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

Stellaris Dev Diary #250 - Elevating Civilization

Greetings!

Last week’s dev diary went through the new Enclaves in Overlord, the Bulwark, some more Holdings, and the Imperial Fiefdom Origin. This week we’re going to look at two constructions, the Scholarium, Specialist Holdings and a summary of the origin revealed by Nivarias earlier this week.

As with all previews, numbers, text, and so on are not quite final and are still subject to change.

Orbital Rings​


Orbital Rings are a Tier 3 Voidcraft Engineering technology requiring Starholds, Galactic Administration, and Ceramo-Metal Infrastructure. Like Habitats, they do not require Mega-Engineering.

They are treated as a variant of Starbases, and while system control is still primarily determined by the actual Starbase of the system, the planets they surround cannot be invaded until the Orbital Ring has been disabled.

Orbital Ring

Orbital Ring

Initially your Orbital Ring will have two module slots and no building slots. As you gain additional Starbase technologies (Star Fortress and Citadel) and improve the planet’s capital building you can upgrade the Orbital Ring through two additional tiers, adding one module and building slot at each tier.

Starbase screen for Orbital Ring

Most of the Orbital Ring modules are similar to Starbase modules. Defensive modules trade piracy protection for extra hull and armor, and the Habitation Module is a Ring specific module that adds a district slot to the planet below.

Habitation Module
Orbital Shipyard
Orbital Anchorage
Planetary Defense Guns
Planetary Defense Batteries
Planetary Defense Hangars

Systems with multiple habitable planets can become an exceptionally thorny obstacle if you build multiple defensive orbital rings supporting a bastion starbase at the center.

Having a large conveniently placed ring around your planet provides an opportunity to enhance the planet with some interesting buildings. These stack with similar planetside buildings.

Low Gravity Mega-Refiners
Stratospheric Ionization Elements
Climate Optimization Stations
The Giga-Mall

Synaptic Relays
Orbital Maintenance Drops

Orbital Filing System
Orbital Logistics Systems

Alloy Processing Facilities

Many standard starbase buildings can also be placed on an Orbital Ring - though some are now limited to one per system.

Orbital Rings fill the same “orbital slot” as habitats, so you’ll have to decide which of the two you want over your worlds, and they can only be built around colonized habitable planets.

Quantum Catapult​


There comes a time in every overlord’s reign when a faraway crisis suddenly requires your attention. Things are going on halfway across the galaxy, a rival in the way has closed borders to you, and the Galactic Community is debating something about Tiyanki. Again.

A true galactic overlord has to be able to project their power at will, and doesn’t let these little things stop them from enacting their plans.

Quantum Catapult Tech

Built around Neutron Stars or Pulsars, Quantum Catapults can hurl fleets across incredible distances of space, but these megastructures have accuracy issues over long distances.

Quantum Catapult


Quantum Catapult Fleet Order

The maximum range of a Quantum Catapult is significantly longer than jump drive range but there’s a risk the fleet may not land exactly where they intended. The further the launch, the wider the scatter radius.

Higher tiers of the Quantum Catapult are both more accurate and have longer maximum range, with a well-placed fully-constructed Catapult able to threaten virtually anywhere, even in a huge galaxy.

After selecting a desired target system, a short windup later your fleet will arrive somewhere in a nearby system, without any lingering jump debuffs... But there is a chance, especially on spiral maps, that this “nearby” system is quite a few jumps away from your intended destination when traveling the hyperlanes.

Using the Quantum Catapult
There’s no clear route to this system, but the Catapult doesn’t care.

Quantum Catapults also have a passive effect that reduces MIA time for your missing fleets, which comes in useful when moving reinforcements to the front line, using experimental subspace on your science ships, or if your launched fleet lands in a system with Closed Borders.

The Scholarium​


The Scholarium is the last of the Specialists coming in Overlord. Dedicated to the advancement of science, the Scholarium relies on their overlord to defend them from enemies.

The State of Saathuma are our Scholarium minions, bringing us the secrets of the universe in exchange for our benevolent protection.

Scholarium

As with the other specialist empires, the penalties and benefits both grow as they tier up.

Scholarium Specialization Tier 1
Scholarium Specialization Tier 2
Scholarium Specialization Tier 3

Where the Prospectorium could discover valuable deposits in their space, the Scholarium instead finds opportunities to learn.

Scholarium Sensors

Scholarium Discovery I
Scholarium Discovery II
Scholarium Discovery III

The advisor perk, as you likely expected, improves your overlord’s scientific research.
Scholarium Advisory

And like the others, they have a Hyper Relay Network effect at Tier 1.
Part of Scholarium Tutelage

Next week? Yeah, why not, let's show it next week.

At Tier 2, the Scholarium also gains a set of special traits for their leaders, and the ability to trade their Scientists to their overlord.

Scholarium Traits
Scholarium Scientists

Finally, at Tier 3 the Scholarium gains an advanced variant of the Science Ship, the Arctrellis. Like the Prospectorium’s Bulwark's Battlewright, it provides an aura in combat, but this time the scientists aboard the ship can cripple opposing ships piloted by AI - whether they be machine intelligences, sapient combat computers, or the Contingency.

Scholarium Arctrellis

It should be noted that as a Scholarium, the military penalties make it difficult to free yourself from under your overlord’s control. You may need some powerful friends to help you out.

Specialist Holdings​


Each of the Specialist empires has a unique holding that their overlord can build on their worlds.

Prospectoria can host the Offworld Foundry, which converts subject minerals into alloys for the overlord.

Offworld Foundry Holding

Bulwarks can have the Vigil Command, which grants additional Defense Platforms to their overlord. As the Bulwark increases in tier, these values increase.

Vigil Command Holding

Scholarium worlds can build the Ministry of Science. Surrounding their planet with additional Science Ships increases the effect of the building.

Ministry of Science Holding

One extra holding we’ll show this week is for the Tree of Life origin. It lets you share your blessings with your subjects, improving both the habitability and food production of your subject’s world, though a fair bit will be consumed by the sapling itself.

Tree of Life Sapling Holding
Overlord Arborist Job

Galactic Community​


It seemed natural that with such a large focus on subjugation, the Galactic Community would want to regulate things in different ways. Two more minor resolution lines are coming, in the new Suzerains and Sovereignty category.

Suzerains and Sovereignty Category

The Intergalactic Directives line of resolutions protects the rights of subjects and encourages the preservation and release of weaker societies.

Regulated Growth
Ensured Sovereignty
A Voice for All

You can’t take the sky from me.

Bureaucratic Surveillance, on the other hand, focuses more on the rights of the overlords, requiring a short leash on their subjects and encouraging the use of holdings. Resolutions in this line can only be proposed by empires that are overlords of another empire.

Administrative Insight
Borderless Authority
Personal Oversight

Borderless Authority and Personal Oversight force extra holdings into subject contracts, but since the total limit remains 4 the highest Holding Limit terms become redundant.

Teachers of the Shroud​


Teachers of the Shroud

With the Teachers of the Shroud origin, your civilization was identified as a civilization of interest long ago by the Shroudwalkers, and they carefully guided you as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.

Your civilization is treated as if it already has the Mind over Matter Ascension Perk, meaning Transcendence is not far away. (And you cannot pursue Synthetic or Biological Ascension.)

Next Week​


Next week we’ll take a ride on the Hyper Relay Network, finally see those three Specialist perks, look at some other balance changes and additions coming in Cepheus and Overlord, and reveal another Origin.

Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Subscribe so you don’t miss them, and wishlist Overlord if you haven’t already!
 
Last edited:
  • 121Like
  • 72Love
  • 9
  • 4
  • 3
Reactions:
for orbital rings, the galactic market should be available on that, if a planet with an orbital ring is chosen for the galactic market then the galactic market module should become available to build, maybe it could replace the giga-mall idk.

also for megacorps, if a megacorp builds an orbital ring it should have a better version of the giga-mall
 
  • 19Like
Reactions:
The Bulwark Watch perk hasn't been revealed yet, will this potentially allow the Bulwark to intercept catapulted fleets into their dangerous territory? This would make keeping Bulwarks around into the late game incredibly viable.
 
  • 4
Reactions:
Honestly, this could turn out to be Stellaris' best expansion since utopia. Kudos to the dev team.

One small note though:

Wouldn't it make more sense for the Vigil Command to give the overlord more naval capacity? +1 defense platform is kind of...underwhelming.
 
  • 14Like
  • 4
Reactions:
Good stuff.

So, do the orbital ring shipyards add their production slots to the local star base / orther ring shipyards in the the system or do they each have their own queue?

Either way, we need a system to better distribute workloads between several shipbuilding sites. Having my megashipyard sit idle while my dreadnought has 20 battleships waiting in its production queue isnt optimal.
 
  • 7
  • 5Like
Reactions:
The only thing I'm wondering is, do planetary rings contribute to starbase cap? Because if not you've guaranteed these things replacing habitats over inhabited worlds, delegating habitats to near-exclusively orbiting gas giants with exotic gas deposits to collect instead... :p
 
  • 1Like
Reactions:
While I like the idea behind Orbital Rings they seem far too easy to get.

Doesn't that just mean that in the late game every planet will have an orbital ring?
 
  • 5Like
Reactions:
The only thing I'm wondering is, do planetary rings contribute to starbase cap? Because if not you've guaranteed these things replacing habitats over inhabited worlds, delegating habitats to near-exclusively orbiting gas giants with exotic gas deposits to collect instead... :p

Reducing late game habitat spam might not be such a bad thing.
 
  • 11
  • 1Like
Reactions:
for orbital rings, the galactic market should be available on that, if a planet with an orbital ring is chosen for the galactic market then the galactic market module should become available to build, maybe it could replace the giga-mall idk.

also for megacorps, if a megacorp builds an orbital ring it should have a better version of the giga-mall
Admittedly, the Galactic Market is established well before any player can build an orbital ring...
 
  • 1
Reactions:

Quantum Catapult​


There comes a time in every overlord’s reign when a faraway crisis suddenly requires your attention. Things are going on halfway across the galaxy, a rival in the way has closed borders to you, and the Galactic Community is debating something about Tiyanki. Again.

A true galactic overlord has to be able to project their power at will, and doesn’t let these little things stop them from enacting their plans.


Built around Neutron Stars or Pulsars, Quantum Catapults can hurl fleets across incredible distances of space, but these megastructures have accuracy issues over long distances.


The maximum range of a Quantum Catapult is significantly longer than jump drive range but there’s a risk the fleet may not land exactly where they intended. The further the launch, the wider the scatter radius.

Higher tiers of the Quantum Catapult are both more accurate and have longer maximum range, with a well-placed fully-constructed Catapult able to threaten virtually anywhere, even in a huge galaxy.

After selecting a desired target system, a short windup later your fleet will arrive somewhere in a nearby system, without any lingering jump debuffs... But there is a chance, especially on spiral maps, that this “nearby” system is quite a few jumps away from your intended destination when traveling the hyperlanes.

View attachment 828254There’s no clear route to this system, but the Catapult doesn’t care.

Quantum Catapults also have a passive effect that reduces MIA time for your missing fleets, which comes in useful when moving reinforcements to the front line, using experimental subspace on your science ships, or if your launched fleet lands in a system with Closed Borders.

I must say I do like the look of this one here. Though as a physicist I also cannot help but notice the name being a bit of a misnomer.

The description is all about twisting the fabric of space to send a fleet all the way to the other side of the galaxy. The spacetime twisting is a core concept of General Relativity, which deals with gravity and such, whereas quantum is all about small scale weird statistical fluctuations.

I therefore think the name Quantum Catapult is a bit unfortunate. And would suggest changing this name to something related to the gravitational effects of the neutron star through the megastructure. A friend of mine came up with "Gravitational Hyper Slingshot" which I think is a much better name, and it also fits into the hyperlane/hyperdrive and hyper-relay (whatever that is :).

Aside from that though, which admittedly is a very minor thing, I like what I am seeing here.

PS. Do orbital rings use starbase cap? Or are they uncapped?
 
  • 9
  • 2Like
Reactions:
While I like the idea behind Orbital Rings they seem far too easy to get.

Doesn't that just mean that in the late game every planet will have an orbital ring?

They say that you have to improve the planet's capital to improve the ring. If you need a Planetary Capital building in the first place that would limit the ring to planets with 25+ pops. That feels reasonable if I'm understanding it correctly, as late game a lot of planets will be slowly growing peripheral worlds.
 
  • 3Like
Reactions:
Friendship ended with Habitats. Now Orbital Rings are my new best friend.

Loving the Quantum Catapult, but... what happens if you 'miss' and end up in a system w/ Closed Borders to you? Do you pop right back to your capital, sad, and try again?

Interest Scholaria stuff, but again... why do the Specialist Empires get this sort of special tech that nobody, not even Awakened Empires, can duplicate, and forget how to use it if they ever become independent?

... and does the Prospectorium Holding look really bad to anyone else? With the Holdings Limit, 9 alloys is... it's nothing.
 
  • 4
  • 2Like
  • 1Haha
Reactions:
I'm really looking forward to putting a ring on all my planets.

Two things:
1. The fleetpower of the orbital rings shown in the screenshots is rather underwhelming. How many defense platforms can they hold?
2. I can't see it from the screenshots, please tell me the rings will be properly alinged with the planets equator and will follow its rotation.
 
  • 3Like
Reactions:
I'm so hype for Orbital rings

I've one question, is the Defense platform cap system wide or Starbase/OR wide?
Meaning, if I've one starbase and one OR in my system and increase my cap by 1, can I add 2 more in the system?
 
Last edited:
The only thing I'm wondering is, do planetary rings contribute to starbase cap? Because if not you've guaranteed these things replacing habitats over inhabited worlds, delegating habitats to near-exclusively orbiting gas giants with exotic gas deposits to collect instead... :p
Also non-inhabitable planets like molten worlds and stuff.
 
  • 2Like
Reactions:

Things are going on halfway across the galaxy, a rival in the way has closed borders to you, and the Galactic Community is debating something about Tiyanki. Again.​

I hope you're not just hanging a lampshade and there are plans to tweak/fix stuff regarding the Galactic Community and post-war forced open borders
 
Planetary ring around every planet!

Assuming they don't count against your starbase cap, then there's no reason not to (assuming you have the influence I suppose, but it looks like the influence cost is not too high). That in turn would favour blob empires that have conquered a lot of planets, as they could have much more capacity for the usual starbase modules and buildings than they have currently. On top of that, for your main productive worlds you're getting yet more bonus buildings to mineral production and so on, which stack with what you have planetside, so it's a big blanket economic multiplier regardless of how sprawling your empire is.

If they do count against your starbase cap, then they're not so much outright power creep as an interesting trade-off, since you are making them *instead of* your usual allowance of starbases, and it's proportionally more beneficial for empires with a few high-value planets. In that case you'd also need to be able to dismantle them, like starbases, so that the number of conquered orbital rings doesn't get out of hand.
 
They say that you have to improve the planet's capital to improve the ring. If you need a Planetary Capital building in the first place that would limit the ring to planets with 25+ pops. That feels reasonable if I'm understanding it correctly, as late game a lot of planets will be slowly growing peripheral worlds.
That is only for upgrading. There seems to be no restriction for building it.