Stellaris Dev Diary #234 - Aquatics and 3.2 are out, now what?

Come all you young spacefarers, listen to me! I’ll sing you the song of this dev diary!

Space shanty? Sing-along version? Amazing.

Today we’re back with another dev diary, and today we’ll be talking a little bit about our next steps. But first and foremost I’d like to thank everyone in the community for showing such great appreciation for Aquatics and the 3.2 update. The Aquatics Species Pack is the best-selling species pack to date, and going by the Steam review it also seems like it’s very well-liked. The future is looking bright, and together we will be able to make Stellaris bigger and better than ever before!

Speaking of the future, let’s take a look at what we have on the horizon for the game.

Unity Rework
Back in dev diary 215 we mentioned a Unity rework that we’ve been working on. Progress is fairly good, and we’ve made some interesting changes that we’ll be talking about SoonTM. The target for this change is currently the 3.3 February Update, but due to the spiciness of the changes, we’re also looking into the possibility of making an open beta with the changes earlier than that, so that we can include more community feedback for the 3.3 February Update. You’ll be getting more information about the details of the unity rework and a possible open beta as we get closer to the end of the year.

AI
We’re very happy to see that many of you have reacted positively to the AI improvements done in 3.2, and we appreciate your feedback and help. We still have a lot of more changes we’re working on, such as additional economic improvements and taking a look at the Take Point feature, to only mention some examples. Just like with the Unity rework, we’ll be talking more about these in detail in the near future.

Situations
We are looking into creating a new Situations system, similar to the Disasters system in EU4. The goal is to be able to move things like Deficits and Revolts, and similar struggles, into this new system. Since we don’t want to undertake too many changes at once, it’s likely that new Situations will be added over multiple updates after the system itself is released. Although work has started very recently, we’re very much looking forward to being able to share more progress about this in the future as well.

Buffing the Backlog
In terms of adding new content to older DLC, the priorities going forward will be to buff Nemesis and Necroids. We have no concrete plans we’re ready to share yet, but if you have thoughts for additions you’d love to see, please let us know!

And more…!
There’s a slew of other improvements, bug fixes, content additions to look forward to in future updates. I can’t really mention them all, because in all honesty, a lot of things like this aren’t planned and happen because we have a passionate team that works on many small things they think would make you, the players, happy!

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That is all for this week folks!

Here’s the transcript from the Discord Q&A session we held last week:

Question by Asiak:
Do you think we could conceivably ever get an Angler type civic for Megacorps?
Answer
Yes. It's in aquatics.
Answered by
Iggy (Content Design)


Question by Cape of FFTPASD (DO NOT PING.):
How do Dragon Hatcheries work and how many dragons could one potentially get?
Answer
[REDACTED]
Answered by
Caligula


Question by MarkDey:
If reinforcing fleets have been moving to their destination fleet, and then their path is cut, do they appear back at the station where they were built (losing progress on their travel time) or do they appear at a friendly starbase that is closer to their destination?
Answer
Fleets that have already entered the MIA state will arrive at their destination regardless of what happens to their path after they take off.
Answered by
Monzun (Code Custodian)


Question by Carpe Venenum:
Criminal Syndicates are very fun, but are known to be nigh-unplayable in singleplayer because of AI spamming police precincts even with meager levels of crime. Will AI improvements in Herbert address this issue?
Answer
There haven't been specific changes to Criminal Syndicates in Herbert, but there have been some changes regarding how the AI deals with crime. (IIRC, also including sometimes making the Crime Deal if it makes sense.)
Answered by
Eladrin


Question by Comrade Musk:
Can you give any indications for how much the species tab lag has been improved?
Answer
We weren't able to look at it for 3.2, but we are hopeful that we will be able to make some improvements in this regard for 3.3
Answered by
Caligula


Question by Walter the Walter Keeper:
Two questions since I am greedy. 1. What gave you the idea of fishy boys? 2. Will Gestalts (robots at least) get the ability to be lost colony? I think the idea of a lost drone fleet becoming sentient is so cool.
Answer
1: Who wouldn't want to play fishies? Honestly it's been one of our most requested species ideas for years and we felt confident we could do it justice now. 2. I am constantly on the lookout for new hive content to explore that one has a high chance of getting in since it's quite minimal work for nice flavor.
Answered by
Iggy (Content Design)


Question by Data:
Return to Crab or Evolve to Monkey?
Answer
:walter:
Answered by
Iggy (Content Design)


Question by FlantingCort:
What species pack themes and ideas have you considered and abandoned?
Answer
None, really. We have a lot of thoughts, and its just a matter of priorities (what is cooler comes first?)
Answered by
dpgb


Question by DatBoiTim:
How do Gaia worlds, Ecumenopili, Ring Worlds and habitats overlap with the aquatic trait?
Answer
They don't suffer from living there but they don't excel there either.
Answered by
Iggy (Content Design)


Question by trndr:
do aquatics get a special "so long an thanks for all the fish" message as crisis?
Answer
No but they should.
Answered by
Iggy (Content Design)


Question by Blackhole:
There's been a lot of discussion recently about static defenses, and whether sole starbase defenses are sufficient. Are there any plans to re-add static military defense stations around planetary bodies with appropriate resource requirement balancing? If not, why? Considering you can park a fleet for a similar effect, although this means that you are building hyperdrives for nothing and looks weird.
Answer
It's possible that we'll look at orbital defenses in the future. Not for Herbert.
Answered by
Eladrin


Question by Fiiral:
Is there a plan to add an galaxy option to disable the galactic nemesis AP and all related mechanics?
Answer
Generally speaking, we'd love to add more advanced game options in the future. The game has grown, and I feel like there's a need for it.
Answered by
dpgb


Question by MarkDey:
Modding: Changed terraforming costs to use the post-Megacorp economy system Will the energy and time costs be changing for terraforming, or is this a reference on how to invoke terraforming commands via mod scripts?
Answer
It basically means that one can make terraforming processes cost various resources (not just energy), and make more sophisticated modifiers to affect what the price is. We haven't played around with the former point to date, but we made terraforming to ocean worlds cheaper with the Hydrocentric ascension perk this way.
Also, it means that we can make the AI budget for it, which allowed us to ensure that the AI is able to terraform a lot better now.
Answered by
Caligula


Question by Positivity:
Why can't Rogue Servitors build alien zoos? RS love protecting the little meatbags, and they make organics so happy when they vibrate atop their laps.
Answer
One of the issues there is that the buildings that provide bio trophy jobs are already very very efficient but it's not impossible that we could take a look at it.
Answered by
Iggy (Content Design)


Question by ClassyPilot177:
Will we ever get a definitive answer to how large pops are?
Answer
Will we ever get the true answer to the meaning of life?
Answered by
Caligula


Question by Froozigiusz:
Will you ever do a community event update in which fans will be able to make events (or other things) that will be incorporated into vanilla?
Answer
There are a lot of issues with selling things that people haven't been paid to produce. We did do something similar to this, last year with our Mod Jam, but we wouldn't be able to include these in the base-game. We on Community would like to do more of these in the future, as working with the modding community was a lot of fun.
Answered by
MrFreake (Stellaris CA)


Question by Runei:
What was the reason you decided to cap the amount of times you can increase a planet sized with the use of ice? Does this not inhibit fun things such as one planet challenge and RP playthroughs?
Answer
Balance purposes, mostly. The ability to add additional districts to planets had to be comparable with other similar effects such as Mastery of Nature.
Answered by
Eladrin


Question by Strategiser:
when is stellaris multiplayer getting a "Resync" button similar to Hoi4?
Answer
Stellaris is in a different situation than HoI is when it comes to "Out of Sync" issues. Implementing resync would take some time and overall, we currently feel that our time is better spent trying to fix the cases that trigger Out of Sync errors.
Answered by
Monzun (Code Custodian)


Question by Helicopter200:
Can we terraform barren Worlds with aquatic collosus?
Answer
No, you will still have to find a terraforming candidate and use the regular system.
Answered by
Iggy (Content Design)


Question by AiLystAP:
Shared Burden empires have the dubious function of actually having their pops demote slower (-45% pop demotion time) than an empire that picks the Harmony tradition (-75% pop demotion time). Aren’t they supposed to have their pops demote faster than any other empire? Will this be fixed?
Answer
The Shared Burdens living standard stacks with the civic for a total of -90%. (It's true that under Utopian Abundance they're lower.)
Answered by
Eladrin


Question by Hot Coffee - Secret Drake Priest:
Roughly how much better would you say the AI is in 3.2? If I normally play on GA, what setting would give me the same difficulty?
Answer
You will be able to find out on monday
Answered by
dpgb


Question by Scooby:
Would you able to expand your ocean paradise origin planet with Mastery of Nature / Hydrocentric?
Answer
Yes. Both can be used on the Ocean Paradise.
Answered by
Eladrin


Question by MordridtheBlack:
So...when will you finally cave and let us play as Despicable Neutrals? I have a lust for gold, power and was born with a heart full of neutrality.
Answer
have you considered playing inwards perfectionists and just ignoring the galaxy?
Answered by
Iggy (Content Design)


Question by Siper:
Will the two teams alternate months or is it just a shoot n' go for now?
Answer
The custodians will aim to release a patch roughly every 3 months even if there are other releases coming out at the same time, more polish for the people!
Answered by
Iggy (Content Design)


Question by Kiwibaum:
Pleasure Seekers and Slaver Guilds seems like an obvious thematic combination, but you are not able to combine them. What is the reason for that and any chance that will change?
Answer
It has a lot to do with how living standards are handled in the game currently. They are done through code and are quite rigid, we are exploring solutions to it.
Answered by
Iggy (Content Design)


Question by Hot Coffee - Secret Drake Priest:
Any plans to balance ship classes more? Currently once you hit late game it's not worth building anything but battleships. It would be nice to have each ship be useful.
Answer
Ship balance will continue in future updates. Right now the rock-paper-scissors between Corvettes, Artillery Battleships, and Hangar Battleships exists to a degree, but it would be nice to have a more defined role for Destroyers and Cruisers even in the late game meta.
Answered by
Eladrin


Question by Alex B:
If a bug is still unaddressed after a patch, should we bump the report on the forum or resubmit a new report?
Answer
There is a feature on the forums for upvoting the bug ticket, but if it's not gaining enough attention, you can make a new ticket with an updated save game. This helps both QA to verify the issue and the people who work on solving the issue, as old save games may make the bug harder to work with overall. Thank you for submitting bug reports, they are super valuable to us!
Answered by
Monzun (Code Custodian)


Question by Inksitor:
Does saves from 3.1.2 (Single and Multy saves) will be compatible with 3.2?
Answer
Saved game compatibility is not guaranteed, it has a lot to do with that it's very time consuming for us to test old saves just for the first few days after a new expansion shows up. It shouldn't crash at least.
Answered by
Iggy (Content Design)


Question by Anno:
Any thoughts on how the Custodian program itself is going? It’s revitalized a lot of my interest in Stellaris knowing base-game improvements are being made and older features are getting updates. So I hope it’s working out well for PDS too! Thanks for all your hard work.
Answer
From my perspective it's going really well. It's great to see devs being able to step up and take initiative for how to improve the game. We've also seen a lot of positivity from the community, and hopefully it will also draw in more players to play regularly. It's a bit too early to really know how successful the Custodian Initiative is, but if we can repeat the success of 3.1 Lem for every update for about 1 year, it would be really great.
Answered by
dpgb


Question by ultron64:
Are you Planning to Update Ground Combat soon?
Answer
No.
Answered by
Iggy (Content Design)


Question by MarkDey:
Are there elements from the design or development of Victoria 3 that you feel would work well in Stellaris?
Answer
We already added hypercapitalism in MegaCorp. We do need more monocles though.
(Just kidding. We do look at the other games for insights and ideas, but directly porting things from the other games isn't something that we're likely to do.)
Answered by
Eladrin


Question by Z A C H A R Y:
Is there any focus right now in future updates to reduce late game engine lag?
Answer
So the short answer to this would be to refer you to our recent dev diary on performance: https://store.steampowered.com/news/app/281990/view/4491772591075421290
In terms of a longer answer, as you can see in that DD, we've made some improvements for 3.2 and we are quite likely to make further ones in 3.3. But it's hard to make firm promises on this sort of thing, since a performance improvement in one regard might be cancelled out by something else that is done between versions - be it design changes, AI improvements that mean more pops and more ships, or... well, any number of things.
(The longest answer would be to point out that "lag" is the wrong term unless the game is literally freezing - as I know can happen in some circumstances in certain UIs, which is something we definitely want to improve - and the performance issues we face are largely not related to the engine, but rather to the specifics of Stellaris - e.g. a lot of the improvements for 3.2 are based on optimising pop factions)
Answered by
Caligula


Question by ClassyPilot177:
Are there any plans to make ground battles more involved or dynamic?
Answer
No current plans. Reworking ground combat is unlikely to happen as its a lot of effort for relatively little gain.
Answered by
dpgb


Question by Cape of FFTPASD (DO NOT PING.):
What determines if an AI will build ecumenopolises? Do any ethics/government modifiers affect it?
Answer
Nothing to do with ethics or such. They check if they can afford it and do it if they can.
Answered by
Iggy (Content Design)


Question by Alex B:
Have you considered letting the AI use the martial law decision to help with stability, like how they can now make deals with crime lords?
Answer
Maybe we should
Answered by
Caligula


Question by Chillie:
*Are there any planned changes to shared burdens civic in the future? I feel like stratified economy is really powerful living standard and would want to see egalitarian options such as shared burdens or utopian abundance buffed to make them a little more equal.*
Answer
It is quite boring I agree Comrade. I would very much like to work on that.
Answered by
Iggy (Content Design)


Question by Dregnitor:
Are there any further plans to re-balance civics more in the near future? Some civics, such as criminal heritage or barbaric despoilers have become so neglected that having no civics at all is a better choice than picking any of these
Answer
Yes, civics will continually be adjusted, tweaked, and modified.
Answered by
Eladrin


Question by ArmoredHero11:
Do you have plans to add in more internal affairs like cults, governmental branches, etc to the game?
Answer
No concrete plans, but we totally agree it's something we'd love to do.
Answered by
dpgb


Question by Lumin:
Is there a possibility of moths being added to the game as a species? I like moths
Answer
I like our friendly flyer
Answered by
Iggy (Content Design)


Question by Onimorphus:
Some time ago we had on one of the Dev diaries the mention about the Unity and Admin cap rework, can you share at least how far are you all on that process, are you still on the testing ideas phase, so we as the community can still throw ideas around to help, or have you already found some interesting path to follow towards the new systems?
Answer
We're actively working on it, but progress is pretty good. We'll probably start talking about it at the beginning of next year. It's looking quite interesting, and opens up for a lot of interesting things in the future.
Answered by
dpgb


Question by no honor among us:
also is there actually a way to actually address an overflow issue? many modders have to deal with whatever limitations to make sure their mods not causing overflows, and somehow it's been this way for years
Answer
Not really, to be honest. (I assume you are referring to integer overflows - if you mean stuff like modifiers reducing cost going past 0, we do make sure to fix those as we encounter them)
Answered by
Caligula


Question by Chillie:
is there any particular reason why habitation districts on habitats do not unlock building slots?
Answer
Habitats are intended to feel cramped and small. The low number of building slots and districts are intentional primary challenges for habitat heavy runs.
Answered by
Eladrin


Question by Morebits:
Modding: Have you ever played with Gigastructures or ACOT (Ancient Cache of Technologies)?
Answer
No but I do enjoy the absurd screenshots from it I see from time to time.
Answered by
Iggy (Content Design)


Question by Asiak:
Are there any plans for a QoL pass on the empire select screen? I'd really like just a basic folder system to sort my empire builds.
Answer
There are currently no concrete plans for bigger changes in the empire select screen. If you have specific improvement suggestions such as sorting options or what you proposed here, feel free to post them in our suggestions subforum https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
Answered by
Monzun (Code Custodian)


Question by OptimalRandyRoblox{BakerBail}:
Is there any chance of us seeing some more story packs like Leviathans, Distant Stars, or Ancient Relics or standalone dlcs like Event Horizon?
Answer
I sure hope so as I want to write for them!
Answered by
Iggy (Content Design)


Question by OneOf99:
With how consumer goods work now, they feel like nothing more butnan upkeept mechanism with no real value. They also kinda make amenities redundant, since they both have the same thematic function yet are separate resources. Are there plans to further divide their uses and perhaps make consumer goods more useful when in surplus?
Answer
I agree, and I'm not a huge fan of consumer goods. I'd love to be able to figure out a way to have repeat spending of consumer goods, to improve parts of your empire. For example, building research projects (similar to how you can spend to build ships, but that dont actually create entities like ships).
Answered by
dpgb


Question by Helicopter200:
do primitive aquatics will live on surface or underwater?
Answer
Yes.
(Your headcanon is correct, whichever you picked.)
Answered by
Eladrin


Question by bulbonic_gaming:
do you guys plan on making the console version up to date with the pc version. Thank you.
Answer
The console version is not made by us and is made by the super talented Tantalus and they always work on catching up but they will probably never work in conjunction with us to release simultaneous releases.
Answered by
Iggy (Content Design)


Question by Blorg Lover:
Are the custodians interested in implementing any of the elements cut from older DLC that exist as ghosts in the stellaris code? Like the traits and origins that were never finished?
Answer
It depends a lot on why they were cut. In many cases, it is because they simply proved not to be as good ideas in practice as we had thought at first, in which case they are best left forgotten.
Answered by
Caligula


Question by Golden Excellence:
One question I've had for a long time is how many people does one pop represent. For example, if I have a planet with 20 pops how many millions/billions/trillions of people are on that planet?
Answer
It varies based on the narrative we need to tell. Sometimes it can be up in the millions and sometimes it represents individuals (such as when the Caravaneers party a bit TOO much!)
Answered by
Iggy (Content Design)


Question by Chillie:
did you think about buffing democracy and oligarchy to make it more equal in terms of strength when compared to their more authoritarian neighbours? Mandates are just too weak.
Answer
Yes the government types are quite boring right now and could do with a rework.
Answered by
Iggy (Content Design)


Question by Blade Champion with Vaultsword:
would you rather make friends with sapient electricity or sapient gas?
Answer
Sentient gas could smell really bad, I feel like it would be safer with an electrical entity.
Answered by
Iggy (Content Design)


Question by Ellie ✨:
Is there a reason Rogue Servitors aren't able to pacify Amoebas like xenophiles and pacifists can?
Answer
That sounds like an oversight, feel free to make a bug report about it!
Answered by
Iggy (Content Design)


Question by Kiwibaum:
What are that chances that ascension paths will be touched and expanded on?
They seem to be such a standout part of the game and are in a weird place. The balance could use improvement, bio ascension has to fight with how gene modding works in empires with many species and for stuff like Borg it would be nice to have middlegrounds like bio-mechanical-ascension that sits in between bio and robot ascension.
The problem of expanding them is that they are sitting behind an expansion that is already super valuable I imagine?
Answer
APs are a very important part of the game, and its very likely that they will keep getting updates, balance changes and other types of improvements over time.
Answered by
dpgb


Question by Siper:
Do we have a gestalt representative in the team, who will one day fight for the buff of hiveminds and robots?
Answer
Hi hello, I hang out here quite a bit. I am always trying to bring more flavor and play styles to them. Especially hives ;)
Answered by
Iggy (Content Design)


Question by Perthro:
How will species with the aquatic trait fare on Ecumenopoli, Habitats, Gaia Worlds, Ringworlds etc. Will they still get the debuff applied to them when they are on basic dry planets?
Answer
On "ideal" planets, they get neither buffs nor penalties (this includes ecumenopolises, gaia worlds and ring worlds). On habitats, they will get penalties.
Answered by
Caligula


Question by Zro Prophet Psi:
Question, if you could actually take an ascension path irl, what would it be?
Answer
Synthetic
Answered by
Alfray (QA)


Question by Cape of FFTPASD (DO NOT PING.):
Will there be buffs for certain underused civics (like Feudal Society) in the next few updates?
Answer
Yes. Feudal Society is absolutely on my list of civics most in need of review.
Answered by
Eladrin


Question by Helicopter200:
Will energy beings and gas beings will be added in future?
Answer
Maybe
Answered by
dpgb


Question by Fabricator General Elowiny:
Will we ever see the Hunters ingame or get more lore about them?
Answer
Never say never but they are more fun when they are mysterious imo.
Answered by
Iggy (Content Design)


Question by MordridtheBlack:
If there was one thing in the game that you could just remove, without anything tied to it being effected, what would it be and why?
Answer
Ground Combat (Note that this is my personal opinion, not that of the entire dev team)
Answered by
Alfray (QA)


Question by ArmoredHero11:
What efforts are being done to bring back rebellions and civil wars in order to spice up the game?
Answer
We hope to improve them in several ways, but no concrete plans to share at the moment.
Answered by
Caligula


Question by Zro Prophet Psi:
Is there any intent to add more primitive events? I find it hard to believe that the Earth humans wouldn't notice a giant space station around a star... and their planet.
Answer
I'd love to have a chance to expand on primitive themes and stories, and give them a bit more "memory" of events that have happened to them. No immediate plans though.
Answered by
Eladrin


Question by MarkDey:
What would you like to see implemented that would increase the Exploration part of Stellaris during the mid-game/end-game when all systems have been surveyed?
Answer
I would like to work on my story packs that would add new and interesting things to discover and explore such as ancrel.
Answered by
Iggy (Content Design)


Question by Lumin:
How much for a human apple?
Answer
Eat the Envoy!
Answered by
Alfray (QA)


Question by Money LLC CEOverlord("PPP"):
Will we be seeing more changes to espionage & its effects in the future? it seems like a system w/ a lot of promise
Answer
It's a feature us custodians are constantly looking at to add new content too. We don't have any concrete plans right now but multiple of our internal pitch documents include the espionage system.
Answered by
Iggy (Content Design)


Question by Alex B:
As a modder, I'd love if we could get a small info file in each common folder saying which overwrite type it uses. Any chance of that?
Answer
To be honest, the method of overwriting is often not something that is intentionally set in a certain way by us. I'd personally like to see about making the system a bit more unified sometime, but I'm not sure when we will get around to this.
Answered by
Caligula


Question by MarkDey:
The Unbidden, Aberrant, and Vehement frequently do not stop at a planet to bombard it and devour the inhabitants life force; instead, they destroy the space station and then move on, and the station is automatically rebuilt in a month. Should those dimensional invaders have a preference for planetary bombardment?
Answer
This issue is something we are still working on. It was created when we solved an issue of the crisis AI getting stuck and didn't do anything. Their goal when doing this is getting to their nemesis to destroy them and they aren't interested in the empires that stand in their way. We wouldn't want them getting stuck bombarding a planet for a very long time instead of terrorising the galaxy like they are meant to, but they also shouldn't ignore inhibitors unless designed to do so. For the Unbidden factions, we would like them to use their jump drives to achieve this, but it is work in progress that I expect might take some time and experimentation to get right.
Answered by
Monzun (Code Custodian)


Question by tr33:
Will Dry and Cold Planets also get some love with civics?
Answer
Not in the immediate future, but there are a lot of interesting themes to draw from that we could explore at some point.
Answered by
Eladrin


Question by Hot Coffee - Secret Drake Priest:
Any chance you could make events like slave uprisings, rebellions and robot awakenings more likely to happen? Currently they're really uncommon and it would be nice to see more of them.
Answer
I'd like to.
Answered by
Caligula


Question by Chillie:
is there any actual reason why Egalitarian empires cannot use espionage to incite riots and uprisings in authoritarian empires? For FREEDOM
Answer
In general we try to shy away from operations that would be annoying for you the player but it does seem like a fun playstyle.
Answered by
Iggy (Content Design)


Question by Cape of FFTPASD (DO NOT PING.):
Will more interactions with Marauders be added?
Answer
I have some ideas but nothing is in the work quite yet.
Answered by
Iggy (Content Design)


Question by Helicopter200:
the next DLC after aquatics will be species pack or expansion?
Answer
We won't confirm nor deny the presence of future species packs or expansions. You'll find out in due time
Answered by
dpgb


Question by Specknik:
since we have locked Civics in the game. wouldn't it a great opportunity to add Ascension perks to them to improve on the them?
Answer
That and tradition trees are a good idea takes notes
Answered by
Alfray (QA)


Question by Phoenixhet:
any ideas for spiritualists going foward?
Answer
With the unity rework we are working on internally it should hopefully be a lot more powerful.
Answered by
Iggy (Content Design)


Question by Siper:
will gestalts ever be able to make anything else rather than a galactic union? Or is that always gonna be the case?
Answer
Rogue Servitors can form Hegemonies currently, and Machine Intelligences can form Research Cooperatives.
Internally we've discussed the possibility of providing other ways of opening up the other Federation types to all Empire types.
Answered by
Eladrin


Question by Blade Champion with Vaultsword:
what are your thoughts on an 'Eldritch' species pack featuring truly alien beings that are more akin to Lovecraft's aliens than anything from Earth which is what most of the portraits took inspiration from?
Answer
IÄ IÄ IÄ. It's a cool idea for sure, who knows what the future holds?
Answered by
dpgb


Question by Inksitor:
any chance of an Religion DLC? like be able to create your own religion with traits like the one in CK
Answer
Something I have discussed with my lead a few times. Sounds like it would be a good premise for a story pack.
Answered by
Iggy (Content Design)


Question by George, The (Un)-Ascended:
Will technocracy get buffed? the cg upkeep kinda killed..
Answer
We have no plans for further adjustments to Technocracy, but if the data we collect suggests that we should, we'll consider it.
Answered by
Eladrin


Question by Glitch_Gizmo:
Will Psionics be getting more improvement later down the line? We have seen the Bio and Synthetic path being the most common routes but Psionics being a path locked under society and as a rare tech, shouldnt it be considers physics for diversty?
Answer
We're aware of which ascensions players favour, and have been discussing various things - but nothing concrete and no timelines for changes that we can talk of.
Answered by
Alfray (QA)


Question by Phoenixhet:
Hey guys! Thanks for taking the time to answer our questions! Here is mine: When creating a species pack I’m sure you have a lot to think about, What was the most challenging aspect of creating aquatics? Thank you!
Answer
For my part (design-side), it was coming up with what exactly we wanted to do content-wise, since Stellaris as a setup doesn't really easily lend itself to species living underwater. So we had to be quite creative about how we fit that sort of player fantasy into the game. (Obviously, I cannot speak for the artists and sound team, who did a lot of great work on the new species and ship sets!)
Answered by
Caligula


Question by StormOurBeloved:
Will you make keyboard and mouse an input option on the Console version?
Answer
Hi! We are the devs of the PC version of Stellaris so unfortunately we can't answer this. The brilliant studio that develops the console version is called Tantalus
Answered by
Monzun (Code Custodian)


Question by Gothic:
is Jeff the true God of the Stellaris multiverse
Answer
this is deep stellaris lore. But really it's Steve. Not Jeff.
Answered by
JoJo (QA Lead)


Question by Jammy, Mindless Drone:
What system will replace admin cap?
Answer
Admin Cap will be removed, and you will use Unity to upkeep for things like Edicts. You won't be able to avoid the penalty from sprawl, like it used to be. We'll have to balance the rubberbanding effects and should also add a game option for how harsh you want the penalty to be.
Answered by
dpgb


Question by Tsundere Saph (Definitely a Hat):
I noticed that newer Paradox games such as Stellaris have done away with the message options from older games such as EU4. Is there any chance that we can get them back? Being able to "popup and pause" when important events like someone declaring war on your rival is really important. With the icon spam at the top of the window in Stellaris, I often end up missing important events, whereas in EU4 I never have that problem as I have all critical events setup to popup and pause to notify me.
Answer
It's very unlikely we'll use the old message system like some of our old games used to have. It led to worse UX because it was too easy for devs to set proper defaults. I do sympathize with the thought of having that level of customization for some message options. It's unlikely to change, but its something we're aware of and would like to solve.
Answered by
dpgb


Question by Shadow 42:
Concerning the ability to mine ice from asteroids etc, will there be an icon on the galaxy map show where you can get it. Also is there a way for you to get access to ice outside of your borders? As expanding the size of your planets is only good for tall empires yet it would appear that only wide empires will have any meaningful amount of ice inside of their borders.
Answer
There will be a tooltip when you hover over the solar system in the galactic map
Answered by
Caligula


Question by Fiiral:
Any Chance we will get an FTL improvment? Not as in (re)adding warp or wormholes but refining current hyperdrive? There are for example multiple unused modifiers relating to FTL.
Answer
We have some ideas regarding galaxy navigation and FTL, but nothing that I can share at this time.
Answered by
Eladrin


Question by Ellie ✨:
Is there any plans to buff Shattered Ring? They got hit by their last nerf way too hard, right now they're basically a worse Remnants origin, with terrible habitability and no guaranteed worlds at all. It might as well be one of the weakest origins in the game right now.
Answer
No current plans, we're looking at a few options but nothing to speak of yet.
Answered by
Alfray (QA)


Question by Cape of FFTPASD (DO NOT PING.):
Since we have new mechanics for some extant species classes (Fungoids), will other classes get exclusive traits too? I'd like to see some kind of flight trait for avians!
Answer
We are constantly looking for places to put that. For aquatics we chose to make the trait portrait agnostic again but we might return to the design again.
Answered by
Iggy (Content Design)


Question by Shadow 42:
Is life seeded geting any love?
Answer
Their starting world is now size 30
Answered by
Caligula


Question by Junkan:
are there any plans to allow players to terraform planets into tomb worlds with the new terraforming system? especially since now with the tomb world planet perks that would make a tomb world build vv economicly friendly.
Answer
No current plans, but it's something that players have been asking for, so we'll keep it in mind for the future.
Answered by
dpgb


Question by Siper:
will you guys stop making cool updates? you’re making the other games look bad…
Answer
No current plans.
Answered by
Caligula


Question by Phoenixhet:
I know you guys have to be hush hush about future info, but with stellaris approaching being 5 years old, can we expect more major updates and expansions going forward? Or is the sunset just around the corner?
Answer
Stellaris will be strong for many years to come!
Answered by
dpgb


Question by Milo:
Is ancient clone vat still not working if you have other races (it supported 20 pop of any type AFAIK)?
Answer
I think they behave better in 3.2 but if the issue persists. Bug report it after release. Well be haunting the forums more actively and can pick it up
Answered by
JoJo (QA Lead)


Question by EliteSpectre:
While I find the Aquatic and ocean world stuff really cool they seem to still be weaker than Gaia worlds even with the ascension perk as 15% minerals and energy is way weaker than 10% everything and the 10% happiness further cements it's lead. Was it ever meant to compete with it or do you believe the extra district slots from the ascension perk will make it worth it
Answer
The aquatics features are available a lot earlier, as in the first ascension perk you grab compared to gaia this will give you a powerful headstart.
Answered by
Iggy (Content Design)


Question by Onimorphus:
Have the idea of single system/planet "city-state" like neutral entities ever been considered? To add more doverse 'non-player-like empires' forces that could be relevant to the game?
Answer
We've discussed things like non-playable empires, and how they could be like city-states. No concrete plans for developing it further, however.
Answered by
dpgb


Question by Helicopter200:
Any plans for new megastructures or it will be possible to add gigastructures?
Answer
If we feel like there is a good place to add new mega structures we will add them there, they work better when they work with the theme of a patch.
Answered by
Iggy (Content Design)


Question by Helicopter200:
Will be there a feature that writes Galaxy's and Your empire history?
Answer
There are currently no plans, buuuuut... This is such a cool concept and something I'd love to work on! Make sure to get a suggestion in on the suggestions forum! https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
Answered by
Monzun (Code Custodian)


Question by MordridtheBlack:
Could we have some more Tradition Trees, Ascension Perks and Perk Slots if possible please? Sometimes I feel constrained by what we have now and often stick to using various mods to add more in. Nothing crazy mind you, maybe another row of of Traditions and another 4 Perk slots, as for perks themselves I'll leave that up to you guys.
Answer
One of the factors we consider is the opportunity cost, limitations to what you can take is a useful part of the systems (thus we know players can't have all traditions/perks/etc...)
Answered by
Alfray (QA)


Question by AiLystAP:
Any plans to add events to the Stellar Shock modifier? At the moment, it seems like the primitives just roll over once you conquer them? Where's the plucky resistance fighters? Our non-violent resisters? The whole implications of absorbing a primitive civilization into a interstellar one? The possible Greater Xeno Unions to oppose us?
Answer
A very good idea, if we ever make a concerted effort to look at primitives this should definitely be something we add alongside with it.
Answered by
Iggy (Content Design)


Question by Hot Coffee - Secret Drake Priest:
If you could add anything to the game, without having to do any coding and it working perfectly first time, what would it be?
Answer
I'd fix the AI and performance
Answered by
Caligula


Question by Onimorphus:
Knowing that it would be quite a endevour, but, is there any hope of we getting shipset specific models for the megastructures? Some look quite off with just the texture replacement we currently have
Answer
Unlikely to happen.
Answered by
dpgb


Question by Blade Champion with Vaultsword:
how likely is it that we might get more civics that give unique Government Types?
Answer
If the flavor makes sense we will for sure add them, the technology is not blocking us in a way there it's more fitting designs into it.
Answered by
Iggy (Content Design)


Question by Phoenixhet:
the all species packs end with “oids” think plantOIDS, humanOIDS etc. how much effort was put into finding an “oids” for aquatics!
Answer
Aquatoids didn't really flow off the tongue, and other options like "Thalassoids" weren't really an improvement, so in the end we decided not to force it and just go for what sounded like what we were making.
Answered by
Caligula


Question by Sencorer:
Will the new colossus wipe out all life in the planet if fired on enemies, change the type of planet but keep the pops on there, or cant be fired on enemies?
Answer
The Deluge colossus will kill all non-Aquatic life on non-Oceanic planets when it terraforms the planet. It can be used on your own planets if purge is allowed. (Primitive planets can only be Deluged if you have full interference policies set.)
Answered by
Eladrin


Question by MarkDey:
Is there an easy way to find out where pre-sapients are living in one's territory?
Answer
Scrolling out and looking around I would suggest. The icon is pretty noticable.
Answered by
Iggy (Content Design)


Question by Gaspi2:
since DA have already their own version of collossus, won't barbaric despoilers and NA ascession perk guys get mass-abductor type collossus that will simply abduct all pops from planet? Possibly allow also rogue servitors to have it.
Answer
The visuals on that would be great, just need to check if our artists have a floating cow 3D asset.
Answered by
Alfray (QA)


Question by Tsundere Saph (Definitely a Hat):
@dpgb : Responding to the messaging issue. I'm not sure what "worse UX" means but even a simple option like being able to able to right click one of the notification icons and set it to popup and pause the game (such as when someone declares war on you, it popups and pauses by default) would be great. Thanks for keeping this issue in mind.
Answer
Yeah, I agree that settings for pause on popup etc. are desirable. No concrete plans atm tho
Answered by
dpgb


Question by Froozigiusz:
Shouldn't smaller planets have easier time in building new discrits and buildings because of smaller gravity?
Answer
Could be an interesting way to balance small planets compared to large planets.
Answered by
Iggy (Content Design)


Question by EliteSpectre:
Is functional architecture getting back the -10% building and district upkeep now that it's losing the extra building slot it got
Answer
No
Answered by
Alfray (QA)


Question by Blackhole:
Could you add an easier way to track Unbidden anchor systems that are revealed within sensor range? On a huge galaxy you have to manually click on hundreds of stars to find targets.
Answer
I think a programmer on our team would want this too as in our current Dev MP we are hunting them down.
Answered by
Iggy (Content Design)
 
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Wayofwisdom

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I like the espianage system, but it definitely can use improvements. Something I would like to see is envoys to be more like normal leaders where you have to recruit them, but still have the limit based on empire and civics.
 
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Vorpaliminal

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The update has some fun new toys. That said, while I like the flavor of Anglers, I can't see a reason for it to be a permanent civic.

I know it forces you to use the Aquatic trait, but that shouldn't stop you from dropping it part way through a game once you've paid that price. The uncapped Agriculture districts on Ocean worlds shouldn't be too much of an issue for the game to deal with given that:
  1. Uncapped Agriculture districts aren't nearly as valuable as other districts (unless you have Catalytic).
  2. Reforming out of the civic could force a check on all Ocean planets to remove any districts which exceed their Feature limit to stop anyone from exploiting Catalytic.
Is the concern that the game has no way to determine if you'd be allowed to take it again? If that were the case then could a more elegant solution be found by adding a hidden flag to any empire that starts with Anglers to allow them to remove or retake the civic? Another issue is that the standard and Megacorp versions of Anglers are functionally identical yet treated as different by the game, making it impossible for empires to switch between a standard or Megacorp authority. In my current game I want to switch to an Oligarchy so that I can turn a Subsidiary that made border gore by conquering territory from a Fanatic Purifier into a Vassal to integrate them. I can't do that because Megacorp Anglers can't be removed, and I can't even choose to forego using the civic slot it takes up until I switch back because the game just won't let me.
 

Libertine Angel

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As for Nemesis improvements, I think one thing that would add flavour to Espionage is...yup, what many have been clamouring for since it was announced that I can never remember the opposition to, envoys as proper Leaders. It would mean we'd have to actually think about which Envoys are doing what job (do they have a trait that benefits GC influencing, or improving relations, or building spy networks etc.?), we could have more specific and detailed Events around them beyond the generic ones we get every so often already, it would generally let us develop the emergent stories around them that this game is so good at.

Also, one of the biggest disappointments to me when I became Emperor was that it meant I couldn't actually expand my territory anymore, which felt rather silly and in a way less powerful than before, and if you don't mind the self-promotion I thought of a mechanic to fix that.
 
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You want ideas?

For Necroids:
  1. Remove current Death Cult exclusions (none of them are necessary, and all 3 of them actually reduce fun flavor potential).
  2. Allow Necrophages to have non-Necrophage leaders with chance to be elevated each time elevation happens on your capital, and guaranteed they become Necrophage on death if you have Reanimators.
  3. Nerf synth ascension's conversion of pops in both projects into a more gradual, stepped thing, then make synth conversion for Necrophages only apply to the main species and be cheaper than usual, and make elevation be faster and take a small amount of alloys. This way, Necrophages have synth ascension almost on par with it pre-nerf, in an interesting way, instead of just losing their gimmick.
  4. Make consistent empires being unhappy about pop conversions (i.e. an empire that dislikes how many pops you "elevated" should hate just as much all the assimilations for DA, and synth conversions for synths), but make it ethics-dependent (authoritarian materialists should not care about tons of assimilation, egalitarian spiritualists should be aghast at even a little).
For Nemesis:
  1. Add empire-wide buffs of "increased security", that lower the chances of a leader death or any other "disaster" after one happens. Make it so having the max level buff (happens after 2 disasters) pretty much eliminates the chances of any more disasters. This is very important for the next 3 ideas.
  2. Add an operation for stealing a relic. Success means the other empire knows it was you and gains a cassus belli to retake it for as long as you have it.
  3. Add operations for blowing up planet buildings or fleets.
  4. Add an operation for assassinating leaders.
  5. Give each ascension path should have a method of potentially reviving a leader (backups for synth, Star Trek III for psionics, cloning for bio, each with their own quirks), so that if a leader's assassinated, it's mostly recoverable.
  6. Let people without Nemesis acquire assets and activate sleeper cells, so there's at least a non-DLC way to freeze our spy network in place.
  7. Also make Steal Technology not require Nemesis, so non-DLC espionage has some kind of point.
 
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Vlad Lenn

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More backlog buffing always sounds great! My personal hope is for the espionage system to gain some new interesting missions with different asset role combinations, so that hopefully each kind of asset would have at least one mission that ideally suits him.

And maybe there's a chance to add a fully fleshed out counterespionage mechanic as well. The espionage system would be so much more nuanced and exciting if that cut feature would be finished and implemented!
 

Calvax

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Situations sound great. A lot of potential to liven up the galaxy. Crises? Hyperlane storms? Rebellions? Rapid conquests? Espionage?

Looking forward to see how it pans out :)
 

Azhcristokos

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I like that you guys intend to buff Nemesis despite it being a relatively recent DLC because it really did not shine in some areas, especially the utility of espionage operations. While I am always happy for new content for DLCs I already own, I feel that Leviathans and Synthetic Dawn need the Custodians' attention more than Necroids does though. That being said, we're getting much more frequent updates now, so I'm sure the Initiative will take a look at it in due time.

Thanks for the great work, guys!
 
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Something I would LOVE to see in a custodian update is some sort of change to the UI of starbases when it comes to defensive platforms. You build up a nice balance of different platforms, a fight happens and... how do you know which ones got destroyed? If you go heavy into starbases, you can have 60 platforms of all kinds and rebuilding them in a balanced way is a massive hassle right now. And since they don't get sorted, you'll have to manually count your different platforms out of order in a list of 60. Investing in starbases already feels underpowered, but the pain of maintaining them is what really kills the joy of it for me.

If redesigning the UI is too much, maybe they could be intergrated to the fleet manager or something? Anything to make rebuilding them to the ratios you want easier.
 
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Millbot

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Some things I'd like to see at some point down the line:

-Resort worlds getting some love. They are really hurt by the fact that you have to give up the districts and the ability to use most useful buildings. For districts just give them new types. Off the top of my head, could do one called resort districts that would give 5 housing and boost empire trade by .5% for each district. Amusement park districts that would open 3 building slots, add 2 merchant jobs and produce a ton of unity. Also add some unique buildings that are both branch office buildings and normal buildings. I'll admit it's probably a lot of work for a small feature, but again seems like a missed opportunity (sorry gestalts, since I doubt even rogue servitors would get it).

-World Shaper given some sort of bonus. Like maybe empires that take this perk should get a modifier that increases the amount of amenities they get on their Gaia worlds, so they can invest more in other jobs and make it a pain for invaders since that could create a scenario where they have to scramble to fix a lack of amenities to avoid rebellions.

-Idyllic Bloom should probably start with a Gaia world while retaining their planet preference for a start and maybe let them get some extra stability for Gaia worlds they control. I recently played one and there are a ton of downsides with the civic. It's a locked starter. The buildings are expensive both to build and maintain. To make use of it, you have to temporarily give up a building slot and this could be for a significant amount of time, if one isn't wild about having one civic be completely worthless because they choose to not build the terraforming buildings. The civic effectively becomes an empty slot if you manage to terraforming all your worlds into Gaia worlds and you can't or won't get more worlds. Maybe all of that would be a tad too much, but I'd be willing to take all that if it meant my home world with the civic was always capped at size 18.

-Life Seeded should come with an archaeology site and is a missed opportunity. Also probably should come with a zero point species trait that gives the pops bonus output for being on Gaia worlds.

-Post-Apocalyptic might work with an archaeology site. Definitely should come with tomb world habitability unlocked because it makes zero sense not to have that. Would like to see survivor also come with a general habitability boost or I guess there is an argument for letting it also reduce amenity upkeep.
 
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Alfray Stryke

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omg you're right! was this always the case? did I simply imagine that rogue servitors were banned from using the civic? i could have sworn I'd seen it somewhere that servitors couldn't do it?

anyways, as soon as I'm done with this aquatics build, onto testing out the new ecu servitors! :)

Likely because in the development build used for the screenshots of the dev diaries showing off the Plantoids stuff added in 3.1 they were mutually exclusive - which we ended up changing for the release.

Oh man stellaris peasants war when?

Gods, that was far more complex to test than it had any right to be! o_O
 
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Want0n

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Sounds great and very promising times ahead. As for Necroids and Nemesis, I don't have enough experience with Necroid to comment.

For Nemesis, I'd echo previous comments. Expanding the espionage system and in particular some way of automating and/or queuing operations against an empire would be tremendous.

I love the fact that espionage contributes to menace level and makes Subterfuge a viable tradition for me, at least in SP.

Fleshing out Galactic Emperor options would also be appreciated. It currently feels a bit underwhelming at the moment. Any egalitarian empire brought into the imperium, especially if they voted against it, should immediately be looking to rebel against a player emperor. As it stands, there isn't much threat once you become emperor, at least in my experience.
 

Archael90

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Buffing the Backlog
In terms of adding new content to older DLC, the priorities going forward will be to buff Nemesis and Necroids. We have no concrete plans we’re ready to share yet, but if you have thoughts for additions you’d love to see, please let us know!
Regular spiritualists has access to citadel of faith, while death cult... also.
And its weird that we have 5 death priests along with 5 regular priests and high priest on a planet.
Suggestion was made in suggestion subforum.
Shouldnt this be like 10 death priests, 1 death prophet? So maybe "citadel of fate" with 1 death prophet, and 5 death priets, also with increased spiritualit ethic attractions, and boons from sacrifices?
 

DrFranknfurter

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What do I want for Nemesis and Necroids?

Nemesis I'd like to fix all the Galactic Council bugs, then all the espionage related bugs and improve the UI for it:
So, there's a lot to say... lets start with something really simple and easy to fix.

Infiltration level has progress remaining on the tooltip that looks something like this:

Current Infiltration Level 35/60
We will reach the next progress level in [180] days.
0.29/180
Daily Progress 1.52

But 180/1.52 = 118.4 Days remaining not 180 days... the days remaining part of the tooltip is forgetting to divide by daily progress shown below it... if you get very high or low daily progress this is more obvious as the days remaining starts count down 2 or 3 at a time, but either way it's almost always wrong to assume progress remaining is equal to the number of days remaining.

This tooltip also doesn't tell you how long before you will lose progress when the progress per day is negative (due to no spymaster or increased enemy encryption), nor does it tell you what intel you will gain or lose as your infiltration and therefore max intel goes up and down... and changes are only important at certain big round numbers, nothing important happens at level 36 infiltration making the entire tooltip rather pointless and oddly lacking.

It's been this way since espionage was introduced but I thought the entire UI was a work-in-progress, temporary placeholder with so many issues it didn't seem helpful to point them all out... since there's also no in-game indication for lots of other infiltration and intel related mechanics. But it's been a while now so I'll mention a few of the other missing/easily fixed espionage UI related things:

1. How long until the next actual meaningful change in infiltration level e.g. 40 to unlock steal technology mission just says you need 40 when you're at 35 (I know that, I want to know if it's going to be a few months or a few decades). The only thing the tooltips tell you is that you'll increase by 1 level in 180 days... and that itself is wrong.

But it is actually really easy to give an estimated time for how long until you can launch a mission. It's just (180+185+190+195+200 progress required to go up from 35 to 36,37,38,39,40 / current progress of 1.52 progress per day = 950/1.52 = 625 days, /30 = 21 months. The tooltip for currently unavailable missions could easily include a countdown till you can launch them... (ditto for intel levels, how many months till you can get more military intel is equally easy to estimate, e.g. if you're at 35 max intel, knowing that infiltration=max intel is it'll be 22 months till you get 40 intel, 21 months as shown above to raise the max intel from 39 to 40, possibly +1 month to raise the current intel from 39 to 40... depending on the order in which changes to current intel and max intel are calculated).

2. You should be able to queue missions rather than hoping to remember to come back to them when they're available, the game already lets you do this in a way (some missions get frozen with no progress when conditions are not met, you could just have the mission start but not progress until the correct intel level is reached - with a warning/event if relative encryption changes mean that the mission cannot ever start because the required infiltration level is above the current maximum)

3. You should be able to set a mission to fire whenever the cooldown completes (steal tech) rather than hoping to remember to check back and not lose out on several years of useful espionage. Or have an event fire letting you know the mission is now no longer on cooldown, much like how some mods handle the 720 day cooldown on the "Reverse-Engineer Arcane Technology" action.

4. You should be able to see what you will gain at the next meaningful level of intel, e.g. when at 35 you should be able to see that at 40 you will gain (Low Military + Medium Government assuming the Wiki is correct) and that this means you will be able to see (Casus Belli, Relative Fleet Power, Location of Starbases + Civics, Origin, Governors). If I have to open up the wiki to find these things out then the UI isn't doing its job.

5. There should be warnings for idle envoys. Mostly for when you get extra envoys from buildings/traditions/techs and they go unused for decades because the game doesn't prompt you... (but the game really wants you to know about anomaly #01189998819991197253. Oh how I'd love to be able to choose what the game tells me about and what the game ignores more generally. For example I never want to have a constructor build a starbase only to forget to build on the powerful precursor system deposits for decades because you can't queue them up at the same time, or for scientists to sit idle for decades because I didn't scroll the outliner in a while, or for planets to not tell me when 0 pops are growing because of some low habitability/migration bug but happily tell me when 1 is unemployed, or for them to only tell me in the tooltip how long it'll be till the next pop grows and not on the screen instead showing me that nobody is migrating because that's important... aaargh the UX is so infuriating at times)

6. The "Select Target Empire" drop down box really should be expanded to an entire screen (a version of the empires screen), letting you see at a glance which empires have Challenging/Pedestrian relative encryption, which you are currently launching missions against, which you have sleeper cells in, which you have just stolen from or sparked a diplomatic incident in and so on... it feels like a very strange omission to force players to rummage-around and cycle every single target to get all that information.

7. Warnings for losing intel on a rival should also include the intel you're going to lose and how long before you lose it. e.g.
Max Intel is decreasing at a rate of [x] per day.
At [y] intel in [z] months we will lose access to [level][category] and the following information will become Stale and no longer updated [Empire sprawl]

8. Mechanically, there really should be a way to boost progress/day with resources. More of suggestion but having no way to increase the funding for my spies feels strange... I remember how in Imperium Galactica 2 you could spend tiny amounts of money or vast amounts on training if you wanted powerful spy operations done quickly, and well... while here having a fixed cost to operations and a fairly fixed/capped speed means that operations are either too expensive or trivially cheap, all while taking far too long with lots and lots of waiting with no real way to meaningfully change things. If you want to spy on a tiny minor 1-planet empire it's going to take a long... long... long time and cost almost nothing once you've done waiting. If I could spend money on a continuous mission that raised the speed of infiltration/day I would.

9. Another odd espionage issue - if you try to be a tiny 1-planet challenge you get issues:
Colonial Bureaucracy has a x0.0 weight if you have <2 planets but it and all subsequent techs are required for raising intel and it is a prerequisite technology for all the Hacking and Encryption technologies. So you can't effectively spy or defend yourself from spies if you only have 1 planet... which is a little sad for those who like to play with 0 guaranteed planets and low numbers of habitable worlds... it also feels more than a bit odd that large empires are harder to spy on the more planets they have (they gain encryption technologies and edicts) while conversely and much more logically they are also easier to spy on thanks to the modifier from empire sprawl to infiltration progress. Just something to think about.

I try to play games with very few habitable worlds to manage and as a result I get massive lumps of techs all at once rather than gradually given out throughout the game, usually I can unlock all the efficiency technologies and all the spying technologies one after another... something strange is going on with all the weights and the prerequisites for me to so often not see a tier 1/2 tech until I'm in tier 4 techs and can get entire chains of the more recently added technologies one after another.

Sorry for the wall of text here... I thought about listing these as multiple seperate issues but really I hope the feedback is useful to anyone eventually working on the espionage screen and all the bugs and quirks, lies and omissions it has in the UI and the tooltips.
Then once things are working clearly and smoothly with no big bugs I'd add new stuff. Lots of ideas for new or more fun espionage actions have been suggested already so I'll cover the other stuff.

Ship sets... oh dear... The Menacing ships feel cheap (we get one sample of already existing ships... not even all the pirate ships... and we can't be a different sort of crisis using the void clouds, drones, crystals or shroud ships that already exist... so it's both cheap and incomplete for the worst of both worlds sadly).
We never got the sleek shiny bright imperial ships but those are expensive so I have no hope for ever getting what was initially advertised. Can't really fix this without lots of time and money.

Envoys - Convert them to leaders with traits and experience levels.
It's just a bad design decision to have 2 categories of leaders, with generals/admirals/scientists/governors/rulers in one normal category and envoys in the other more rushed and half-completed category lacking almost all the normal leader mechanics like traits/XP/costs/UI/ships/events/factions/election candidates. It makes the entire DLC feel extremely rushed and cheap.

Leaders add something to the game, not as much depth as I'd like but it feels like a step backwards to simply leaders even more instead of expanding their traits and personalities, ethics and faction allegance more. I want the leader responsible for my first contact to (sometimes) get a special trait, the envoy leading my first successful spy mission to get a trait. I want experience to matter for things like the chance to generate favours from improving positive relations (I hate that tradition-added mechanic as it undermines everything about deals/federations/Galactic Community voting but oh well, it is what it is). And I want to care when my level 10 envoy dies and I have to use a rookie level 1 envoy instead.

Assets were a very cool addition... very thematic and fun but they are... expensive yet expendable, essential (+10% research) yet optional... they're a bit of a dichotomy. It would be nice to go one way or the other with their design - preferably make them expensive and essential rather than expendable and optional, so some new actions require a certain asset available rather than merely being a little bit faster or a tiny bit better when you kill the asset (I don't enjoy killing my assets, personally it feels like a failure to sacrifice assets for tiny very temporary bonuses, it's like if a titan or colossus was a 1-shot weapon).

Portrait - Shapeshifters, Mysterious
Shapeshifters as simple cloaked figures, swirling clouds or amorphous blobs, Mysterious ...more cloaked figures, shrouded, in environmental suits.

Pop Traits - Shapeshifter (with bonuses to leader skills improving espionage, first contact, base intel - if not given to envoys then applied via empire ruler traits), Mysterious (bonuses to encryption, first contact difficulty, penalties to enemy base intel). Shapeshifters could give a large bonus to intel/infiltration with migration treaties, having a shapeshifter in your empire could give free intel to the empire with that shapeshifter as their main species. Mysterious pops would reduce enemy infiltration speed as their ways are confusing and hard to decipher.

Civic - Shapeshifters
Could seed enemy empires with pops with a variant of the "expel pops" decision - mechanically it would remove a pop and give the target empire an extra pop of their main species while also creating another envoy and max envoy (max 3 times for balance) and an asset while also marking that empire to make espionage/infiltration/intel growth easier against them. Give it a large influence and energy cost for balance and they're great to use for a fun spy game.

Megacorp Mercenaries
It would be nice to sell, loan or gift ships/fleets/admirals to other empires. Fitting into espionage with the ships granting vision for the selling megacorp and extra military intelligence levels for the duration of the deal.

Also it'd be great if Consumer Goods had a use in excess so that overproduction isn't a waste, having a new espionage related resource sink using CG would work here and indirectly make Megacorps better at espionage as they sell other empires all the iPhones that they use to communicate

Origin - Shrouded world
Your empire has survived an event in the shroud, your old capital is shrouded and unusable. You have a smaller satellite colony that has slowly rebuilt with a smaller population. Adds archeology sites on your old capital and 2 guaranteed worlds. Investigate these to try to tame and control their arcane energies (spawn void-clouds, psionic entities/avatars, gain psychic leader traits for your society leaders to get faster access to the shroud etc.) Also trigger a mid-game crisis if you try to breach the shrouded worlds by confronting the old enemy in the shroud.

Necroids:
Not sure what fits best here... I already like most of the DLC, has my favourite machine portrait, advisor voice and ship-set. I never really tried Death-cult as regularly sacrificing pops feels like burning money. Memorialists is powerful and unique for the stability bonuses so that's interesting at least. It's good already. But if I were to add something I'd consider:

Civic - Undead workers (pacifist twist on reanimated armies)
Your empire doesn't like waste, the bodies of the fallen are repurposed for manual labour, working day and night only requiring oversight by necromancers. Fun Synergy with Death-cult, pops lost for any reason cause an undead pop to spawn in if a necromancer is active on the planet, otherwise they are assembled at a slow rate as a poor version of robots that can never work anything above worker tier jobs, like servants they have an uncapped extra job but performing useful labour works. These undead pops always count as enslaved... until late game when they can be made stronger, as long as you use exceedingly fresh corpses... i.e. project to convert main empire pops to a version that can do any jobs.

Ascension Perk
Enhanced Necromancy
You can perfect the art of Necromancy so that all can live forever in a state of perfection, no disease, no suffering. But it requires exceedingly fresh corpses (have to die during the conversion process not reanimated after death). Enables a project to convert your main-species to Greater Undead with immortal leaders.

Trait - Undead
Count as nerve-stapled, repugnant and cannot grow naturally. Requires a Necromancer otherwise the pop declines, and each undead pop increases total necromancer CG upkeep costs, or has a small CG upkeep (to make it distinct from robots/plants/lithoids that use energy/minerals). Low housing use. Can function as a variant of "Toiler" +2 amenities + 1 minerals -0.5 housing useage.

Trait - Greater Undead
Lose the nerve-stapled equivalent, gains a Robust equivalent - now can become leaders, leaders are immortal (instead of +50 years). Still Cannot grow naturally. Requires a Greater Necromancer leader job or the pop declines.

Origin- Awakened Tomb
A Necron-equivalent for machines empires. Instead of building new pops they wake-up and repair dormant drones. So you have disabled relics like a juggernaut/colossus/megastructure in your home system but need to gradually activate them with lots of energy and living metal/nanites. Mechanically similar to clone army with limited pop numbers and growth but in reverse, a much slower start (lots of broken buildings and blockers that need repairing) with a stronger mid-game once they can reactivate some of the bigger facilities and even ships. Events related to whatever caused them to go dormant before and old sites as terraforming candidates. Easy access to special weapon techs that use nanites/living metal.
Start with a broken Dimensional Fabricator that can only produce nanites/living metal to support the first few pops, can be fixed to either increase raw output or convert it into a normal Dimensional Fabricator with a mid-game technology.

Trait- Ancient Machine
Equivalent to the traits organic empires get after Biological Ascension.
Additional traits unlocked by Synthetic Age:
Robust equivalent with more general resources from jobs, additional army health
Fertile equivalent with more pop construction speed, army recruitment speed
Erudite equivalent with more leader bonuses and xp growth speed
Calculator with more unity production/admin/naval cap/deviancy reduction
Transducer with bonus to rare resource production

Ancient Machine Pops are extra powerful (have the equivalent to one Advanced trait for machines, I enjoy the Biological Ascension traits but barely bother with modification as a machine empire because there aren't any fun options available. So we could use a Robust/Fertile/Erudite equivalent, maybe something more fun or special) but pops with the advanced traits have an additional small living metal/nanite upkeep+construction+modification cost so you can't use too many of them early. And pops decline if there is a deficit.

TL;DR
Necroids is good DLC but more undead/Necron stuff would be fun. Nothing major needed really.
Nemesis is bad DLC... it needs a lot of work just to get what was hastily added working, balanced and fun for more than one game.
Fix the espionage bugs. Fix the Resolution bugs that make the Galactic Council fairly unusable and laws only sometimes functional. Fix quirks with federations/vassals interacting with becoming emperor so people don't just stay custodians all the time.
I would love for the bright imperial ships that were promised (Caravaneers work, why can't we have pretty ships?)
Add a few more crisis types for become the crisis, and more menacing ship options (there are lots of different ships if you're borrowing existing designs rather than making anything new)... but that is expensive so some new traits/portraits/civics/origins would be good.
 
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Wirsing

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Hey there, do you have any new information on changes relating to pop growth?
Can we expect some new info on that front in the near future? As I recall, those sliders should only have been a bandaid, right?
Are you planning a public beta for those changes as well after the backlash of the last rework?
(Are they perhaps part of the Unity public beta?)
An answer would be much appreciated!:)
 
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xeleth12

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Honestly, if there was one thing at the top of my head I'd like to see next:
Events. More events.
Preferable as free addition of course.
And what I mean by that is mainly in the scope of "make it feel more alive". Flavor events, little chains, etc. I'm thinking more of the line of "relationships between empires". Political and diplomatic events, border events, events with ships crossing your territory?, same stuff with AIs and Hiveminds, flavors if hostile/friendly/etc. Once the exploration phase is over I think such stuff would be a really good addition to make it all feel more alive and add some depths to how you behave with your neighbors.
I do think this kind of events bring an enormous amount of possibilities and can allow to be very creative about them. And it's not a big game changer or anything so I'm pretty sure adding this stuff wouldn't break the game as many big updates/dlcs oftenly did.
 
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Mary001

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Regarding:
Buffing the Backlog
In terms of adding new content to older DLC, the priorities going forward will be to buff Nemesis and Necroids.

I got a wild idea the other days. Don't take me wrong, the DLC are good, but sometimes i got this feelings like they should have some more content. Like when Megacorp was out i thought: "This system [Branch Offices] could be quite good to use as embassies on a diplomatic DLC". Federations came and went and we didn't got anything like that. Necroids is my favorite DLC, just the art makes it great, but then again i thought: "They should have explored more the idea of death". Like characters death and that. Then i got the wild idea: Undead ascension. We already got Reanimators, but what if our empire got a way to make people live forever but with some drawbacks quite reminiscent from undead things? Like you make your species, and leaders immortals but at a cost. Immortality is a topic that has been discussed on the forums many times regarding Biological Ascension. Separating immortality from bio ascension allows to have an extra path to follow. Thought also that could be a good place to toy with death. On a monarchic empire if the king is undeath the prince kinda got a reason to go to civil war against his father for the throne. Dictatorships are for life, not for unlife. See what i refer? Death, life, and the boundaries between the two. That is something i was expecting but i understand that isn't on the DLC. New Ascension paths could be great still :)
You should add a bacteria and monera species pack and more portraits to the existing ones(in updates), also more portrait backgrounds and flag designs will help players to create unic different empires without the need of modding; cyborgs should have their own unic portrait, just need to add some bionic parts to the original ones.
 

Ikael

Major
May 6, 2016
632
153
Wow, exciting times ahead! Let's see:

- Space Sea Shanty: 10/10, please spark a new sea shanty subgenre, please.

- Unity rework: Probably one of the changes that I am waiting for the most. I am EXTREMELY intrigued about it because many things hinge on this system, from intra-politics to tall builds to spiritualists not sucking. Hopefully, this rework will address all of it. Also, gotta love how cryptic developers are about it XD "spicy". Yeah, give me all the spice!

- AI: As always, AI improvement is always necessary, and its demand is basically never-ending. So, yay for this.

- Situations: Wow, this can be a great chance to solve lots of structural problems, mainly intra-politics, and weak espionage. Tie Situations with those other systems, and you might have a winner here. I mean, I get that espionage can be annoying if it sabotages the player, but I think that making espionage something that turns your enemy's mistakes or your own mistakes, into >catastrophic<mistakes has some real potential of being powerful without feeling unfairly punished.

- Buffing Necroids and Nemesis: Good on both accounts, especially the extremely weak subterfuge tradition tree.

- As for "older things that should get attention": Give a look at Psi ascension, Megacorps, and Hiveminds, pretty please, they have been neglected for ages.

Still, all things considered, the future looks bright! :)