Stellaris Dev Diary #148 - Relics & Relic Worlds

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grekulf

Stellaris Game Director
Paradox Staff
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Aug 13, 2012
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Hello everyone!

As most of you probably know, the next upcoming DLC for Stellaris will be the Ancient Relics Story Pack. Last week I also promised I would show something awesome, by which I meant the headline feature of the story pack – the Relics themselves.

We announced Ancient Relics on tuesday and we also streamed a lot of stuff that will be coming with Ancient Relics and the free 2.3 update that goes with it. If you haven’t seen the stream yet, you may want to check out the summary on YouTube.

Relic Worlds
A smaller part of Ancient Relics are the Relics Worlds. It is a new planet class that is essentially a planet entirely covered in ruins. If you find a Relic World, it's very likely that you will be the first to get to excavate its archaeological site. An archaeological site found on a Relic World should have many chapters and have a high difficulty.

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A Relic World can be restored to an Ecumenopolis, but it will lose its unique deposits and archaeology site if there is one.

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The homeworld of the First League precursors have been changed into a Relic World. We felt that this fits way better thematically and we also felt that finding a “free” Ecumenopolis was too strong. You will now have to work a little harder to restore the ancient city planet.

As mentioned before, we haven’t quite had the time to refresh the old precursor content, but this is something we want to do over time, so eventually it's quite likely you’ll be able to find more Relic Worlds and associated archaeological sites.

Relics
The Relics are a really cool new feature to Stellaris. Relics are very powerful artifacts and trophies that you can collect. Every Relics has a passive effect as well as an activation effect. All Relics share the same activation cooldown, so you will have to choose which one you will want to activate. The activation cooldown is 10 years.

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Most relics will have an Influence cost for the activation cost, but in some cases this will be different.

Relics cannot normally be taken from other empires, as we felt that the Relics you found should be yours. The only exception to this rule is The Galatron, for which you can declare wars to steal from another empire. Relics also add a lot of score, with The Galatron being the most powerful relic in that regard. If you want to have the highest score, securing The Galatron will be vital for your success!

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The Relics system itself will be included in the base game, and you will be able to find a few Relics from previous content. Each crisis will have a Relic tied to it, and owners of MegaCorp will be able to get The Galatron. Owners of Apocalypse will be able to take the Khan’s Throne and owners of Leviathans will be able to take a trophy by defeating the Ether Drake.

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Ancient Relics will feature a whole bunch of new Relics that you can collect. In total you’ll be able to find 20 of these new Relics.

The system is very moddable, and since the Relics system itself is free, mods will be able to use the system without requiring its users to own Ancient Relics. We’re very much looking forward to seeing what cool new Relics the community can conjure up!

Relics Design Intentions
I started as the first UI/UX designer at Paradox Development Studio over 6 years ago now, before switching over to purely doing game design and now eventually taking over as the game director for Stellaris. EU4 was the first game I worked on, and the macro builder is what I see as my first large contribution to our games. I’ve always thought that the UI/UX design and game design need to mesh really well for a solid experience. Although we can’t always get it right (my faults included), it's really fun to do something different here.

With the Relics I wanted us to start experimenting with more visual rewards. I wanted something that would be so cool to find, collect, and look at, that you almost didn't care about what the effects of the thing were. I wanted large icons with a slight animation, kind of like golden Hearthstone cards. Originally we only planned to have passive effects for them, but in order for the player to experience the visual rewards more often, we had to create incentives for them to open the UI and look at them. That is how the active effects came into play. By giving the Relics a really cool activation effect, players will open the UI more often and get those “feel good” moments by looking at their Relics.

From a design perspective, I am very happy with how the Relics turned out. We’ve made a really nice-looking UI with a thematic background that really fits the art style. We’ve also made awesome and animated relic icons that are really rewarding to collect and look at. The activation effects for a lot of the Relics are also really cool.

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Ancient Relics is turning out to be a really cool addition to Stellaris, and it's going to be really great seeing how you guys react to the content once you get a chance to try it out.

That is all we had to share for this week’s dev diary. Next week we will be back with something different, technically speaking.
 
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Does a reminder banner appear at the top when the relic cooldown is available?

There is an alert, yes. Basically exactly like when you can Breach into the Shroud.

When we will get CKII and EUIV-like message options, with pause, popup and pause, disable etc.?

Not very likely, no. Our message system is very different.

Considering the mention of the UI, how moddable will the images for relics be?

Depends entirely on what you mean by that.
 
How will capturing a relic world (or any archaeological site) work, when empire 1 has completed, say, 3 out of the 6 chapters? Does empire 2 start over, pick up where empre 1 left off, or get locked out entirely? And how does re-reading the text of completed chapters work here too - can I read the chapters on a world owned by another player or can I only see the chapters I've completed on my own worlds?

You can go back and read what they found, but your progress continues off from where they were. The previous rewards will already be taken, however.
 
One very, very major question.
Assuming the AI will get any Relics, will it be possible to 'acquire' them?
You know, by politely parking your armada over their homeworld and sending a lot of prepackaged purchase requests down...

Only the Galatron can be stolen right now. I updated the dev diary with some more information regarding stealing The Galatron and score from Relics.
 
Can we have a civic that let's us start on a relic world? I wanted to play a species that declined and now rises to power once again for a while. This would give us a cool option to live between the giant ruins of your species ancestors and discover their secrets.

Not right now, but that may become possible in the future! I like the idea.
 
Are you planning to expand on this?

Because such additional incentive for conquest (other then the obvious territorial gain) are a tremendous motivation, imo.

The "steal the world wonder" reason is one of the most prominent in Civilization games (at least for me).

We did discuss it, but in the end decided against it. We're very open to changing that though, if it becomes a very requested feature. It should be fairly possible to do with mods as well, since you can in theory just copy paste the war goal to take The Galatron.
 
Сan we restore ecumenopolis without arcology project ascension perk?

Yes. There are some tech requirements, however.

Really awesome post! few questions. If we destroy another player that has relics will we gain those relics for our self? Also can the AI make use of relics? Can we trade relics?

No, Relics cannot be traded at the moment. It may also be very exploit prone in MP if that was the case.
 
Why limit it to only having one active effect at a time? I would love to open up the interface and admire my relics more often. Also it doesn't make sense that I can either feed the prethoryn queen OR hold a massive party that we killed the ether drake, why not give each relic a long cool-down for its active effect so we can admire them more often?

Because it makes for better gameplay. Without a shared cooldown there are much less interesting choices. It just becomes a question of "can I afford X right now?".
 
We will probably do something about obtaining Relics from other empires, but it won't be available at release. Another reason why we leaned against it was that we didn't really want you to be able to know what relics other empires have yet, unless it was The Galatron. Having an event that can randomly trigger when you annex another empire's capital seems reasonable though, so will probably look into something along those lines.
 
As UI/UX is obviously still close to your interests as game director ... can we please get some Corporate variant of the Expansion Planner that Megacorps can use for deciding where to open Branch Offices? It's such a chore at the moment and it feels like the UI for this is mostly already in game.

The problem isn't usually the lack of wanting, but rather of time. It's quite unlikely we'll make a new UI for one specific type of empire, but if we can make an adaptation to Expansion Planner somehow, then perhaps.