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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:

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  • [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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Thinking about it
The cloaking is really nasty

Damn thing could go undercover, reappear in your capital system and eat your ancestral homelands
It appears to be "only" cloaking strength 4, so one could still see through it - and if you don't have reveal 5 in your home system by the time they get to a stage 4 behemoth... Well, then you've got a problem.
 
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Its honestly impressive how you still have no idea how to design Civics after nearly a decade of development...
Crowdsourcing is so bad its hilarious xD

+4% to faction output, hmm yes, such an incredible bonus. Actually make it +0.4% to make sure I never notice its effect.
BUT WAIT! THERES MORE!
Its not actually a buff, its a bloody conversion! So not only is the buff miserable, but it also TAKES AWAY the unity output!
BUT WAIT! THERES MORE!
Lets give it a DOWNSIDE! Cause its just so damn powerful! So that my empire doesn't outscale everyone in 3 months!

CONVERSIONS ARE NOT BONUSES!
YOU CANT HAVE CIVICS THAT ARE DIRECT BONUSES ALONG WITH OTHERS THAT ARE JUST CONVERSIONS!

THE DOWNSIDE OF A CIVIC IS THAT IM TAKING IT INTO ONE OF MY 3 SLOTS AND NOT ANY ONE OF 300 OTHER CIVICS!

I will definitely take this civic over +10% Raw specialist job output.
Paradox please take away 2 civic slots I'm too powerful, and there is just too much room for roleplay and self expression!
you do realize that this civic is amazing for all kinds of types. Science over unity empires? empires that peruse SCIENCE! or even, role play?

Civics that provide pure buffs are boring and I'd rather more of these 'conversion types' than pure +% civics. They are far more interesting and far more useful. They help you build an interesting empire, not some stats machine that leads to the perfect job outcome.

I really don't get this one, if I'm honest. What more could you want from your empire than for it to be fun and interesting?
 
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You seem to have misread the civic. The 4% is part of the council position, and it's 4% per level. So 40% at level 10. The conversion rate is entirely unrelated to that line.
I can already see this being meta for multiplayer, man. I don’t get how you’re not seeing it.
you do realize that this civic is amazing for all kinds of types. Science over unity empires? empires that peruse SCIENCE! or even, role play?

Civics that provide pure buffs are boring and I'd rather more of these 'conversion types' than pure +% civics. They are far more interesting and far more useful. They help you build an interesting empire, not some stats machine that leads to the perfect job outcome.

I really don't get this one, if I'm honest. What more could you want from your empire than for it to be fun and interesting?
The poster you all are replying to seems to not see/realize a lot of things. if you check their post history, you'll see it's full of angry and agressive commentary about pretty much all game mechanics.

It's like they hate the game, but keep playing for some reason? (This is pure speculation and I mean no insult)
 
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Question, how much does a pop group grows each month? I ask because IF, lets say each group grows a base of one pop per month (as an example), then nations with many species will be crazy OP in comparison with single species ones. This would make single species runs very bad and unpractical.

So, details in this?
IIRC there is a "pop growth speed"/planet that gets split across different species, so effectively the pop growth on a planet with one species is the same as pop growth on a planet with 100 species. So all the 100 species grow at the same time, but each 100x slower than if there were a single species.

I hope that makes sense, if not, it will when 4.0 drops :)
 
Won't that break achivements in ironman?
Nope, it doesn't.
You even can turn iron man off, use the console and turn it back - you will still be able to get achievements. But I am using it in extreme cases like "pretorian ships going MIA and crisis never ends", so I destroyed them using console commands after i did all i could in game. In another game I had a storm with the estimation "will end in 21 years" for 50 years, i deleted it using console command.

I double checked if you can get achievements, I got "make a ring world capital" achievement in 2201.
But we will see how it will work in 4.0, there will be a new flag about console use. I bet it's a single variable, but anyway I almost never use it.
 
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Sure. Then why do Federation Builders act the same way? And arrogant != stupid.
because other empires are blocking the path with closed borders
also EVERYONE has rivals, so unless the community decided to put up a unified effort it's more important to protect your own borders against your rivals than to protect random strangers at the other end of the map
 
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The redacted civic, that is very literally one of the custom hive empires I have in my empires list, so I am SO happy to see it. They look all kinda and normal, welcoming and friendly to outsides. The drones all have some amount of self and autonomy to sell the illusion. But they slowly adapt members of new species into their hive, spreading them out into the galaxy to further the reach. Now it won't just be story and pretend, it can be real!
 
Interesting Civics, although I question the value for taking Civil Education. I haven't seen the full tooltip or breakdown of the Civic but from what is shown it turns Enforcers into Educators. Enforcers have no job upkeep and provide -25 Crime, +1 Stability and up to 2 Unity(via Police State + Domination Tradition) on top of 2 Defense Armies. Contrast that to Educators that produce 6 Unity(up to 7 with Domination Tradition I assume; Cannot have Police State for 8), -25 Crime(assumption), increase Governing Ethics Attraction(assuming 50%) and spawns Defense Armies(assuming 2 like Enforcers) at the cost of 2 CG job upkeep. Basically, from my understanding, is that the Civic basically turns Enforcers into quasi-Bureaucrats or Priests. In the very early game, the Unity boost can be quite substantial but it also means your CG upkeep will be that much higher as well thanks to job upkeep of Educators but also the new building. State Academy provides Educator jobs(200) but adds 0.75 Research(each) per 100 Civilians. In a Utopian Abundance setup, it effectively doubles the CG upkeep of Civilians(1 -> 2) for a 50% boost in Research(1.5 -> 2.25). While that seems nice and all, I'd much rather spend that on actual Researchers and get more bang for my CG investment. If it increased the Civilian output at **no cost**, then we might have something here since Planetary Analyst Destiny Trait from Scientists grants me 0.50/0.25 from each Technician/Miner/Farmer job at no cost. The final perk of the Civic is the Councilor post which reduces Job Upkeep by a meager 0.5% per level or 5% at level 10. Considering that Job upkeep can be massively reduced via Planetary Ascension and is **capped** to 90% anyway, the Councilor Post really isn't that impressive.

On another note, I haven't been able to find anything concrete on the upcoming Government Authorities for Genetic Ascension. It would be nice to know what the differences are for each respective Authority.
 
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Nice civic paths but why is the Behemoth path, which is all about having BIO ship that cost food instead of alloys, have a perk that reduces ship alloy cost?!



“First off, the Galactic Community will collectively declare war upon you, and even Fallen Empires have a chance to decide to step in.” – How about instead of forcing it with an event, you guys actually FIX THEIR DAMN AI so that they know to work together?



And is this crisis path actually a CRISIS that threatens to kill literally everyone? Or is it like Cosmogenesis where you’re just a particularly murderous empire, oh wow, nobody’s seen that before? Cause right now it seems to be the latter, with an arbitrary Box of Lore shoved in the player’s face in the form of the ‘final boss’. TL;DR this crisis path sounds bad. STOP SHOVING US BOXES OF LORE.
I'm pretty sure the thing with bio ships costing less alloys is that bio ships still cost a little bit of alloys and this causes that to be basically minimal.
 
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With civil education can you place multiple State Academies on one planet(Like Precincts) and will the effects stack. Also can you place them on resort worlds?
If this were 3.14, the answer would be yes to both if they don’t cap it to one per colony. In 4.0, Planet Economy was overhauled with Districts and Zones. Zones restrict what buildings you can build but given the circumstances, I would assume the effects would additively stack for each State Academy constructed. Yet I don’t know why anyone would want to do so given that Civilians are not producing anything of real value outside of Trade(which is largely meaningless given the 50/50 split on Trade utilization where half goes to Logistics(or is otherwise stockpiled as “Trade” and hence is largely wasted unless used) and the other half is converted based on your Trade Policy(which is generally Energy Credits but can be Unity, CG or both if Trade League). Yes they’d be more productive in a Utopian Abundance setting and certainly with State Academies but is 2.25 Research(0.75 each) worth 1 CG? My initial reaction is no and especially not when I currently get 9 research(3 each) for 2 CG(4.5 Research for 1 or twice as much).

However, Research is also getting a change in 4.0 that will complicate things even more. For those looking to maximize Research as much as possible might be inclined to take it. I’d just prefer that it’d be at a reduced cost because 1 CG per Pop with Utopian Abundance is already quite costly. For Shared Burdens, it would be multiplying Civilian upkeep by a factor of 3.5(0.4 -> 1.4).
 
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:

View attachment 1287530 View attachment 1287531
I see your UX designer and I are on the same page! I drew this during my current game XD
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