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Stellaris Dev Diary #253 - Three in One 3.4 'Cepheus' Patch Notes and more!

cepheus free features 3.png

Hello everyone!

I hope you are all excited to get your hands on our next expansion ‘Overlord’ next week! Expanding on the Subject/Ruler dynamic has been something that we know a lot of you (and us, internally) have been wanting for a very long time, so it’s really amazing to finally see it come to fruition!

So to hold you over until Overlord release, here is the usual Dev Diary containing the changelog for you to read!

But first, we have a few Community events to talk about:

Today at 1700 CEST (UTC + 2), join us on the Official Stellaris Discord for our Overlord Dev Q&A! Have a question about something in today’s patch notes? Stop by and ask!

As well, join us starting at 1400 CEST on May 7th and 8th, for our Content Creator Multiplayer Showcase. We’ll be streaming Overlord all weekend on Twitch and YouTube, with some of our favorite community content creators!

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######################### VERSION 3.4.0 ###########################
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###################
Overlord Expansion Features
###################

  • Three new advanced subject types called Specialist Empires have been introduced, which excel in certain areas while having deficiencies in others.
    • Bulwark - A bastion of defense that leaves basic resource acquisition to others.
    • Prospectorium - Excels at resource acquisition but has weaker research.
    • Scholarium - Specializes in research but relies on their allies for military support.

Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.

  • New Constructions and Megastructures
    • Hyper Relays - Chained together, Hyper Relays permit high speed fleet travel and projection of effects to systems connected via the network.
    • Orbital Rings - Built around your worlds, Orbital Rings act similarly to Starbases and allow further development or defense of these core planets.
    • Quantum Catapult - The galaxy is within reach as the Quantum Catapult lets you fling ships across the galaxy, though with questionable accuracy. Yeet.

  • New Enclaves
    • Salvager Enclave - A generally friendly bunch of tinkerers, obsessed with engineering, battle debris, and restoring or scrapping antiquated ships.
    • Shroudwalker Enclave - Disciples of the Shroud, the Shroudwalkers can call upon its powers to create shroud tunnels, or to attempt to divine the future - if you dare.
    • Mercenary Enclave - Empires can release a fleet to create a self-reinforcing Mercenary Enclave that brings dividends back to their patron. But remember, business is business, and concepts like loyalty don’t pay the bills.

  • New Origins
    • Imperial Fiefdom - Your first steps into space were brutally short. Immediately subjugated alongside several others by a powerful and decadent overlord, you begin the game as a Specialist Empire of your choice.
    • Teachers of the Shroud - Your civilization was identified as a civilization of interest long ago by the Shroudwalkers, who carefully nurtured your development as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.
    • Slingshot to the Stars - The Slingshot to the Stars origin explores how a nearby Quantum Catapult could shape your civilization. The histories of your people are filled with tales of brilliant lights flashing across the sky before the long seasons of darkness.
    • Subterranean - The underground homes of Subterranean empires grant defensive and mining benefits while allowing them to avoid hostile environments on the surface, at the cost of slower expansion.
    • Progenitor Hive - Hive-Mind only (also requires Utopia). The hive relies on the presence of the powerful offspring of the progenitor, guiding the hive’s will with incredible skill. Protect them well, for the drones are lost without their presence.

  • New Ascension Perk - Profit from conflict with the Lord of War Ascension Perk.

  • New Galactic Community Resolutions - Debate the place of Mercenaries and the rights and responsibilities of subjects and overlords with three new lines of Resolutions.

  • New music tracks - 4 new songs added to the game and Original Soundtrack

  • New Achievements - Show the galaxy who leads them with 11 new Steam achievements.

###################
3.4 “Cepheus” Features and Changes
###################

  • Situations - Include a new system for tracking and interacting with ongoing stories in your empire
    • Deficit Situations will trigger if you have a negative monthly balance of a resource and it runs out.
    • Revolt Situations may trigger on planets with low stability, overhauling previous rebellion mechanics.
    • Machine Uprising Situation replaces old Machine Uprising event (requires synthetic dawn)
    • Leviathan Situations celebrate your great triumphs when besting such mighty beasts.
    • Other narrative Situations have been implemented to add even more flavor to your campaigns.

  • Negotiation of Subjugation Agreements - The terms of subjugation agreements can now be negotiated and changed. Some terms that can be altered include:
    • Integration Possibility
    • Diplomatic Freedom
    • Ability to Expand
    • Resource Subsidies and Tithes
    • Defensive and Offensive War Responsibilities
    • Overlord Holding Limit
    • Sensor Sharing

The default terms of some contracts have been updated to fit the new system, and some specific terms or settings require Overlord.

  • Allegiance Wars - The Pledge Secret Fealty diplomatic action has been added, which allows subject empires to secretly plot with a new overlord. This permits a War of Allegiance - a new war goal that allows empires to fight other Overlords for control of subjects that have pledged secret fealty to them. All subjects that have pledged secret fealty will turn on their former overlord during the war.

  • Subject Changes/Improvements:
    • Overlords can now build a holding on Subject Planets (holdings may require certain civics, origins, or DLC)
      • Overlord Garrison
      • Emporium
      • Aid Agency
      • Ranger Lodge - Environmentalist Civic
      • Noble Chateaus - Aristocratic Elite Civic
      • Recruitment Center - Citizens Service Civic
      • Gaia Seeder Outpost - Idyllic Bloom Civic (requires Plantoids)
      • Tree of Life Sapling - Tree of Life Origin (requires Utopia)
      • Dread Outpost - Reanimators Civic (requires Necroids)
      • Sacrificial Shrine - Death Cult Civics (requires Necroids)
      • Reemployment Center - Permanent Employment Civic (requires Necroids and Megacorp)
      • Franchising HQ - Franchising Civic (requires Megacorp)
      • Communal Housing Outreach - Shared Burdens Civic (requires Utopia)
      • Organic Haven - Rogue Servitor Civic (requires Synthetic Dawn)
      • Experimental Crater - Calamitous Birth Origin (requires Lithoids)
      • And twelve more holdings with Overlord.
    • Subjects now have a Loyalty value, rather than loyalty solely depending on their opinion of their overlord.
    • Subjects’ ethical compatibility with their Overlords may result in a monthly loyalty bonus or penalty.
    • Having more than one subject adds a monthly loyalty penalty to all subjects, which can be worked around with various civics and or the Shared Destiny ascension perk.
    • Subjects and Overlords have a bonus to infiltration growth on each other.
    • Operations on your subject or Overlord are reduced in difficulty.
    • Additional trade deal options between subjects and Overlords have been added.
    • Releasing a sector as subject now grants an initial 100 intel on that subject.
    • Integration is disabled by default.
    • Sectors released as subjects can now inherit the following origins from their parent empire, where appropriate - Progenitor Hive, Subterranean, Void Dweller, or Calamitous Birth.
    • Gateways (and Hyper Relays) can now be built in subject space.
    • AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely.

  • MegaCorp Improvements as both Overlords and Subjects:
    • Empires that are the target of Impose Ideology wars or those created from Status Quo peace deals are no longer rival Megacorps, but instead Oligarchies with the Merchant Guilds civic.
    • Corporate Overlords can establish branch offices in their non-corporate subjects without having to sign a Commercial Pact. Likewise, corporate subjects with a non-corporate overlord can open branch offices in their overlord and fellow subjects.

  • Major improvements to Planetary Automation:
    • Planetary Automation scripts based on designation are now more focused regarding what they build.
    • Right clicking on the planetary automation button will now open a menu which allows you to customize your focus of planetary automation: for instance, as well as the designation based focus (“build more minerals buildings”), it lets you enable handling of amenities and housing, crime, as well as more specialized building options such as psi corps.
    • Sector automation and planetary automation have been unified into the same system (sector automation will activate planetary automation for all planets in the sector, and assign relevant planetary designation types to the planets unless overridden.)
    • Additional planetary or sector automation options have been added:
      • Added a Unity sector automation setting
      • Forge, Factory and Industrial designations are now available on Ring Worlds
      • Fortress world designation is now available on Machine Worlds and Hive Worlds

  • Automatic Resettlement Improvements
    • The Auto Resettlement formula for picking which planet pops will be resettled to has been improved: it is now easier to steer pops towards your capital and other special worlds (e.g. ring worlds).
      • Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better
      • "Ideal" worlds such as ring worlds, gaia worlds, hive worlds and machine worlds now have a 50% higher score when pops are deciding where to automatically resettle to. So they are more likely to want to move to your newly-founded ring world, for instance. Capital world planet designations also have a +10% score, and freshly founded colonies have 25% from their designation.
    • The resettlement tooltip (found by hovering over unemployment in the planet view) now provides far greater insights into how the system works, including showing the reasons pops cannot automatically resettle or the planet they are most likely to resettle to.
    • The outliner has been updated so planets with unemployed pops that are auto-migrating are now shown a yellow suitcase. The red suitcase should only appear if the planet actually requires your attention to resolve the unemployment problem.

  • Various AI improvements with a focus on military behavior - full details in section below

  • Added 73 new flag emblems, 63 new flag backgrounds and 47 new flag colors (including white!).
    • 12 new emblems each to match the Plantoid, Lithoid, Necroid, Aquatic, and Imperial shipsets
    • 6 new emblems for the Corporate and Legion categories
    • 1 new emblem for Paradox Arctic in Umeå

  • Added improved human portraits, with 5 phenotypes, 5 eye colors, 7 clothing styles and many, many hairstyles (including facial hair)!

  • Added Japanese and Korean language support.

###################
Balance
###################

  • Subjugation casus belli is now automatically granted towards inferior empires.
  • The Parliamentary System civic now allows factions to be generated much earlier in the game.
  • Defense Platforms now have increased range, fire rate, tracking, and hull points, and are faster to build.
  • Base market price for slaves doubled from 500 to 1000 energy credits to make selling pops more viable. Slave traits cost Modifiers for the Slave Market have been increased by roughly 10 times for positive ones and 4 times for negative traits.
  • Endgame Crises can now happen after 25 years rather than 50 of the End Times.
  • The Plunder wargoal now increases the chance to steal relics (that aren't the Galatron) to 50%.
  • The Numistic Administration trait no longer provides an increase to energy output, it now provides a +33% output to trade value from jobs.
  • Removed the requirement to have an upgraded capital building in order to build research labs or rare resource manufacturing buildings
  • The Shared Destiny AP no longer affects subject integration cost or trust, instead removes the monthly loyalty penalty from having multiple subjects. Additionally, it can now be taken by Corporate empires.
  • The Grasp the Void AP now grants increased draw weight for FTL travel techs.
  • The Unbidden can no longer spawn in pulsar systems (as the star will disable their Dimensional Portal's shields)
  • Resistance is Frugal no longer grants your strongholds a unity production of 3, instead it gives you 0.5 unity for each defensive army you have.
  • Strength of Legions and Warbots now start with rank 3 Admirals and Generals.
  • Espionage Operations now cost Influence to start rather than Energy Credits. Costs have been reduced by a factor of 10.
  • Low Military Intel is now gained at 30 Intel instead of 40 and Medium Military Intel is now gained at 60 Intel instead of 70. The effects of Medium and High Military Intel have been swapped - medium now allows you to view ship loadout, high now grants visibility of location of military fleets.
  • Added a nanites deposit to the Scavenger Bot system so you can use the reward you get for killing it.
  • The Subterranean empire from the Seismic Disturbances event chain now spawns with the new Subterranean origin.
  • Numistic Data Modeling technology now provides +5% Trade Value.

###################
AI
###################

  • With sufficient Intel, there will now be a notification that the AI is planning to declare war on the player.
  • Fixed a variety of AI military fleet behavior issues, including:
    • AI will be better at merging fleets where that makes sense (e.g. during peacetime, or when they have the same mission)
    • Fixed issues where your allies would follow your take point command even though they were not hostile to your targets, and several other issues with take point and follow fleet behavior
    • AI will now more actively engage hostile crises if they or their allies have been attacked by them
    • Fixed an issue where an AI fleet could get trapped in an enemy system by a disabled starbase. It will now approach the starbase to capture it.
  • AI will now enable buildings that have been disabled.
  • AI will now scale the production of rare resources according to the size of their economy.
  • Moderately reduced the frequency of how often AI will sell slaves on the market.
  • AI will now only consider jobs producing at least 3 amenities when doing the planet amenity balancing logic.
  • AI will now declare "death spiral status" if they have 0 minerals and a negative mineral income. Jobs consuming minerals will be deprioritized until a sufficient mineral income has been reached and the empire can start rebuilding itself.
  • The AI will now wait for a period of time before changing planet designations when taking over a player empire in multiplayer.
  • AI members of a federation will no longer propose a vote on a law change that has been proposed in the last 10 years by anyone in the Federation.
  • The player now gets a notification when the AI has recalled their embassy.
  • AI will now only propose an embassy if they have a positive +50 relation and remove their embassy if they have lower than -50
  • The AI is now better at dealing with non-standard colony ships (e.g. private colony ships, Lithoid colony asteroids).
  • AI will now sell resources more aggressively to buy what they need in order to recover from death spiral type situations.
  • Fixed several issues with Galactic Community voting, AI will no longer propose resolutions against their alignment, AI can recall their proposals or vote against their own proposals in some situations where it makes sense. Tooltips will now show the reasons an AI empire is voting the way they are.

###################
UI
###################

  • Added new section in outliner for loaned out fleets (lease timer and its tooltip).
  • The alert for diminishing resource stockpiles now properly only lists resources which you will imminently run out of.
  • Added tooltips for agreement presets and specialist types to the Agreements view.
  • The outliner will now tell you about blockers you can remove if you are approaching the planet's carrying capacity and therefore suffering growth penalties.
  • Improved the layout of the Host DLC icons and surrounding elements in the Multiplayer Lobby.
  • Moved the “Copy Server ID” functionality to a separate button in the multiplayer lobby.

###################
Performance & Stability
###################

  • Optimized calculations for whether you are in breach of any galcom resolutions, which should provide a boost if many sanctions have been passed.
  • Improved the performance of using triggered economic category modifiers.
  • Improved performance of bypass handling in pathfinding to account for the fact that there are now many more of them in the galaxy (via hyper relays).
  • Adjusted various ship textures for improved performance.

###################
Other Improvements
###################

  • Significantly improved pop job assignment weightings:
    • Automatic scripted handling of resource output, trade and amenity bonuses and penalties from traits, i.e. pops with the better traits for the job will more reliably take the job. This eliminated many errors where we had imperfectly attempted to achieve this result in a much less robust and more verbose way.
    • Weighting now takes into account output penalties from low habitability
    • If you are in deficit, jobs producing that resource will now be weighted significantly higher, so your pops won't ignore mining jobs while your empire burns for lack of miners.
  • Added new Subjugation War Terms policy, which sets the default Agreement Terms used when subjugating other empires through war.
  • You can now nominate other empires to Custodianship, provided they meet the requirements.
  • Idyllic Bloom has been improved by allowing construction of the Gaia-Seeder buildings (and holding!) to be built on a wider range of planet types, in exchange for increased upkeep, depending on the empire’s terraforming technology. In addition, the civic can now be combined with the Life-Seeded and Shattered Ring origins. Finally, Idyllic Bloom empires start with a Phase 1 Gaia-Seeder on their capital where appropriate.
  • Shroud Entities that propose Covenants will now prefer empires that have ethics or civics that match their outlook. The End of the Cycle is more likely to offer a Covenant if another empire is a level 5 crisis.
  • Several improvements to Baol/Zroni spawning: they will no longer spawn arc sites in your capital system, one of the Baol arc sites is now vastly less likely to spawn in someone else's territory, and they are a bit less likely to all spawn in a heap in neighboring systems.
  • Modifiers giving administrator output now correctly reflect the sort of administrators the empire uses.
  • Individual names for game objects can now be localized, allowing players to read names in their own language.
  • Renamed the Corporate and Gestalt versions of Catalytic Processing to Catalytic Recyclers and Organic Reprocessing respectively.
  • Quget.

###################
Bug Fixes
###################

  • Federation allies in Common Ground and Hegemony origins no longer start with 0 resources (sometimes therefore falling into deficit immediately)
  • Multi-path jumps should now show proper arrows.
  • Bypass travel times are now correctly specified in days.
  • War exhaustion icon now displays the correct values when resuming a saved game.
  • Fixed the appearance of invalid em dash characters in a Crisis diplomacy message and a First Contact/Diplomacy tutorial event.
  • Update to VIR's diplomatic tact subroutines: the tutorial no longer refers to enclaves as likely possessing an animal intelligence.
  • Added a scrollbar to planetary production resources in planetview so they don't overflow.
  • Fixed a variety of issues and oversights where the job weight scripts would not take into account all production bonuses given by traits.
  • Fixed certain megastructure construction positions.
  • Planet automation can now use resources from the shared stockpile even when not part of a sector.
  • Fixed some cases where you would get popups that instantly disappeared while being in a federation.
  • Fixed DLC icons in the Multiplayer lobby sometimes escaping outside of their container.
  • Fixed Ancrel.4078 "Fire" event triggering for species that don't eat food.
  • Fixed order of repaired ringworld segments for ruined and partially ruined ringworlds.
  • Added emissive_recolor_crunch on some ships and turrets that lacked it
  • Deviant drones no longer provide trade value based off their living standards.
  • Gestalts can no longer get the Numistic Data Modeling tech.
  • Fixed rare case where the empire flag would be randomized for empires created in MP.
  • Fixed certain colony designation effects not having Planetary Ascension multipliers applied to them,
  • Fixed a bug where empires could sometimes (e.g. on revolts) end up registering as owning more starbases than they actually did for a time.
  • Fixed the ship reinforce button sometimes telling you repeatedly that there are no available shipyards.
  • Enrolled engineers in the Curator's seminar on "Ringworld Repairs and You!" (Repaired ringworlds from the shattered ring origin and alpha refuge no longer have display issues).
  • The shard will no longer inform the player twice about its demise.
  • Fixed an issue where the list of supporters for an upcoming resolution in the Galactic Community didn't refresh correctly when clicking between two Resolutions with the same number of supporters.
  • Fixed armies being mistaken for buildings in some build queue tooltips
  • Here Be Dragons empires are now less amazed to see an Ether Drake (it's still a remarkable occurrence, but not something the likes of which they've never seen before)
  • Fixed an issue where only one pop would switch jobs when shift-clicking to change job priority
  • Sectors released as subjects by empires with the Pompous Purist civic will have the civic removed.
  • Fixed some issues with AI Uprising Empires, where the created empire would have unreasonably large fleets, but could also immediately go bankrupt in several resources.
  • Fixed issue with scrollbars ending up outside of the technology window in the "researched” tab of the technology view.
  • Fixed Starbase triggered station modifiers not always applying properly (which means that now e.g. Offworld Trading Companies have an effect again)
  • Fixed some cases where countries would have policies set that they were not meant to be allowed to choose.
  • Fixed players being unable to replace e.g. a Mining District with an Industrial District if they were already replacing two Generator Districts with Industrial Districts.
  • Fixed scrollbar for DLC feature descriptions not being reset.
  • Fixed unlocalized DLC names in Multiplayer lobby.
  • Fixed tooltips for Mortal Initiates.
  • Fixed truncated data percentage in fleet view (in simple chinese).
  • Fixed fleet orders and activity text localisation overlaps.
  • Non-Disclosure Agreements in the Subterfuge traditions now correctly states that it increases Infiltration Required for hostile operations, rather than saying it increased the cost.
  • Added alternate text and event rewards for when Gestalt empires with the Doomsday origin colonize their first planet.
  • Transit Hubs no longer have incorrect and outdated text referring to previous versions of the automatic resettlement system.
  • Improved tooltips for Plunder wargoal.
  • Fixed federation background not rendering correctly
  • Fallen Empires spawned from the Scion origin have the correct graphical culture.
  • Fixed some issues where Artificers had the Artisan icon in certain texts
  • Fixed missing modifier icon for Ancient Trading Route
  • Fixed a rendering issue with drop pods.
  • Fixed a rendering issue with the mammalian orbital habitat.
  • Fixed some megastructures not animating properly.
  • Fixed hyperlane shader.

###################
Modding
###################

  • Script Values, Variables and Modifiers:
    • Added scripted_modifier directory where you can define new modifiers you can use in static_modifiers and apply via modifier:<modifier>
    • Solved issues where certain modifiers (or static modifiers in modifier fields) were not useable in certain places due to load order issues
    • Added the ability to use mult = value:script_value in triggered modifiers
    • Added support for “square = yes”, “square_root = yes”and “pow = x” in script values
    • The game will no longer spit out errors about event targets if you try to feed a parameter with decimal places (e.g. 0.5) into a script value
    • Added trigger check_economic_production_modifier_for_job to simplify job weights; rolled out script values across job weight calculations
    • Amended the distance_to_empire to support use of script values (both it in them and them in it)
  • Agreements, Subject Types and other Subjugation Topics:
    • Added new 'agreement' scope type
    • Added new database in common/agreement_presets for scripting presets of subject agreements
    • Added new database in common/agreement_term_values for scripting different options for subject agreement terms
    • Added new static database in common/agreement_terms for scripting terms for subject agreements
    • Replaced triggers can_be_subject, is_subject_type, and has_tributary with as scripted triggers
    • Added new 'subjects' trigger to check how many subjects a country has, regardless of agreement preset
    • Added agreement_event as an event type, along with an agreement_event effect
    • Added on_agreement_change_accepted on action that triggers when a subject agreement negotiation has been accepted
    • Added remove_secret_fealty effect to remove a secret fealty pact between two countries
    • Added trigger has_secret_fealty_with to check if there is a secret fealty between two empires
    • Add 'has_monthly_loyalty' trigger to check a subject's monthly loyalty
    • Add 'has_loyalty' trigger to check a subject's loyalty
    • Added an agreement_preset trigger for checking the selected preset in the agreement scope
    • Added new effect for setting the preset of a subject agreement
    • Added the effect set_agreement_terms for setting the terms of a subject agreement
    • Added a trigger to check if a subject agreement has an active specialization for a specified specialist type
    • Added a trigger to check the specialist level of a subject agreement
    • Added a trigger to check if a subject agreement has a specific specialist perk active
    • Added use_demanded_terms parameter to set_subject_of effect for applying agreement terms of previously demanded agreement diplo action
  • Added highly scriptable Situations system with many flexible parameters, effects and triggers
    • Situations are now their own scope (accessible via “any_situation”)
    • You can fire a new Situation via start_situation effect
    • The properties of the Situation are customizable in the common/situations folder. A documentation file provides full information on what parameters are available within the system (e.g. how fast the Situation progresses, what happens at various stages of it, and how the interface should look)
  • Added ImGui UI System
    • DearImGui is a third party UI development tool that helps us rapidly develop debug UIs.
    • Use “ImGui show” command to view a list of available views.
    • Use “ImGui show <view name>” to open an ImGui view.
    • Current release contains demo views and a “fleets” view for viewing internal fleet and ship data.
  • You can now specify a pop faction as the location of your event and the button will take you there.
  • Added scripted checks to diplomatic actions such that it is possible to forbid AI from doing diplomatic actions via script.
  • Country types can now be given limited_military_construction and limited_leaders, which will let them build fleets and hire leaders but bypasses most other construction.
  • Turned effects store_galactic_community_leader_backup_data and restore_galactic_community_leader_backup_data into scripted effects using new, more flexible effects for storing and restoring backup data of a country
  • Added on_colony_yearly_pulse
  • Added on_colony_25_years_old on_action
  • Added planet_garrison_strength trigger
  • Converted has_citizenship_rights from a scripted trigger into a trigger. This makes its performance significantly better (useful as it is checked a lot)
  • Added disable_building and ruin_building effects
  • You can now use num_districts in country scope
  • Global script variables can now be accessed in localization with $@VariableName$
  • Added "direction = corewards/rimwards" parameter to spawn_system
  • Added trigger to check if a country has a Secret Fealty pact from a subject of the target country
  • Error logs within scripted effects and triggers will now have useful file locations again
  • Shifted script for how many of each ship an AI wants to build from country_types to ship_sizes.
  • Shifted script for which armies an AI wants to build to the army_types entries from country_types
  • It is now possible to limit which ships an aura will affect by using a 'limit' trigger in the aura block of the ship component script
  • Add support for scoping to last_created_design
  • Add script lists for owned ship designs
  • Added remove_ship_design and remove_global_ship_design effects
  • Added modifiers ship_friendly_territory_fire_rate_mult, ship_friendly_territory_accuracy_add, ship_friendly_territory_accuracy_mult, ship_friendly_territory_evasion_add, ship_friendly_territory_evasion_mult, ship_friendly_territory_shield_add, ship_friendly_territory_shield_mult, ship_friendly_territory_tracking_add, ship_friendly_territory_tracking_mult that is only active while in a friendly territory
  • Added count_starbase_buildings trigger
  • System scope is now supported on count_starbase_buildings and count_starbase_modules.
  • Added owner_type option to buildings to specify if a building is a holding or not
  • Added effects add_starbase_component and remove_starbase_component to add and remove ship components to starbases that are standalone from modules and buildings
  • Added empire and ship wide windup modifiers for all bypass types. Following the "mod_<bypass_type>_<empire|ship>_windup format
  • Added quantum catapult modifiers
  • Added on_pop_resettled on_action
  • Added the ability to do country_add_ethic = random
  • Added triggers num_researched_techs_of_tier and can_research_tier
  • Added a replaceable block to starbase modules taking scope From: Starbase, FromFrom: Starbase.Owner
  • Added a script folder common/tradable_actions that can be used for scripting actions that can be traded in trade deals
  • Improved performance of checking “all” on count_x script lists, and also fixed some cases where it was not possible for it to return true.
  • Added define for how long the AI will wait before proposing a federation law change after a change in that category has been proposed: AI_FEDERATION_PROPOSE_LAW_CATEGORY_COOLDOWN


Wishlist Overlord today!




Moddability Changes in 3.4 ‘Cepheus’ by @Caligula Caesar

I’m going to keep this one fairly brief, by my standards. Recent updates have given modders plenty to get their teeth into, and 3.4 is no different. We already described the Situations system a few weeks back, which will doubtless see much use and abuse from modders, so I’ll focus on other scripting language changes.

The biggest improvement that springs to mind is in the field of modifiers. In triggered modifiers, you can now define a “mult” value, which lets you apply a modifier or script value to that triggered modifier:
Code:
triggered_pop_modifier = {
    potential = {
        NOT = { is_same_species = owner }
}
    modifier = { pop_citizen_happiness = 1 }
    mult = modifier:non_main_species_happiness_mult
}

As you can see, I’ve defined a modifier that we do not have in the game there. That is because we can now define our own ad hoc modifiers in script, for instance:

Code:
non_main_species_happiness_mult = {
    icon = mod_planet_happiness_mult
    percentage = yes
    good = yes
    category = pop
}

This modifier will of course only do something so long as it is applied somewhere, but nowadays there’s plenty of places where that is possible (everywhere that script values are valid). For instance, we have refactored species traits’ amenities and trade output from jobs to use this system, which cut down on the effort it takes to tweak their numbers (and let us track down a few bugs in that regard).

As a low-key but quite nice improvement, you will also no longer get load order errors where certain modifiers do not work in certain contexts (e.g. ethos modifiers in traits).

That’s not all we have done. Developing Overlord naturally provided some opportunities to rework old systems. For instance, thousands of lines were saved in the scripts for enclaves by using the new “event inheritance” system. With this, an event can be specified to inherit properties from another via “base = <some_event_id>”. Then, various properties can be overwritten via “desc_clear”, “option_clear”, “picture_clear” and “show_sound_clear”. Basically, this lets us inherit the behaviour of a given event while changing its flavour.

The list goes on. A new common/tradable_actions folder now lets you define custom actions that you can trade with other empires. For instance, subjects can pledge loyalty to their Overlords in return for other benefits. The folder is also extensively documented:

Code:
# trade_action_my_example_action = {
#   # If this is set to 'yes', then the action will be fired and then removed from the trade deal.
#   # If 'no', then the trade deal will be treated as a treaty that lasts for at least 10 years.
#   fire_and_forget = no
#
#   # Determines if the action will show up in the list in the trade deals view.
#   # SCOPE: Country "giving" the action
#   # FROM: Country "receiving" the action
#   potential = {
#       has_overlord = from
#       is_specialist_subject_type = { TYPE = bulwark }
#   }
#
#   # If this trigger returns 'no', then the trade deal will be cancelled. Checked on daily tick. Only relevant if fire_and_forget is 'no'.
#   # SCOPE: Country "giving" the action
#   # FROM: Country "receiving" the action
#   active = {
#       has_overlord = from
#       is_specialist_subject_type = { TYPE = bulwark }
#   }
#
#   # Effect that fires when the trade deal is accepted.
#   # SCOPE: Country "giving" the action
#   # FROM: Country "receiving" the action
#   on_traded_effect = {
#       from = {
#           set_galactic_custodian = yes
#       }
#   }
#
#   # Effect that fires when the trade deal ends. Only relevant if fire_and_forget is 'no'.
#   # SCOPE: Country "giving" the action
#   # FROM: Country "receiving" the action. Not guaranteed to be valid, since a trade deal is cancelled if one of the countries dies.
#   on_deal_ended_sender_effect = {
#   }
#
#   # Effect that fires when the trade deal ends. Only relevant if fire_and_forget is 'no'.
#   # SCOPE: Country "receiving" the action
#   # FROM: Country "giving" the action. Not guaranteed to be valid, since a trade deal is cancelled if one of the countries dies.
#   on_deal_ended_recipient_effect = {
#       set_galactic_custodian = no
#   }
#
#   # Used to determine how much the AI will value the action in a trade deal.
#   ai_weight = {
#       weight = 1
#
#       modifier = {
#           weight = 2
#           from = {
#               is_galactic_custodian = no
#           }
#       }
#   }
# }

Speaking of the AI and diplomacy, diplomatic actions are now a little bit more controllable from script. While they (and AI logic surrounding them) are still handled to a significant degree in code, additional reasons for the AI to accept or decline the proposals can now be scripted in an “ai_acceptance” field, while a “should_ai_propose” field lets you block the AI from proposing it.

Finally, something that modders need to know about is our changes to synced localisation. Or rather, the fact that we have completely removed it. This means that, everywhere where it was used, we now use the normal localisation system instead. There are several advantages of this:
  • Multiplayer will now work, even if one player is playing in Chinese and one player in English (this does not currently work)
  • It is theoretically possible to translate all names into other languages now. (Unfortunately, however, I can’t promise that we’ll ever do that, because European languages all have complicated grammar rules, and we have yet to work out a reasonable way to deal with them. But still, the possibility is pretty cool).

Unfortunately, there are also some complications, which can be summed up as: we need to save a property as it is at the time something is named (i.e. the property may change later - but this should not affect what it localises as), and also make sure that it is localising correctly no matter which language you are playing in.

Basically, this means that if you want to use bracket commands in setting names, you need to register it in the place where you are setting the name, e.g.:
Code:
set_name = {
                    key = "NAME_Absorbed_Species"
                    variable_string = "[Root.GetSpeciesNamePlural]"
                }
 NAME_Absorbed_Species:0 "Absorbed [Root.GetSpeciesNamePlural]"

Empire names in the random_names directory have a new “lookups” line to serve this purpose:

Code:
# Imperial Spiritualist 2
empire_name_format = {
    random_weight = {
        factor = 0
        modifier = {
            add = 1
            has_government = "gov_theocratic_monarchy"
            is_pirate = no
            is_primitive = no
            NOT = { is_country_type = fallen_empire }
            NOT = { is_country_type = awakened_fallen_empire }
        }
    }
    lookups = "<imperial_spi> [This.Capital.GetName]"
    format = format.imp_spi.2 # <imperial_spi> of [This.Capital.GetName]
    noun = format.homeworld # [This.Capital.GetName]
    prefix_format = format_prefix.imp_spi.2 # [This.Capital.GetName] <imperial_spi>
    # Empire of Earth
}

In cases where names were defined inline in script, which is quite common in mods, it will likely continue to work as it used to (so long as no square bracket commands are used). I can’t entirely vouch for this, since we don’t use this functionality inhouse as it would break Chinese (and now also Korean and Japanese) translations, since they have always translated names. It may also cause issues if the name you are setting something to is a key that is localised, but which you did not intend to refer to… (N.B. name lists now also use localisation keys).

As a word of caution, each square bracket command we make available has to be defined to work in the C++ code. We have tried our best to cover all the cases which one could want to use, but there may be some we’ve missed (in this case, the error log will complain about invalid property “GetXPersistent”). If there are any particularly egregious cases we turn out to have missed, please file bug reports and we’ll see what we can do!



But wait, there’s more, from @Eladrin :

This week’s origin reveal from Nivarias is the Progenitor Hive!

1651752843139.png


In the beginning, the Progenitor was.

Life on your homeworld was harsh and competitive, yet still the mighty Progenitor expanded its territory. Running such a vast dominion soon grew untenable, so the Progenitor created the first Offspring. In time, it became apparent that the Offspring could not manage alone. In turn, they produced menial drones to assist in taming our home.

As you took your first tentative steps across the stars, the Progenitor sequestered itself into a specialized nest. Endowed with greater, streamlined control, you are now ready to spread the Progenitor's influence to all the stars of the galaxy - for the Progenitor was, is, and will be.


The Progenitor Hive origin is a new Hive Mind origin coming in Overlord, and as such it also requires Utopia to play.

The hive relies heavily on the presence of powerful Offspring. While they are near, the hive thrives and functions with great efficiency.

Offspring Vessels can be included in your fleets, providing an aura that cancels out the inherent penalties of your ships, providing a net small bonus. You are limited in the number of Offspring Vessels your empire can support at any given time, based on your overall naval capacity, similar to the Titan limit. The Offspring Vessels share a pool, with larger ships taking a greater portion of the pool.

1651752853800.png


There’s also a starbase building to protect your empire space, which provides greater benefits than the ships.

1651752863307.png


The Offspring Nest replaces the Spawning Pools of regular hives, providing additional bonuses. You’ll want one of these on each of your planets.

1651752871020.png


Make sure someone is working the Offspring Drone job, since otherwise the directionless menial drones on your colonies face difficulties.

1651752877859.png


All employed leaders within a Progenitor Hive, passively gain experience at a steady rate, gaining skill levels at a much faster rate than leaders of other empires. On average, with no experience boosts or other sources of experience, they will passively gain a level about every (1.5 * level they’re going to) years.

Unlike other hives, the Progenitor is able to release sectors as vassals, placing the fate of the sector in the tendrils of an Offspring which is promoted to Progenitor status and becomes the ruler of the new empire. Progenitor subjects released inherit the Progenitor Hive origin from your empire, with all the bonuses and penalties that it entails.

1651752885012.png


Should you have a subject that is not a Progenitor Hive, you can build an Offspring Nest on their world, providing some much needed oversight to their dro- er, workers. They’re basically the same thing, right?

1651752892011.png


There’s also one other (non-Progenitor Hive related) holding to reveal!

Overlords with the Environmentalist civic can build a Ranger Lodge, which reduces consumer goods usage on the subject planet but also creates a Nature Preserve blocker, which cannot be removed as long as the lodge exists.

1651752900413.png


1651752906885.png


The Ranger Lodge can only be built on natural planets that have districts available to block, and cannot be built on Ecumenopolies, Hive Worlds, Machine Worlds, or Relic Worlds.

banana.png

Banana for scale.


Wishlist Overlord today!
 
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This is partially because, unlike military losses, you can not really prepare for or actively defend against operations (being secret and all)
The bolder operations, like stealing a relic or assassinating a leader, would create a Situation where you learn of the plot beforehand, and get to prepare for the attempt in order to thwart it.
 
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I think we have a fundamental disagreement about what a 'game' is here.

"ITS NOT FUN!" is always a valid argument in game design, because people who aren't having fun stop playing the game. Now, when it comes to theoretical features that haven't been added to the game yet developers do need to take this with grain of salt, because players aren't necessarily good at correctly predicting what they will or won't like once they actually experience it, but that just means that the developers need to have a better argument for why "you will find this fun, actually" and not that the argument "ITS NOT FUN!" is invalid.

"Wanting to enjoy the leisure activity you invested money in with the expectation of a good time makes you lazy and entitled" is not a valid argument, because you're not actually addressing the opposing position of "I believe that if this mechanic is added to the game it will make my play experience worse", you're just making ad hominem attacks. What you should be doing is trying to provide reasons why this mechanic would be fun and/or why the
reasons being given for why it would be unfun are unfounded.


Perhaps that would involve creating graphics/models for it for each ship skin that's been added to the game since they were removed? Art assets can be a big deal.

Maybe, except the arguments in this thread, for opposing the Relic Stealing, is the definition of "I want to be lazy". They boil down to "I shouldn't have to focus on Espionage in order to keep this thing that I found sitting in the dirt, it's too much work."

Well I shouldn't have to focus on fleet production in order to not have my star systems that I found floating in space stolen from me either, that's not fun. Why should I have to devote time to that? That star system is mine, I should never be able to lose it.

The argument is stupid, because if you flip it to apply to any other major feature in game, it sounds childish and ridiculous.
 
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I'd also like the ability to customize starbase designs, it's really annoying how starbases still use shields and anti-shield weapons in pulsar systems.

At the very least the starbase load out system should be tweaked to automatically avoid this. If we can’t get customisation (perhaps because the AI might find it hard to learn) at least write some code so pulsar stations swap all shields for armour.
 
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  1. I've not tried this, so I'm not sure.
  2. The AI will generally prioritise building hyper relays connecting their colonies to their planets, but given enough time I've seen them build them across their empires - but to be fair, I do that as well. The upkeep costs are low enough.
  3. Going by memory:
    • Hitpoints were doubled
    • Build time was halved
    • Range increased by 10%
    • Fire rate increased by 20%
    • Tracking increased by 10%

Sorry if this is a basic question, but do all defence platforms have to be destroyed before a station can be disabled?
 
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I've made a suggestion about an improved espionage system. Link is in my signature. There you find a detailed idea for counter espionage too, but on a scale that depends on your encryption with some bonus points if you actively investigate a spy situation. There is a envoy used too.

I agree that those kind of iron curtain would be a loss in diplomatic options. But it's not diplomacy that i fear, it's reckless warmongering. I really love to play diplomatic most of the games with espionage in the other hand. I even suggested a mediation option. So yes, a kind of defense should be possible but it needs a) balanced and b) depend on your active preparations in case of espionage. There are ascension perks, civics, traditions, edics and tech. You can use everything to prepare you. And against the usual AI or uninterested player this will always be enough with my concept. But not against the full adapted psionic master spy. And that its whats all about :).

Compare it to war preparations. If you have strong stabases and fleet best paired with some fitting civics and traits, you are most likely safe until the true master, a genocidal is on the stage.
So I did read the post
I actually like the general principles of that post, in fact it almost sounds fun (my current way to counter warmongers without getting involved is to just dump alloys on their target) This is a improvement over that. I still have some concerns and thoughts
I am not an expert on espionage so forgive any ignorance but current options seem pretty meh or come at a high cost for possibly limited benefit if I don't get infiltrated. You stated you want this system to counter warmonger's, so i'll focus on this from that angle and offer my thoughts and ask for some clarifications on your proposal.

1. I believe you said having intel on empires would help defensively? does this imply being friendly in general with lots of pacts with different empires would help me even if I don't have intel on the specific attacker? I imagine this system working like the five eyes irl, the intel pact between the us uk and a few others? In that we share intel and thus are better able to defend? If that's the case I do like that as an idea of a way to passively improve defenses (especially for xenophiles who lack edicts for encryption, and it would help in the objective of giving a counter to warmongers who tend to lack said agreements giving passive intel. (intel pacts as a new addition maybe?)

2. Honestly an edict that didn't push authoritarianism but still gave me at least some encryption would be nice. As would an improvement to the other aspects of the enigmatic engineering perk to give it a more interesting secondary use.

3. Empire sprawl making defense more difficult would be acceptable to me (though i think the sprawl systems still needs some adjustments)

4. Is there another way to prepare defenses I haven't thought of that you think would be a balanced approach? I have terrible rng for the techs (maybe a pre rec problem on my end) Having options helps win me over. I don't have a ton of faith that active situation decisions and the current options are enough (though the intel stuff from my first point would certain help a lot here).

5. Finally, I honestly think this whole idea of making espionage good would be way easier to sell people on if everyone stopped trying to put stealing relics into this whole discussion. You put forth a lot of good ideas of good operations into your post (weakening fleets, taking out a leader, downgrading/destroying a starbase, even mega structure shenanigans) none of which many people would even consider if you bundle stealing their relics into the deal. Relics are really fun and thematic to the journey of building your nation, they are special and can mark great achievements. Even though they aren't game breaking to lose, or for that matter steal. It just doesn't feel good, especially if you only found 1 relic, or finally after many many games got the relic you have always wanted. If someone defeats me they can have all my relics for all I care, but let me keep them until the very end? I always viewed relics are permanent upgrades to my nation, even though I realize that's not physically what they are, its how they have functioned for a long time and altering that is not something I'm in favor of. If we needed to have stealing relics though I want a casus belli to take it back and a situation to find who stole it. (I will crack every planet they own for the insult, and would gladly trade all my planets and surrender the game to just sit all by lonesome on a barren plant with my relic =D) Last bit is more of a joke but it expresses how many people feel about their relics and I don't think its worth fighting for relic theft if it distracts from making this system that could be really good from getting implemented in way that's impactful.
 
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  • Added improved human portraits, with 5 phenotypes, 5 eye colors, 7 clothing styles and many, many hairstyles (including facial hair)!
Any chance that you will add phenotypes to some species other than humans? Aquatics include some portraits that have "color" variants that include changes in physical characteristics - these shouldsimply become phenotypes.
 
When you guys say that Mercenary fleets reinforce themselves, do you mean that they only replace destroyed ships, or that their fleet will slowly grow? I'm guessing the latter, but your wording worries me.
 
At the very least the starbase load out system should be tweaked to automatically avoid this. If we can’t get customisation (perhaps because the AI might find it hard to learn) at least write some code so pulsar stations swap all shields for armour.
There's the question of how this would work with modules that add extra slots.

I think a good way would be to allow us to save each starbase tier as a design, to use as base upon building or upgrading a starbase. The extra weapons not included in base design would then be auto-generated.

But, we would then also get the ability to modify individual starbases, and each change in design would give us an option to "upgrade" (more like a ship upgrade, not an actual starbase upgrade) that particular starbase.

The ability to modify individual entities without necessarily saving a design in ship designer could also be carried over to ships, if we just want to swap an individual Titan's aura module or something.
 
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The bolder operations, like stealing a relic or assassinating a leader, would create a Situation where you learn of the plot beforehand, and get to prepare for the attempt in order to thwart it.
Yes, that is good, that is how I hope any potential aggressive operations are constructed. I just have a very hard time seeing how such an operation could be balanced to be satisfying from both directions, where you either end up in a situation where the infiltrating player does not feel rewarded for their good subterfuge or the infiltrated empire is completely incapable of defending themselves because somewhere in the galaxy the ninja-empire has set their sights on them.

As an aside, it is also important to maximize the ratio between rewarding the aggressive player and frustrating the defending one. Leader assasinations in particular seems like it could really strike a sweet spot of being really unfun to have happen to you while not very rewarding to pull off.

All that being said, I am not saying it is impossible to make a relic heist good. It is just that espionage systems in particular are incredibly vulnerable to ideas that sound really cool but play terribly, so I am a bit leery of trying to thread that needle. But what do I know.

Maybe, except the arguments in this thread, for opposing the Relic Stealing, is the definition of "I want to be lazy". They boil down to "I shouldn't have to focus on Espionage in order to keep this thing that I found sitting in the dirt, it's too much work."

Well I shouldn't have to focus on fleet production in order to not have my star systems that I found floating in space stolen from me either, that's not fun. Why should I have to devote time to that? That star system is mine, I should never be able to lose it.

The argument is stupid, because if you flip it to apply to any other major feature in game, it sounds childish and ridiculous.
Well, I have already outlined why I do not think that espionage should be compared to core game systems like combat or the economy. It is to limited and hard to predict, and defending against it is purely passive. I think it is a perfect amount of indepth for a system that you can specialize in, but should not be required to engage with to play the game. You may, of course, disagree with this.

But why are we even talking about if people are "lazy"? What does that have to do with anything? What does it even mean? Why shouldn´t the game cater to lazy players? Should the game never include any QOL features because people are just "lazy" when they do not want to micromanage everything?
 
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So I did read the post
I'm glad you liked it. So yea, steal relic is a controvery. Remember at least it's not my decision. I just make suggestions and give arguments to improve the system but it's at least the one topic that i care about the most.
At least we have a confirmation that the costodian team working on improvements. And i really hope to see some of my ideas in the game at the end.
 
Nice, new flags and emblems. I believe this is long overdue for those of us that don't play the game with mods.
I'll be honest: the new flags and emblems are worth the price of admission to me (yes, I know it's a free update, but I'm also going to buy the DLC). I don't even care that much about a lot of these features.
 
1. Why and how would you get "dogpiled" by the AI when I just said the success rate would be relatively low, and that you'd only need to resolve one Situation per 20 years at most?

2. If you have 5+ AI empires with this high infiltration level on you, a low enough opinion to perform hostile operations on you, encryption so weak that all operations against you are successful, and weak enough fleet that you can't reclaim any the relics, then you might simply suck at the game.


Even against empires with high encryption, there would still be a small chance of success, meaning the operation can still be worth it.
Look, it's a simple mathematical proof that
Lol, the disagree reactions on this.

Alright, if you want empires that didn't even bother to invest in diplomacy, military, or espionage to have permanent ownership of powerful toys, let's also give them unconquerable megastructures for good measure.

That's the logic currently used against the ability to steal relics. That there should be no way to take powerful toys from other empires, because it sucks when you lose your powerful toys.
No, the logic is that mathematically one of two things will happen:

You, the player, will be able to obtain and keep all relics or,

You, the player, will eventually lose all your relics to AI spam.

The way espionage works, even with situations, one of the two outcomes is guaranteed.

Also, hilarious argument about investment coming from you.
 
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You, the player, will eventually lose all your relics to AI spam.
See:
That said, I do think the time to build up the infiltration level in order to even attempt a Steal Relic operation, and the time it'd take for the operation to complete, would make defending against such an operation much less frequent than some of the posters here seem to think, and most operations of this sort take significantly longer than 5 years anyway.
There would be no "AI spam". AI can already arm privateers or sabotage starbases, and exactly how often does that happen? This imagined scenario you have where all the AIs attempt high-level operations on a single empire all the time is simply not grounded in reality.
 
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There would be no "AI spam". AI can already arm privateers or sabotage starbases, and exactly how often does that happen? This imagined scenario you have where all the AIs attempt high-level operations on a single empire all the time is simply not grounded in reality.
AI doesn't realy use operations atm , i should test it more as i didn't look ONLY for it , but till now i've yet to see an AI using espionage for anything apart from having more intel . they had a bug where they kept changing the envoy ( one of the bug fixes of 3.4 ) and they never realy started operations. ( its probably related to the fact they need to allocate energy to the operation )

atm the AI use espionage and spy network to know your fleet power , so they have better time deciding if declaring war or not.
 
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See:

There would be no "AI spam". AI can already arm privateers or sabotage starbases, and exactly how often does that happen? This imagined scenario you have where all the AIs attempt high-level operations on a single empire all the time is simply not grounded in reality.
Both actions are a net loss for the empire that uses those espionage actions. The AI - correctly, but for the wrong reasons - shouldn't be spamming those actions.

Also, that again just results in the player getting all relics.
 
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in order to keep this thing that I
... had to fight a thrice-damned space dragon (and possibly watch a colony get burned to the ground by same) to obtain.
... had to fight the Xenophobe FE to retain ownership of the system the dig site was in to obtain.
 
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