction it made biologists generate amenities, and gave them the blocker's production buffs, so no need for entertainers.

Any way - with civic education I finally can fully build my dreamed solarpunk society (shared burdens, environmentalist, Civic education FTW).

The behemot path looks absolutely amazing, I'm really looking forward trying one. It feels far more complex to play that the other two crisises, but that's also fun.
Incidentally, I was thinking that your behemots trying to eat your own eggs would be a pain, but I guess it is an easy way to accelerate the breeding of your main one.
 
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  • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
Can we get a slider for galaxy size too?
Or some extra options at the lower end ( a size 300 and 500 )
For us potato pc users that want a bit more stars to push the limits of the universe
Or for multiplayers games to get a better size based on the number of players
 
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Can we get a slider for galaxy size too?
Or some extra options at the lower end ( a size 300 and 500 )
For us potato pc users that want a bit more stars to push the limits of the universe
Or for multiplayers games to get a better size based on the number of players
I'd recommend lowering starting empires and habitable planets.
 
A MEATSHIP ALL MEATSHIPS CAN ASPURE TO BE

But seriously looks great! Can you explain what

> Hive Worlds and Machine Worlds now work on a similar level to Ecumenopoli

Means. Does this mean they get bigger boni or that resource gathering districts are disabled?
 
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So having having simple conversions (like Catalytic Processing?)
The majority of these have been reworked to be buffs, ex. Catalytic presents the challenge of large amounts of extra food production with the reward of at least 25% more alloys/rare resources compared to other equivalent empires.

Similar things would be fairly simple for custodian crew to add to civics like Mining Guild or whatever. I suspect a lot of those will happen once the pop rework kinks get worked out over the next year.
Yeah I was about to say, that research sounds amazing early on.
Research is an infinitely valuable resource unlike Unity, so having your factions produce that instead makes early game techs far easier. I suspect this civic will probably be great for genocidals, being able to focus your economy solely on alloys and having factions keep you relatively close in tech to other empires means you can puke out more ships with better tech.
So are we gonna consider murderous xenophobe empires a crisis when they conquer half the galaxy
That's what the declare crisis GalCom
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.
I dislike how you are essentially forced into using beastmasters in order for Space Fauna to be at all competitive with real ship builds--the fact that there isn't a specific "bio-ships civic" looks good to me since they can balance them separately.

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?
Theoretical Realities techs are incredibly detrimental (and in some cases, nigh lethal) to empires not actively doing Cosmogenesis. That alone is crisis level let alone the whole "whoops we completely changed the galaxy with a millennia long time pause"

Also like, criminal heritages are often targeted worse than crisises/genocidals, yet I don't hear much about how they are/aren't a crisis.



Onto some real feedback, lot of nice QoL stuff in the patch. Not sure how I feel about Hero Ships as a concept--part of the nice part about Stellaris is the lack of need to micro combat, and needing to do that more and more often with future expansions scares me.
 
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The majority of these have been reworked to be buffs, ex. Catalytic presents the challenge of large amounts of extra food production with the reward of at least 25% more alloys/rare resources compared to other equivalent empires.

Similar things would be fairly simple for custodian crew to add to civics like Mining Guild or whatever. I suspect a lot of those will happen once the pop rework kinks get worked out over the next year.

Research is an infinitely valuable resource unlike Unity, so having your factions produce that instead makes early game techs far easier. I suspect this civic will probably be great for genocidals, being able to focus your economy solely on alloys and having factions keep you relatively close in tech to other empires means you can puke out more ships with better tech.

That's what the declare crisis GalCom

I dislike how you are essentially forced into using beastmasters in order for Space Fauna to be at all competitive with real ship builds--the fact that there isn't a specific "bio-ships civic" looks good to me since they can balance them separately.


Theoretical Realities techs are incredibly detrimental (and in some cases, nigh lethal) to empires not actively doing Cosmogenesis. That alone is crisis level let alone the whole "whoops we completely changed the galaxy with a millennia long time pause"

Also like, criminal heritages are often targeted worse than crisises/genocidals, yet I don't hear much about how they are/aren't a crisis.



Onto some real feedback, lot of nice QoL stuff in the patch. Not sure how I feel about Hero Ships as a concept--part of the nice part about Stellaris is the lack of need to micro combat, and needing to do that more and more often with future expansions scares me.
Last game I got hit by "food is less nourishing now" when trying to do the "beat crisis with space fauna only" achievement

Damn crisis aspirants XD
 
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Onto some real feedback, lot of nice QoL stuff in the patch. Not sure how I feel about Hero Ships as a concept--part of the nice part about Stellaris is the lack of need to micro combat, and needing to do that more and more often with future expansions scares me.
Yeah, Endless Space is fun, but I'm here to play Stellaris. The abilites in Endless space are often autocast capable which lightens the load. For the Behemoth, the abilites they have shown so far are designed to be carefully used utility abilites, ie jump drives, or out of combat abilities, spawning more fleets. Which is not very micro intensive, hopefully. But it enables future systems to be more like that.
 
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Yeah, Endless Space is fun, but I'm here to play Stellaris. The abilites in Endless space are often autocast capable which lightens the load. For the Behemoth, the abilites they have shown so far are designed to be carefully used utility abilites, ie jump drives, or out of combat abilities, spawning more fleets. Which is not very micro intensive, hopefully. But it enables future systems to be more like that.
Also we will currently have one hero ship at most

Which should keep the micro management on a minimum - especially since the damn thing has insane fleet strength (although singular ships always had inflated values), so even if the abilities could be spammed we wouldn't need to
 
Also we will currently have one hero ship at most
Which is fine. It's the focus of the crisis, but it encourages more. On the other hand, more abilities for fleets due to special ship types and components actually seems interesting. Maybe something for fruitful partnership where they launch some people at an in-system planet.
Oh Paradox, "Grow Up!"....
Can we get a sigh react please
 
So... given that the trade system is being removed and I didn't notice any other notes about piracy, does that mean piracy is disabled until further notice?
 
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I hope there will be an interaction between the Behemoth Crisis and the Here Be Dragons Origin were you can modify Sky Mom to be your Behemoth, and make yourself a Sky Dad body while you at it. And then you take your step-children to McDonalds, by which I mean the neighboring Fallen Empire Capital.
 
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I hope there will be an interaction between the Behemoth Crisis and the Here Be Dragons Origin were you can modify Sky Mom to be your Behemoth, and make yourself a Sky Dad body while you at it. And then you take your step-children to McDonalds, by which I mean the neighboring Fallen Empire Capital.
Sadly they said on stream that the only interaction between behemoth and here be dragons that they know of is that you better make sure your behemoth never rages near the dragon.
 
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Sadly they said on stream that the only interaction between behemoth and here be dragons that they know of is that you better make sure your behemoth never rages near the dragon.
Mom can probably put down a stage I one, maybe, with starbase support

And the whole family of more than half a dozen dragons definitely can