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Hello everyone and welcome to another Stellaris development diary. Today, we're going to continue talking about the 2.1 'Niven' update accompanying the Distant Stars Story Pack. Everything mentioned in this dev diary is part of the free update, not the story pack.

Space Creature Research
In the Niven update, we've gone back to the space creatures (Amoebas, Crystals, etc) and improve on their special projects and rewards. Instead of the wildly inconsistent and unbalanced rewards we have now, we have changed the space creatures so that upon discovery and completion of the initial contact project, you will now generally get up to 3 options, depending on your ethics and the type of creature:
- Hunt: This will grant a permanent damage bonus towards this type of space creature, and rewards in the form of resources on killing them.
- Research: This is the most similar option to the old events, and unlocks a special project for detailed research of the space creature that will yield a reward in the form of technology and/or permanent empire buffs.
- Pacify: This will unlock a more expensive special project that allows you to turn the space creatures non-hostile, allowing you to co-exist with them and share their space, as well as potentially unlocking the ability to research special components or weapons that they use. It is not possible to pacify certain kinds of space creatures, such as mining drones.
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Strategic Resource Discovery
Another thing we've tried to improve on in Niven is the discovery and exploitation of Strategic Resources. Previously, while exploring, you would not know if you had discovered any strategic resources unless you first had the related technology, which generally meant that you would explore, eventually research the tech, and suddenly discover a bunch of resources on places you had already built orbital stations on - not the most rewarding or strategic feeling. We've changed this so that strategic resources are now always visibile from the start, and you will get an event informing you when a science ship discovers a new strategic resource for the first time.

Some strategic resources will be able to be exploited immediately, while others will require a technology to be researched before you can build a mining station around that planet and gain access to the resource. Strategic Resources have generally been buffed and made more rare - we've removed their tendency to spawn in large clumps in certain areas of space, so if you find a particular resource and fail to claim that system before someone else does, you can no longer be assured that there will be another of its type nearby, and generally there won't be enough of any one strategic resource for every empire in the galaxy to have access to it.
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Experimental Subspace Navigation
Lastly for today is a new order we've added for Science Ships called Experimental Subspace Navigation. This order is unlocked by a mid-game tech and allows the science ship to travel to any system which you have any level of intel on (that is, has been in sensor range at least once, or is part of another empire you have communications with) while ignoring the hyperlane network. The science ship will be considered MIA for the journey and simply arrive in the other system at the end of the order, bypassing any hostile creatures or closed borders along the way. This allows even empires that have been boxed in by hostile neighbors to continue exploring the galaxy and complete event chains that might otherwise require a war. Certain special systems (such as the L-Cluster) will not be possible to travel to using this method.
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That's all for today! Next week is PDXcon, so there won't be a dev diary. There will, however, almost certainly be something related to Distant Stars talked about at the event itself, so stay tuned!
 
Only science ships.
While not unexpected, this makes it slightly less fun. Of course, if you can do that, jump drives are largely pointless, aren't they?
 
While not unexpected, this makes it slightly less fun. Of course, if you can do that, jump drives are largely pointless, aren't they?

Jump drives, FTL inhibitors, static defenses, etc would all become pointless. This is an option purely to allow exploration to continue, it's not meant for warfare.
 
Is the experimental "ignore hyperlanes" tech going to be made a prerequisite tech to jump drives?
It sort of feels like the two are related, and jump drive could be a refinement of the experimental drive.
 
Would it be possible to mod subspace navigation to warships? For those that want to bring back warp drive?
The problem there is that it has unlimited range from what is suggested about it being able to go to any system that you have data on.

So you'd have warp that goes from one side of the galaxy to the other.
 
Would it be possible to mod subspace navigation to warships? For those that want to bring back warp drive?

The problem is they go MIA when travelling between systems, you don't see them moving across empty space like you did with warp drive. So, that would make fighting a war against/as a warp empire a bit of a pain in the ass.
 
Would it be possible to mod subspace navigation to warships? For those that want to bring back warp drive?
Jump drives already exist and are moddable. And their mechanics are much much closer to warp than how subspace navigation is described.
 
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Given they block very valuable mineral deposits in their systems even if not hostile, we didn't really want to introduce an option that is obviously inferior to the others.
Easy fix. Claiming the system containing non-hostile drones gives you control of their mining stations. Done.
 
Will hunting them give enough resources to be competitive with research, or will it be a short term gain vs long term pay off kind of thing. Specifically I'm thinking of space amoebas where the 5% energy buff is really powerful, and be much more tempting than some energy and/or minerals gained right now.
 
Am I correct with the understanding that you do need to have open borders with your destination using the new travel system ? So you will not be able to research something in "unfriendly" territory only in unclaimed or friendly space.
 
Given they block very valuable mineral deposits in their systems even if not hostile, we didn't really want to introduce an option that is obviously inferior to the others.
That's kind of disappointing, tbh. I always liked the mining drones the most- I figured maybe we'd be able to spoof an IFF signal or something so that they'd work for you instead and give your empire the minerals they extract.
 
So uh, why wouldn't I always just kill amibo's and then pacify Crystals & Plasma things since crystal infused/forge plating and lightning guns are obviously superior to strike craft.
Unless you can still just study wrecks of them to get it but then that kinda of makes pacifying much less useful.
 
Easy fix. Claiming the system containing non-hostile drones gives you control of their mining stations. Done.

I'm agree with this. The drone are programmed to give the minerals to somebody, initially, and defend the mines. So the pacifying option will give you access to the minerals and some sort of initial defense in your systems. This can be handy in early period (no mineral cost for mine, free defense in systems versus pirates, etc). If you want to boost this more, we can have one technology to make the drone more useful: they will automatically create mines in your systems, or a bonus (10%?) to all your spatial mines (or the two, but with the bonus only for the drone mine)?