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Stellaris Dev Diary #187 - Post-mortem

Zaztl’s time had come. The Ritual of Elevation was soon to begin, and as she was inching ever closer to her own final destiny, she wondered “Is this perhaps the start of a new life?”. She couldn’t help but to latch on to hope in her moment of dread, but she also knew the futility of the question.

No Jeferian would ever know the answer to that question.

Shumon ins-Beth was born, the newest individual to join the Pasharti species.


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The result of dark experimentation by the Jeferians - the former owners of the planet Taralon - the Pashartians are the ultimate parasites. Originally a semi-sapient creature dwelling in the depths of Taralon's mountains, the Jeferians uplifted and augmented them to act as a subservient slave race. However, their uplifting was rather too effective, and they unleashed a monster. Horrified at the capabilities of their creation - which included the ability to absorb other sentient species and turn them into Pashartians - the Jeferians tried to shut down the experiment. However, a small group of uplifted Pashartians escaped.

Over the years, they bided their time, managing not only to evade capture, but also gradually increase their numbers and develop a technological base to rival the Jeferians. Eventually, the Jeferians noticed that something was amiss, but by then they were powerless to resist.

Soon the Pashartians had seized control of the planet, unleashing violent pogroms on their erstwhile oppressors - all the while further increasing their numbers. Now poised to take to the stars, the Pashartians stand ready to pursue what they see as their solemn duty - the conversion of all lesser life forms to their likeness.


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Hello everyone!

Two weeks ago we announced the Necroids Species Pack, and today we’ll be giving you more information about the gameplay aspects. But first, I’ll take the opportunity to link the trailer once again, in case you missed it.


For Necroids we wanted to add some new gameplay that would be available to many more different types of empires and species. Unlike Lithoids, these Civics and Origins will not require you to use a Necroid portrait. For Lithoids we felt like it made sense, but in this case we didn’t want to impose any limitations on your imagination and creativity.

Necroids gameplay includes:
  • Necrophage (Origin)
  • Memorialist (Civic)
  • Death Cult (Civic)
  • Reanimated Armies (Civic)

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Necrophage is a new Origin that means that your primary species has a very hard time to procreate by themselves, but is instead dependent on transforming other Pops into themselves.

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Necrophage Trait - live long and consume

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Chamber of Elevation - when regular Uplifting isn’t enough

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Necrophytes - Hey, what does the necro part of my job title stand for anyway?

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In addition, there is also the Reanimated Armies civic that we showed in DD #185. This civic replaces the Military Academy with a Dread Encampment, and can recruit Undead Armies that are unaffected by morale.

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Reanimated Armies - the ultimate in recycling.

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Dread Encampment Building - wouldn’t want to get caught dead here

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Undead Army - it’s not wight how they work them to the bone, but they don’t complain

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Necromancer job - some say it’s a dead end job, but they’ve made a grave mistake
(Note: Above image includes the bonus from Ground Defense Planning)

This civic has a few restrictions - no pacifists, and it conflicts with Citizen Service since it replaces the Military Academy. Some subtle differences exist between Soldiers granted by Military Academies and the Necromancers from Dread Encampments - they’re Specialist tier and provide more defense armies, provide some research benefits, and will summon additional defense armies under Martial Law instead of increasing Stability.

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That is all for this week! Next week we’ll take a look at the art process and all the effort that goes into creating the Necroid portraits!

We’ll be eagerly reading your responses, and remember that...
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Jeff sees all
 
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That's EXACTLY the problem. There's a way to flavor things as 'Frankenstein' as opposed to 'Magic necromancers' and Paradox has not done that.

What would it be called though?

Necromonger popped into my head but references aside it would roughly translate to death collector/collector of Death which sounds more like someone collecting bodies than reanimating them.

Although Necromancer is far from scientific sounding there is precident for its usage in Sci Fi as far back as the 60's atleast.

A substitute would be preferred to separate it from the mystical image that necromancer provokes though I would not say it is absolutely needed.
 
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What would it be called though?

Necromonger popped into my head but references aside it would roughly translate to death collector/collector of Death which sounds more like someone collecting bodies than reanimating them.

Although Necromancer is far from scientific sounding there is precident for its usage in Sci Fi as far back as the 60's atleast.

A substitute would be preferred to separate it from the mystical image that necromancer provokes though I would not say it is absolutely needed.
Resuscitators maybe? Restorators? Cyto-vivifiers? Anything but necromancers lol
Reanimators off the top of my head.
 
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QoL changes: Being able to rename buildings and jobs ingame.
 
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Maybe a "Zombie Apocalypse" event chain where colonists on a Tomb World encounter increasingly large waves of Undead Armies? Potentially wiping the colony out and converting them into more Undead?
 
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Will the necrophages get their own Colossus that can convert all pops on a planet to your species similar like assimilators can turn all pops in cyborgs with their Colossus?
 
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Will the necrophages get their own Colossus that can convert all pops on a planet to your species similar like assimilators can turn all pops in cyborgs with their Colossus?
I did think it a bit odd that the Nanobot Diffuser was only available to one specific civic. You'd think at the very least Hive Minds with bio-ascension could use it.
 
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It can already happen, turning biological pops into Hive minds, I believe, albeit Necrophage is a different flavor of assimilation to be sure.
If I remember right, that just integrates the pops into the empire, it doesn't actually do anything with traits or anything like that beyond that. Meaning you're still going to have multiple pops in your Hivemind which will distract the game away from growing your primary species.

Also it's still a common trope, we should be able to have a species that HAS to eat other empires to grow, as a Hive Mind, the literal Xenomorphs are that to an actual T.

Also, not gonna lie, I'd want a variant for Machine Empires too since I believe if one side gets a shiny new thing, every side should then get as many shiny new things, regardless of whether they work or not. In society this doesn't work too well, but in game design it's just called Content Balance.

Like, I'm dead serious, Machine Empires should've gotten either Void Dwellers, or their own version, it makes no sense why non-genocide Gestalts can't use "Common Ground" or Scion, and honestly half the anti-gestalt rules make literally no sense with Origins. There IS a very legitimate argument for Necrophage not being doable with Machine Intelligences... unless you say, combine it with Rogue Servitor, where you convert alien organic pops in your empire into your Bio-Trophy species, and Mechanical alien species into your primary species, that then would make the most sense.
Gestalts can't have Void Dwellers, yet they can have Shattered Ring. Gestalts are easily capable of forming Federations, yet can't have Common Ground, (which btw, should also be obtainable for Determined Exterminators, it'd just be that you would spawn with 2 Machine Empires in your federation, but totally off-limits for Devouring Swarms), and don't even get me started on Lost Colony, which should be selectable as literally any empire type, even Fanatic Purifiers, Devouring Swarms, or Determined Exterminators, or Hegemon which should be selectable as a Rogue Servitor, but simply isn't.

Just some of that classic Paradox Quality I see, so many inconsistencies in the design that I wouldn't be surprised if the game designers and programmers were all playing a game of telephone to develop Stellaris instead of just talking face to face.

Easy to be SUPER frustrated, Gestalts get the shaft for almost no reason, almost like the DLC isn't fully worth the current asking price of like 25 CAD.

OH also, I can confirm from a friend's words as I play with him, Necrophage Primary Species cannot grow naturally whilst assimilating pops of other species as they are forced to stop growing the moment someone starts getting necrophaged, even if the Primary pop is 1 day away from growing.
 
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