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Hi everyone!

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

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

Necrophage Hive Minds

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

1623927984810.png


The will work similarly to normal Necrophages, but with a few differences:
  • Flavour texts that assume individual intelligences have been rewritten to fit the hive theme better
  • Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. The Livestock can then be subsumed into the Hive via Centers of Elevation.
    • Unlike normal Necrophages, Necro-Hive Necrophytes don’t use Consumer Goods. Instead, their upkeep of Food (or Minerals, if they are Lithoid) has been doubled.
1623935247824.png

  • Like normal Necrophages, Necro-Hives can also use the Necrophage Purge to speed things up a bit. For this purpose (but in a change applying generally to all Hive Minds), Hive Minds are now allowed to purge Gestalt pops that are not of their main species again.
  • Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
  • Just as you can combine Fanatic Purifier with Necrophage, so you can also be a Devouring Swarm (or Terravore) Necrophage

General Necrophage Changes

It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so it’s a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:
  • Non-purging Necrophages no longer start with two extra pops than other non-standard origins (purging ones keep the extra pops because they are likely to lose a few pops through purging).
  • The guaranteed primitive worlds may no longer contain primitives that have advanced beyond the Iron Age (previous limit was Steam Age), and will have more defensive armies than very early primitives usually have. This is to make their start not quite as outright better than other starts.
  • Centers of Elevation no longer provide stability bonuses, and the job’s unity output has been cut by a quarter.
  • The chance of pops escaping during Necrophage purging has been increased from 10% to 25%. This is now also communicated to players in tooltips.
1623935403610.png


Death Cults

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

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

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

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


Reanimated Armies

Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:
  • You can now build Dread Encampments from day 1. Countries starting with the civic will have one on their starting planet
  • Dread Encampments are generally more useful to have now: they now provide two Necromancer jobs (up from 1), and Necromancers now produce 6 each of society and physics (up from 4), though their number of defensive armies they spawn has been cut from 4 to 3.
  • Building a Dread Encampment replaces your Defense Armies with Undead Defense Armies, which are somewhat stronger
1623935473810.png

  • When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
  • Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
1623936542984.png



That’s all for today. Stay tuned to hear more about our plans for the Lem update!
 
  • Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
No undead Ether Drake nor L-Drakes?
 
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I super support the changes to reanimated armies. There isn't a strong amount of attention from the community around armies due to their irrelevance. So in order for people to burn an entire civic slot on something for armies, you have to have them be fun. These changes won't mater competitively but increase the fun of it. Also, I love the idea of reanimating leviathins. Totally support this.

The Changes for the death cult is interesting. The problem with death cult is you have to sacrifice pops. Pops are far more important than just raw bonuses. So the bonuses have to be strong.

Nerfs in general are always frowned upon. People loves buffs more than nerfs to their preferred playstyle. Although, your focus on preserving the feel of the necrophage is commendable, you will get a lot of push back on that. But sometimes, it's just not possible to buff every other playstyle to match up.

I'm excited for the other changes, and more stuff added to preexisting dlcs is a great idea. Full support. Maybe people will go back and give them better reviews, maybe new people will get interested in them, etc. Thank you for this dev diary
 
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Hi everyone!

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

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

Necrophage Hive Minds

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

View attachment 732533

The will work similarly to normal Necrophages, but with a few differences:
  • Flavour texts that assume individual intelligences have been rewritten to fit the hive theme better
  • Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. The Livestock can then be subsumed into the Hive via Centers of Elevation.
    • Unlike normal Necrophages, Necro-Hive Necrophytes don’t use Consumer Goods. Instead, their upkeep of Food (or Minerals, if they are Lithoid) has been doubled.
View attachment 732550
  • Like normal Necrophages, Necro-Hives can also use the Necrophage Purge to speed things up a bit. For this purpose (but in a change applying generally to all Hive Minds), Hive Minds are now allowed to purge Gestalt pops that are not of their main species again.
  • Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
  • Just as you can combine Fanatic Purifier with Necrophage, so you can also be a Devouring Swarm (or Terravore) Necrophage

General Necrophage Changes

It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so it’s a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:
  • Non-purging Necrophages no longer start with two extra pops than other non-standard origins (purging ones keep the extra pops because they are likely to lose a few pops through purging).
  • The guaranteed primitive worlds may no longer contain primitives that have advanced beyond the Iron Age (previous limit was Steam Age), and will have more defensive armies than very early primitives usually have. This is to make their start not quite as outright better than other starts.
  • Centers of Elevation no longer provide stability bonuses, and the job’s unity output has been cut by a quarter.
  • The chance of pops escaping during Necrophage purging has been increased from 10% to 25%. This is now also communicated to players in tooltips.
View attachment 732551

Death Cults

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

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

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

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


Reanimated Armies

Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:
  • You can now build Dread Encampments from day 1. Countries starting with the civic will have one on their starting planet
  • Dread Encampments are generally more useful to have now: they now provide two Necromancer jobs (up from 1), and Necromancers now produce 6 each of society and physics (up from 4), though their number of defensive armies they spawn has been cut from 4 to 3.
  • Building a Dread Encampment replaces your Defense Armies with Undead Defense Armies, which are somewhat stronger
View attachment 732552
  • When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
  • Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
View attachment 732555


That’s all for today. Stay tuned to hear more about our plans for the Lem update!
One thing stayed the same - reanimated armies civic locked for pacifists... which seems weird, escept you have some arbitrary reasons for that, it does not makes much sens, its more logical for pacifists to HAVE that civic than NOT HAVE.
For two people - one who loves fighting, and one who hates its the second one who would love to send some corpses to protect them - the first one would be more happy being able to fight for its own, yet you havnt forbid that civic for militarists... so why pacifists?
 
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I note the provided screenshot does not exclude Machine Intelligences from being Necrophages. I assume this is just an oversight, as I can't really imagine how that would work?
 
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Was that MODDING ENHANCEMENTS I heard?
 
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Since we now have defensive reanimated armies...

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

Like : I have Clones armies / Psionic Armies available, let me put the second one by default on all my planets
 
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Any changes to memorialists civic? Compared with other stability enhancing civics it is just too good. You trade a building slot for 15% stability. You don't need to work it for that but if you do you gain some other resources. Meanwhile aristocratic elite trades 1 building slot for just 5% stability and needs to be worked and gives nothing except stability. Similar for police state. 5% stability on all planets for a civic slot or shared burden (although that one has some nice other bonuses). Overall memorialist is just to good in the stability category. Please change its effects or buff the other stability civics.
 
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"Hey Carl, that moluscoid synthetic robot is waving around some strange book and a wand"

Robot: ABRAKADARBA - ALAKAZAM - RAISE MY UNDEAD MINNIONS. BY THE VOW ETCHED IN MY NECROMANCER'S MICROCHIPS I COMMAND THEE - DESTROY THEM.

enough jokes, these changes are wonderful. Too bad I still can't have zombie robots. Nah I can pretend.
 
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Any changes to memorialists civic? Compared with other stability enhancing civics it is just too good. You trade a building slot for 15% stability. You don't need to work it for that but if you do you gain some other resources. Meanwhile aristocratic elite trades 1 building slot for just 5% stability and needs to be worked and gives nothing except stability. Similar for police state. 5% stability on all planets for a civic slot or shared burden (although that one has some nice other bonuses). Overall memorialist is just to good in the stability category. Please change its effects or buff the other stability civics.

Come on... For once Gestalts receive an actual good civic and you want to nerf it immediately? Fine, give Hiveminds Technocracy and Meritocracy. Give them Crime Lord deal for +10 stability. Give them Slaver guilds for +10% pop output on 40% of their pops. Give them a government type for +1 Edict capacity. Give them Mining guilds!

Atleast your non-Gestalt empires have tons of good civics to choose from. For Hiveminds its Ascetic or bust. The other civics are mediocre. Memorialist was the only strong civic addition in a long time for Hiveminds.
 
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OMG
Revive the Tyanki Matriarch?
Thats making this ethos very powerful, too powerful?
 
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Come on... For once Gestalts receive an actual good civic and you want to nerf it immediately? Fine, give Hiveminds Technocracy and Meritocracy. Give them Crime Lord deal for +10 stability. Give them Slaver guilds for +10% pop output on 40% of their pops. Give them a government type for +1 Edict capacity. Give them Mining guilds!

Atleast your non-Gestalt empires have tons of good civics to choose from. For Hiveminds its Ascetic or bust. The other civics are mediocre. Memorialist was the only strong civic addition in a long time for Hiveminds.
I needed to check if hives even have that civic and indeed they do. But the civic is still too strong compared to other stability civics. I would prefer if hives wouldn't just get carbon copies or worse versions of normal civics and instead get their own set of interesting and good civics. Also memorialist is imho not in the top possible civics. It's just that hives civics are so bad that it is one of the good ones, compared with fact that hives have in general a harder time to gain stability on their planets.
 
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Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
Explain this to me. So I assume, if we have a Hive world, it will be full of Necrophage Hiveminded pops (of which we are still missing actual stats for the Necrophage trait).

So lets assume the Necrophytes turn into Necrophage Hiveminded pops, this would free up the Necrophyte jobs since no one but non Necrophage Hiveminds can work this job.

Does this mean non-Hiveminded, non Necrophage pops automatically resettle to my Hive worlds to make sure Necrophage pops keep coming in? Surely we don't have to automatically resettle pops onto Hiveworlds into Necrophyte jobs right? That would be terrible amounts of micromanagement.
 
Also memorialist is imho not in the top possible civics. It's just that hives civics are so bad that it is one of the good ones, compared with fact that hives have in general a harder time to gain stability on their planets.
Exactly. And Memorialist is one step towards giving Hiveminds actually good civics and not just worse or boring civic versions of what non-Gestalts get.

You are complaining about Memorialist, which was just recently added. Did you complain about Meritocracy aswell when it was changed from a bad civic to a top tier civic? As a non-Gestalt player you're really not in a spot where you should be complaining about civics. You have so many strong civics to choose from:
Slaver guilds, Technocracy, Meritocracy, Mining guilds which are among the best civics. But that doesn't mean the rest are bad civics. In fact a lot of other civics are straight up better versions than what Hiveminds get.

Meanwhile, Hiveminds have Ascetic as the only really "good civic" and its not even close to Technocracy's power level. Now we have Ascetic and Meritocracy. And some other mediocre 3rd civic.
 
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I note the provided screenshot does not exclude Machine Intelligences from being Necrophages. I assume this is just an oversight, as I can't really imagine how that would work?
That's just Driven Assimilators with extra steps.

Although, from a flavor perspective, letting you have DAs that make their fleshy minions toil to prove themselves and only elevate the best to robot-hood, Nicol Bolas-style, would be neat.
 
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