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Stellaris is getting corporate death cults

Any empire worth having requires great sacrifice, and sometimes that sacrifice must be great, for the good of all. The latest update for Stellaris adds death cults to the strategy game, allowing all your subjects thoroughly prove their loyalty.


Per the announcement on Steam, cults come in two flavours: regular, and corporate. The former is religious, having initiates dedicate themselves to a decade of fervent study before voluntary death that generates societal bonuses. As you might have guessed, the latter's all about stone cold profit - continuous sacrifice is believed to bring good fortune, resulting in, well, good fortune.


Inspired by the Sunset Invasion expansion for Crusader Kings 2, which brought human sacrifice by way of the Aztecs, developer Paradox Development Studio wants to continue its "exploration of mortality" with this content in the space game. "Death Cults that have Mortal Initiate positions filled gain access to three new Sacrifice Edicts that let them perform the ritual slaughter to the gods (or whatever force your empire's pops believe in)," read the post. "They're a bit fickle though, and the magnitude of the benefits varies, but the more blood that is shed, the more likely you are to get the better blessings."


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RELATED LINKS:

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Stellaris gets a "free weekend" for its fourth birthday - which starts today

Stellaris' Anniversary update lands next week - here are the 2.7 Wells patch notes


Stellaris Dev Diary #184 : Fwd: Notice of Termination

Congratulations, [Employee.GetFirstName]!

Due to consistently meeting or exceeding performance goals and receiving high marks from both your manager and colleagues, you have been selected for termination at the end of this quarter! Your sacrifice is greatly appreciated by all of us here at Dodacorp™, and we’re lucky to see you go!

Your manager will be in touch with you to provide instructions related to termination benefits, reallocating your Dodacorp™ retirement credits to your next of kin, and the necessary paperwork for your desired post-termination arrangements. As a valued member of Dodacorp™, remember that you have an employee discount on cremation services from our partners at Burnatech™ and don’t forget that you can claim your complementary Eternal Interment™ urn from our Repositrexx™ subsidiary.

Ask your manager about securing a spot for your urn on the Wall of Honor™, the most desirable places are going fast!

Please make sure to complete all of the requisite forms by the first of [Employee.TerminationDate.PreviousMonth] so you don’t miss this exciting opportunity.

We’d like to thank you again for your service here at Dodacorp™, and appreciate that your sacrifice today will lead to record profits tomorrow!

Sincerely,
[Employee.Division.Supervisor.GetFullName]
[Employee.Division.Supervisor.GetFullJobTitle]



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Inspired by the extreme popularity of CK2’s Sunset Invasion, we continue our exploration of mortality with two more civics that we’re planning for an upcoming release, the Death Cult and Corporate Death Cult.



Death Cult civic - sadly the Curators aren’t allowed to secretly be a death cult

Corporate Death Cult civic - ritual murder for funds and prophet

Available to Spiritualist empires, empires with either of these civics replace the Temples that Spiritualists can normally build with Sacrificial Temples that provide both Death Priest and Mortal Initiate jobs.

Sacrificial Temple building - funny how there always seems to be a Help Wanted sign in the window

Death Priest job - dedicated to improving game performance



Mortal Initiate job - the benefits are to die for

Death Cults that have Mortal Initiate positions filled gain access to three new Sacrifice Edicts that let them perform the ritual slaughter to the gods (or whatever force your empire’s pops believe in). They’re a bit fickle though, and the magnitude of the benefits varies, but the more blood that is shed, the more likely you are to get the better blessings.

To read the full forum post, follow the link here.



The Best Stellaris DLC



Paradox's take on the space 4X genre is slowly growing its DLC offering. It'll still take a few years to grow to the size of the studio's other games like Europa Universalis IV and Crusader Kings II, but after three years there is enough of it that frugal gamers may still need some help picking through the options.

We've sent our science ships to scan each add-on for value and return with their results, so come check out our breakdown of all of the add-ons and expansions released to date, what they're good for, and whether they're worth picking up.

Strategy Gamer is affiliated with the Paradox Store.

The Best Stellaris DLC

In order from most essential to least...

    Utopia*
    Federations*
    Apocalypse*
    Leviathans
    Synthetic Dawn (Bump this one up if you really like the idea of playing killer robots)
    MegaCorps

* = All of these are $20-tiered expansions which feels a little steep considering the feature sets are quite lean. There's an argument to be made that you're subsidising all of the work that's gone into the free patch, but as a 'Value for Money' PSA, might be worth waiting until these are on sale.



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RELATED LINKS:


A Quick Guide to Customization in CK2, Stellaris or EU4

A Guide to Preparing for War in Europa Universalis IV

Review: Stellaris: Leviathans


Stellaris Dev Diary #183 : Memory Allocation

Chronicle Drone Unit-W3 swept the plaza, as it did once every ten days since its creation. Before that, Unit-V3 had performed this duty until a piece of crumbling masonry crushed it beneath tons of rubble. Unit-W3’s first assignment was to remove that debris.

The Mollarnock Commonwealth was once a mighty empire of a dozen planets, ruled from the glistening spires of their ecumenopolis capital, Azure Chalice. The Chardin Process created Director, a gestalt consciousness that could coordinate the many machine servants of the Mollarnock. They toiled so their Mollarnock masters could spend their time on arts, sciences, and philosophy.



But all things fall.

The colonies had been destroyed during the Discovery War, reduced to radioactive rubble by an unforgiving foe. To deny their enemy the victory they craved and to prevent them from seizing the jewel of the empire, Chancellor Rhosen chose to end things on their own terms and released a terrible bioweapon, rendering Azure Chalice uninhabitable for centuries.

Those centuries passed.

The Chardin Mechanicals collected the dead and interred them with the Sanctuaries of Repose. Their struggle to maintain the planet was admirable but doomed - scavenging, repurposing, and reallocating materials could only do so much. Without a stream of resources coming from the colonies, they were losing the battle to keep it from decaying.

A program to return to the stars once controlled by their creators was begun.



The Mollarnock may have destroyed themselves four hundred and eighty seven years ago, but they would never be forgotten.

---

Stellaris is full of stories - some that we tell you, but so many more that you tell us that emerge from the gameplay.

This is the story of the Mollarnock, destroyed by a terrible enemy and those that were left behind.

Memorialist is a new civic we have planned to bring you in a future release. Unlike many current civics, it will be available to regular, machine, and hive empires. (They say that Megacorps try to resist remembering anything unless it directly impacts the next Quarterly Report.)

Machine Empire Memorialist Civic

To read the full post, you can read it here:

Stellaris Dev Diary #182 : The Perils of Scripting and How to Avoid Them

"Hi everyone! I am Caligula, one of Stellaris’ Content Designers, which means that I do a variety of tasks based around narrative writing and scripting - “scripting” being our term for doing things that is somewhat similar to programming, but without changing the source code. In other words, I do what modders do (though I have the significant advantage of also being able to peek into the source code and change it around when needed). Every Content Designer has their niche, and mine is that when a particularly complicated system needs to be scripted in (or, more frequently, is giving some sort of trouble - the War in Heaven still gives me nightmares...), I step into the breach.

Now, we have a lot of exciting stuff to show off in the weeks and months to come, but for today, inspired by some questions that were asked after the last dev diary, I’m going to be writing about the technical side of scripting for modders and aspiring modders, specifically with an eye on what can cause performance problems and how to avoid making bad scripts.

The Stellaris scripting language is a very powerful tool, and a lot can be done with it, but first of all, a note of caution: just because something is possible, does not mean it should be done. I can’t really stress this enough, because (and I speak from experience here) this attitude will almost certainly end up causing both performance issues and unreadable scripts that you will not be able to disentangle six months later when you realise some part of it is broken. Though it should be borne in mind that doing something in code is, by definition, faster: in code, you can check a single function and be done with it, but if you want it to be accessible through script, there’s a fair few necessary functions it has to go through before you get to checking your function (turning the line of script into a code command, checking whether it’s used in the right scope, etc etc) - hence why some things are hardcoded, and also why hacky solutions to problems can end up being quite bad. So, the first question to consider is, should I really be doing this?

But who am I kidding, I’m speaking to modders here, so of course you will do it :D So without further ado...

[h2]What causes performance issues?[/h2]

Every time you run a check or execute an effect, this will take a very tiny amount of your computer’s processing power. With a few exceptions that should be used sparingly (I’ll get to those later), this is totally fine and is needed to do anything at all. It is when the check is repeated often, over lots of objects, that problems happen. In practice, this usually means pops are the cause, though running something across all planets in the galaxy is also a pretty bad idea.

As a first step, when possible, it is a good idea to control when your script is run. The best way to do this is by setting where events are fired and using on_actions (or firing events from decisions and the like) wherever possible, instead of mean time to happen or, even worse, just setting an event to try and fire every day. If a degree of randomness is needed, one could also fire a hidden event via, say, a yearly pulse and then firing the actual event you want with a random delay (for an example, check out event action.220). "

If you wanna read the full post, have a read here!