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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!
 
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RE 'too easy to remove Divided Loyalty modifier' you could probably just replace the 'removes divided loyalty' with 'reduces divided loyalty by 50%'.
That way someone who wants to completely remove Divided Loyalty must take the AP to get it.
 
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RE 'too easy to remove Divided Loyalty modifier' you could probably just replace the 'removes divided loyalty' with 'reduces divided loyalty by 50%'.
That way someone who wants to completely remove Divided Loyalty must take the AP to get it.
Yeah, that's one of the things we were considering.

I'm getting scolded for working on a holiday weekend, so I'll go off thread for a bit. Carry on the excellent discussions, we'll be reading it all.
 
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Yeah, that's one of the things we were considering.

I'm getting scolded for working on a holiday weekend, so I'll go off thread for a bit. Carry on the excellent discussions, we'll be reading it all.
Remember to thank Judas for the long weekend.
 
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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.
Can this be a base for modders to re-introduce wormhole FTL drive?
 
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The modules add additional platform slots and increase the ring's armor and hull points.


I very much look forward to changing that in the future.
I look forward to seeing a future combat rebalancing. Until then I hope additions try to not make things worse. There's a lot of future content and interactions and I'm a little nervous about how this will all work in practice.

Some issues:
1. M-Slot weapons as the default and only gun option for Starbases and Orbital Rings doesn't feel good when they're too short range to contribute to combat.
2. Modules adding HP and Armour but no Shields makes Neutron Launchers even stronger relative to all other weapons due to their damage bonuses.
3. Getting 60+ platforms per planet means 60+ clicks per planet. Without a defence manager this will be a painful number of clicks each game.

Habitat balancing.
I love playing void-dwellers and avoiding planets like the plague... it would have been wonderful if there was an opposite form of Planetary Ring - one placed around a habitable but uncolonized planet to act as a really big habitat with no boots on the ground (Studying the surface life perhaps).

Questions:
1. Do Ringworld sections get any guns/modules/buildings?
They are really big Orbital Rings after all, it would make sense if they had more module and building slots than basic planets rather than no slots at all.
 
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Yeah, that's one of the things we were considering.

Hm. An issue there is if it stacks, since even if it effectively doubles the number of vassals you could keep at steady-state loyalty via subsidies and such, it still amounts to doubling the number of scholarium bonuses vis-a-vis the other lesswarmongery empires. The issue isn't so much the micro-strategy in general, as specific overlord buildings that can be spammed.

A micro-vassal strategy isn't in and of itself a bad meta to drive players towards, because while it's 'optimal' it also does something else- it slows the rate of conquest significantly, as every war you incentivize the player to end early via white peace is a war they probably could have driven wider, and now can't for another decade. There are only so many decades of the game where this is viable, especially if the Dev future plans for situations includes some additional mid-game turmoil (ethic rebellions? Age of Independence Uprisings?) that's to take the player's attention off of expansion to deal with the crisis.



As much as it pains me to say it though, the Ministry of Truth building is on the strong side as well. It gives an otherwise almost irreplacable asset, at no loyalty cost. With Planetary Rings costing influence, this is now a must-take, crowding out most other buildings. It may warrant a capital tier requirement at least, or some other restrictor (Influence scaled to vassal loyalty in some way?) that prevents pop harvesting-then-release abuse.

I'm getting scolded for working on a holiday weekend, so I'll go off thread for a bit.

Holiday weekends... I remember those.

Carry on the excellent discussions, we'll be reading it all.

I see what you didn't promise there, ha.

No matter the edge issues, Overlord's definitely looking to be quite fun, though I feel pity that the age of the Terravore is likely to end so quickly given the implication of no vassals and greater defensive meta on genocidals in general.
 
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Yes, you must be in orbit of the catapult to yeet the fleet.

Iggy sent me this while giggling madly.

image-6.png


Should be able to hold off attackers until help can arrive via the relay network.

by testing a bit , i found out that instead of those Ion cannon , is better to just spam Defensive Platform with L weapons . that system could be capable to repell up to 4 fleets without help .



edit: btw , who ever said that long DD are bad ? :O
 
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Habitat balancing.
I love playing void-dwellers and avoiding planets like the plague... it would have been wonderful if there was an opposite form of Planetary Ring - one placed around a habitable but uncolonized planet to act as a really big habitat with no boots on the ground (Studying the surface life perhaps).

This would be really useful in four other cases as well- Primitive Worlds, Holy Worlds, Sanctified Worlds, and Tomb Worlds.

A planetary ring that functions as a quasi research habitat- or even an actual 'ring colony'- would be something that gives a better reason for not conquering/brainwash-and-uplifiting primitives. It'd also give an option/role for Holy Worlds and the Sanctified Ascension Perk for a reason to tolerate gaia worlds as-are, rather than colonizing them as soon as you can beat the Fallen Empire. The planetary ring alterntive likely would need to be an outright colony with policy-lock implications (pacifists, xenophile, the Environmentalist civic, etc?), but it'd give a better/alternative role to these than just 'don't colonize them for RP-mechanics.'
 
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I love playing void-dwellers and avoiding planets like the plague... it would have been wonderful if there was an opposite form of Planetary Ring - one placed around a habitable but uncolonized planet to act as a really big habitat with no boots on the ground (Studying the surface life perhaps).

while i support the idea of giving habitats some love , habitats are the alternative to planet space and are economy power by pops. planetary ring are economy power by non-pops ( its the trend those days , since pops make lagg )

so habitats need to "unluck" some of those buildings for themself .





i'd actualy think habitats could have a starbase quasi-fuction too .. the real problem is the balance . i mean, it could simply be an additional habitat level unlucked by the ring research ( or requiring it ) that give the habitats access to some of those buildings ( some make no-sense unlucky)
but
this would defeat rings . as a concept. while habitats building would support the habitats and the rings would support a planet , habitats would be the best investiment( if they were able to become ring-like ) because they can be build evrywhere, and would have most advantage of the ring non-pop economy and "starbase power" .


i think... habitats need something different .
 
Iggy sent me this while giggling madly.

image-6.png
please tell me that's gonna benefit from Bulwark bonuses beause if so then they're gonna be hilarious to make. Also, any chances FEs could get some on their colonies? That'd make em a bit more challenging imo.


Also another question, will Feds get a balance pass after this? the bonuses they get pale immensely when compared to all the fun stuff Vassals get for just existing.
 
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Also another question, will Feds get a balance pass after this? the bonuses they get pale immensely when compared to all the fun stuff Vassals get for just existing.

i mean... vassals can be inside your federation . the more you give to federation, the more you give to overlord\vassals .. soo...

i guess they could add new federation type that doesn't accept overlords\vassals , and have some cool stuff in it.
 
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The modules add additional platform slots and increase the ring's armor and hull points.
Sure, and that's how starbases work right now, and starbases are tissue paper.

The choices for ring modules look like they'll boil down to either Hangar (for early-game defense and to not be strictly useless in the face of neutron launchers) or District (which is actually beneficial).

I very much look forward to changing that in the future.
I mean, you are changing the meta right now -- you're increasing the value of Neutron Launchers.

If that's not the change you want to see, perhaps re-think just subbing in starbase features on this new ring?

The ring has potential -- the buildings show that, the buildings look cool -- but re-using starbase modules isn't a great fit when starbases already need a re-work.
 
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After researching Psionic Theory (which is a guaranteed research option for them), Telepathy can show up as a random society tech.


I try not to spoil stories so you can experience them, but these DDs are also pretty long and Nivarias is doing videos on them already.


They'll quickly run out of places for their discoveries if stuck in one system.


Yes, you must be in orbit of the catapult to yeet the fleet.


Iggy sent me this while giggling madly.

View attachment 829347

Should be able to hold off attackers until help can arrive via the relay network.


Possibly. Feedback is appreciated.

All numbers and previews are still subject to change.
I am really excited to have more options to build in space and to have a more defensive playstyle. However I am a little worried about the use of defense platforms. They take ages to build and are quite costly, but you cannot move them. Are there any plans to "buff" the defense platforms a little by reducing their build time and cost to make them a more viable alternative to simply building ships?
 
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I am wondering if it wouldn't be better to allow us to build some of the smaller megastructures in mid game. Then unlock upgrading them gradually with better tech like some uswres suggested.

There are many cool megastructures and now another one joins them, but there is limited time to actually build them and for them to be useful. So what happens is you built the best ones available, usually something like science nexus, dyson sphere and matter decompression.
 
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I very much look forward to changing that in the future.
The main reason for artillery dominant meta is that what should be their counter (high evasion small ships) really just doesn't counter. A cap of 90 evasion plus the base +15 tracking bonus from sensors means that a 0 tracking X slot weapon vs a max evasion corvette still has a 25% chance to hit. With longer range, and the fact that even a single shot can one-shot a corvette, it isn't pretty. Even when the corvettes win the battle, they generally take actual losses, compared to the battleships which just disengage. Add in any other tracking bonuses (like the new trait Bulwark Admirals can get), and it just gets even worse. Since evasion is capped, you can't stack more evasion bonuses to counter it.

There are two main ideas I had to fix this:
  • Have the evasion cap apply after tracking. This would allow an arms race of tracking vs evasion, and allow corvettes to survive significantly more often against Battleships (damage would be reduced by 60%).
  • Have all tracking bonuses be a percentage modifier of the base weapon value. This would mean 0 tracking weapons will always have a tracking of 0, no matter how many bonuses are stacked, and are thus far weaker against high evasion ships. This would also mean that the middling amounts of evasion on a cruiser are actually useful, since it wouldn't just get instantly overwritten by base tracking. Battleships would probably still win, but it wouldn't be the compete stomping it is currently. Finally, the tier 5 "normal" L slot weapons would still have a use case, since the 5% tracking they get will significantly increase damage against high evasion ships.
 
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