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Hi everyone!

As @grekulf has mentioned, one of our key aims in the upcoming Lem update is to improve the value of our existing DLCs by adding new content to them. As part of this effort, several of our species packs have seen some love. This week, I will start us off by talking about some of the upcoming changes to the Necroids species pack.

While we were overall very happy with the content that went into Necroids (indeed, it has set a high bar for our other species packs to match!), a few of us - both within the team and in the community as a whole - regretted a few of the missed opportunities. The Lem update has provided us with the opportunity to rectify this.

Necrophage Hive Minds

There have been quite a few calls for allowing Hive Minds to be Necrophages, and with Lem, this will now be possible!

1623927984810.png


The will work similarly to normal Necrophages, but with a few differences:
  • Flavour texts that assume individual intelligences have been rewritten to fit the hive theme better
  • Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. The Livestock can then be subsumed into the Hive via Centers of Elevation.
    • Unlike normal Necrophages, Necro-Hive Necrophytes don’t use Consumer Goods. Instead, their upkeep of Food (or Minerals, if they are Lithoid) has been doubled.
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  • Like normal Necrophages, Necro-Hives can also use the Necrophage Purge to speed things up a bit. For this purpose (but in a change applying generally to all Hive Minds), Hive Minds are now allowed to purge Gestalt pops that are not of their main species again.
  • Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
  • Just as you can combine Fanatic Purifier with Necrophage, so you can also be a Devouring Swarm (or Terravore) Necrophage

General Necrophage Changes

It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so it’s a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:
  • Non-purging Necrophages no longer start with two extra pops than other non-standard origins (purging ones keep the extra pops because they are likely to lose a few pops through purging).
  • The guaranteed primitive worlds may no longer contain primitives that have advanced beyond the Iron Age (previous limit was Steam Age), and will have more defensive armies than very early primitives usually have. This is to make their start not quite as outright better than other starts.
  • Centers of Elevation no longer provide stability bonuses, and the job’s unity output has been cut by a quarter.
  • The chance of pops escaping during Necrophage purging has been increased from 10% to 25%. This is now also communicated to players in tooltips.
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Death Cults

In contrast to Necrophages, with the advent of 3.0 and its accompanying pop growth changes, it has been felt that Death Cults - though interesting mechanically and flavour-wise - have somewhat fallen behind the curve in terms of bonuses. In other words, more reward is needed for sacrificing your pops.

One of the issues we had at the time when we implemented it was the limited possibilities for using proper mathematical formulas in Stellaris scripts. However, as hinted in my previous dev diary, that particular bottleneck has now been alleviated (in fact, we have gone considerably further than hinted there - Lem will have a lot of positive surprises for modders!).

Previously, when you chose to sacrifice your populace, you would gain a portion of the bonus as a fixed modifier, and another portion scaled by the raw number of pops you sacrificed. This remains similar, but with one key difference: the scaled modifier is now scaled by the % of your total number of pops you have sacrificed.

We are still working on the exact numbers, but the gist of this is that you will now tend to get a lot better bonuses per pop you sacrifice, especially in the early game.


Reanimated Armies

Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:
  • You can now build Dread Encampments from day 1. Countries starting with the civic will have one on their starting planet
  • Dread Encampments are generally more useful to have now: they now provide two Necromancer jobs (up from 1), and Necromancers now produce 6 each of society and physics (up from 4), though their number of defensive armies they spawn has been cut from 4 to 3.
  • Building a Dread Encampment replaces your Defense Armies with Undead Defense Armies, which are somewhat stronger
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  • When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
  • Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
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That’s all for today. Stay tuned to hear more about our plans for the Lem update!
 
One thing I will say, re Necrophage nerfs, is that Necrophage is one of my favourite ways to play (creator's bias, one might say), so if the nerfs go to far, then I can assure you that I will see to having them toned down. Balancing is an iterative process, after all.

Though they were pretty strong on several counts, e.g.:
- Easy access to two planets with up to 16 pops on them (the number being fixed to 8 in 3.0 is a separate bug)
- No need to ever worry about stability, unity or amenities.
- Can quickly convert pops from other species to your own (great synergy with Xenophobe ethos)

Which is all still the case, except for the stability bit :)
 
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What about Space Amoebas? I want to bring Bubbles back to life because I FAILED HER! I want to bring all her kin to life. Can we reanimate space fauna if we take their home systems, where they could as well return to die?
 
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It would be cool if you could recruit special reanimated armies from observed primitiv civilisations. This would be kind of like in the myths abouit valkyries taking the greatest warriors who died on the field to fight for the gods. (It should be limited to civs in the preindustrial age and those with militarist ethic would allow for more armies to be recruited than those with pacifist ethics)
 
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What about Space Amoebas? I want to bring Bubbles back to life because I FAILED HER! I want to bring all her kin to life. Can we reanimate space fauna if we take their home systems, where they could as well return to die?

Necromancer Fanatical Befrienders - even death cannot stop the power of our friendship!
 
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finally, necrophage hive-minds. also holy shit we can REVIVE THE TIYANKI MATRIACH!?
 
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That nerf to Necrophage seems, a bit extreme. They get hit not once but several times.

Meanwhile Synth Ascension/Fanatic Materialist still beat every option silly and haven't even been looked at, what gives?
They've already said they are turning their attention on overall game balance. They are starting with origins. Afterwards, they'll move onto something else. But necrophage has been an oppressive origin since release and honestly, these changes dont nerf it to the ground. I approve these changes and the origin still sounds fun to play
 
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  • Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
1623936542984.png
Mmm, just imagining Necrofying killed Prethoryn ships now, too, sending them back to fight their crisis brethren.
That would be an interesting - albeit horrifying - war to witness.
 
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Reanimated Armies
[...]
  • When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
I just had a thought: could the Reanimated Armies civic unlock a new Purge type that converts undesireable pops into associated Assault armies of that species? I've already mentioned that I've been wanting to resurrected my enemy's armies, but I could see this working as an alternative or perhaps in addition to, that means of acquiring enemy armies.
 
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Who came up with the idea of swappable tradition trees, btw?
Not sure, honestly I think it's a thing we've wanted to do for a while, but have never quite had the time for before now. But it's definitely something I'm very excited about, myself!
 
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That nerf to Necrophage seems, a bit extreme. They get hit not once but several times.

Meanwhile Synth Ascension/Fanatic Materialist still beat every option silly and haven't even been looked at, what gives?
 
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Since we now have defensive reanimated armies...

Are we gonna have a "Defensive army type" policy ?

Like : I have Clones armies / Psionic Armies available, let me put the second one by default on all my planets
 
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The community is a horrible benchmark for "what feels justified" much less is balanced. Then again, I'm not talking about the goddamn pops. I'm talking about the other nerfs. The nerf to chamber of elevation is a whooping 5/10 stability gone, just like that. Then they also decided to cripple the amenity production of necrophytes.

You can argue that the pop nerf was justified, sure thing. I don't mind. Also nerfing amenities and stability on top of that is overkill. Especially since the origin forces you to forego void dwellers (which straight up starts with three habitats, meaning tripple growth right away) and Shattered Ring.

Man, when you said the community is a horrible benchmark for balance, I wasn't expecting you to prove it yourself.

About that whole VD having triple growth thing...

Here's the starting growth rate on a Necrophage homeworld:

stellaris necro pop 1.PNG


And here's starting growth on a VD habitat:

stellaris vd pop 1.PNG


So Necrophages start with about 5 growth, while VD starts with 9. Not triple - not even double - but still more, right? Necrophages also start with 2 more pops, but that might be getting changed. Still, this is how things are currently.

Now let's look at what happens when one of the two smaller VD habitats hits 10 pop:

stellaris vd pop 2.PNG


Huh. Half growth until an upgraded capitol building is constructed (480 days). Okay that brings things down a bit.

What about when this habitat has completed the building and then gets an additional pop?

stellaris vd pop 3.PNG


Okay, quickly queue up a housing district!

stellaris vd pop 4.PNG


Wait that made it worse?!

Well okay, not forever. Just for the entire duration of the build again. Then we're fine for a couple more pops, until we're out of districts and can't upgrade the habitat for a couple decades...

I think you get the idea. It's nowhere near triple growth at the start, and it quickly drops down from there. Then it bounces around for a bit, and can end up becoming crippling if you don't properly time your further expansion. But how are Necrophages doing around that point? I mean surely they must be suffering due to having worse growth.

stellaris necro pop 2.PNG


Huh, 65 pops seems like a lot. And they've got 14-15 growth total between 3 colonies.

What about VD?

stellaris vd pop 5.PNG


Oh only a 20+ pop difference 15 years into the game. And rather than getting extra logistic growth, VD is right around 0 at best. Weird how "triple growth" VD ended up the equivalent of 11-12 growth points per month behind. Wonder how that happened...
 
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