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Stellaris: Overlord introduces my new favourite species origin




The corner of the galaxy where my species nests is nice and quiet—peaceful, even though it's busy. All the species that call this slice of Stellaris' galactic pizza home are buds, working together for the glory of the Holy Fafossan Empire, which dominates the region. Sure, there were probably some nasty bouts of subjugation in the past, but we're all friends now. We don't have much of a choice, to be fair...
Read more.

Overlord & 3.4 "Cepheus" Feature Videos

Hello Stellaris Community!

Only two days till Overlord! If you're still dying to take a look at the new features coming in Overlord and the free 3.4 "Cepheus" update, do we have a treat for you:

Four Feature Highlight videos from our friend Ep3o!

Curb your desire to know more about Overlord, and learn more about Vassalization Contracts, Specialty Vassal types, the new Megastructures, a spoiler-free look at the new Enclaves, and finally the free features coming in the 3.4 "Cepheus" update!

[h3]Vassalization Contracts and Subject Types:[/h3]
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[h3]New Megastructures:[/h3]
[previewyoutube][/previewyoutube]

[h3]New Enclaves:[/h3]
[previewyoutube][/previewyoutube]

[h3]3.4 "Cepheus" Free Features:[/h3]
[previewyoutube][/previewyoutube]

Realize your Grand Design with Stellaris: Overlord on May 12th!

Wishlist Now and find out the minute it releases!

3.4 “Cepheus” Free Features Summary

Hello Stellaris Community,

Today we have released the full patch notes for Overlord and the 3.4 “Cepheus” update. You can read them here, also happening today on the Official Stellaris Discord, you can join us for a Developer Q&A, starting at 1700 CEST. Ever wanted to ask a Stellaris Dev a question? Now's your chance!

We thought it would be a good idea to catch up with those members of our community who haven’t been closely following our dev diaries.

Today we’ll talk about some of the free features coming in the 3.4 “Cepheus” patch, releasing alongside Overlord on May 12th. This is not a complete list of features, and some features may still be subject to balancing or other changes.

[h2]Situations[/h2]

The biggest change you’ll notice from the 3.3 “Libra” update is the new Situations system. This is a new feature that has been in development for a while, and it’s great to finally get to show it to our community.

Situations will progress in stages, and in some cases, each stage will have different or escalating effects. Some Situation progressions are linear, while others will progress depending on the choices you make in events and in your Approach to the current situation.

Current Active Effects by the Situation and the predicted outcome effects are shown along the right side of the Situations window.



The primary use for Situations at the moment is in Resource Deficits, Planetary Uprisings and Machine Uprisings (requires Synthetic Dawn Story Pack). We have also converted several story events to use the new Situations system. Situations are a versatile platform, that we will likely continue to expand on in the future. Situations are also very modder-friendly, and we can’t wait to see what our modding community comes up with!

There are also some new story events that you may have never encountered before, and the Shroudwalker enclave (requires Overlord) uses Situations after you reach into the Shroud.

[h2]Deficits[/h2]

Previously, when running out of a resource stockpile and having a negative monthly income, you would be hit with massive penalties to your planetary production. This had several negative effects, from initiating a resource spiral, where one deficit would trigger another deficit, and so on until your empire had major issues with just about every resource. The other issue was one of consistency; the old system was not flexible enough to keep up with some of the new Civics (Catalytic Processing is a prime example of this) and combinations thereof, which would result in empires (under some conditions) making resources out of nothing.

With the introduction of Situations, Resource Deficits will now gradually increase in strength as you advance through the stages of the Deficit Situation. Deficit Situations will start with some progress, and larger deficits will progress faster than smaller deficits. If your stockpile becomes positive again, the Situation will begin to slowly resolve itself. It's important to note that having a positive monthly income will make the Deficit Situation resolve itself faster than just having a stockpile greater than zero.

Once the Situation reaches the end of the last stage, it will result in a Default. Defaulting removes upgrades to buildings and applies modifiers to your empire to make combat less effective and constructions cost more. On the flip side, downgrading your buildings will result in a lump sum payment of the resource(s) you previously had a deficit in, giving you the opportunity to recover your economy and potentially play on.

[h2]Subjugation Changes[/h2]

In the free 3.4 “Cepheus” patch accompanying Overlord, there have been significant changes to not only subjects in the Overlord DLC, but in the base game as well.

For starters, every subject now has a Vassalisation Contract, which can be customized to individual Subject empires. For example, you can choose whether the empire can be Integrated (now disabled by default in most cases), whether they have Diplomatic Freedom, whether they can expand, the level of subsidy they receive or tribute they pay, as well as whether they join in their Overlord’s wars, or whether the Overlord joins their wars.



This is all balanced by Loyalty, which is the measure of how Loyal a Subject feels to their Overlord. More Loyal subjects will be more inclined to agree with less favorable terms than less Loyal subjects. Subjects with low Loyalty may also break away via an Allegiance War if given the opportunity.

[h2]Overlord Holdings[/h2]

Holdings are a new type of building that can be constructed on Subject’s planets. There are currently 27 holdings in total, with 6 Holdings being included in the base game. Holdings can be built on a subject’s planets in addition to Branch Offices, and similar to Branch Offices will provide resources to the Subject, Overlord, or both. Unlike Branch Offices, however, Holdings can also have a positive or negative effect on a Subject’s Loyalty to their Overlord.

[h2]Subjugation Improvements[/h2]

In addition to these new features, Overlords who release subjects will now get 100 Intel on their subjects, which will slowly degrade over time to their normal base level. Sectors released as subjects will also now take the Origin of their Overlord, where appropriate. AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely. It is also now possible to build Gateways and Hyper Relays (requires Overlord) in your subject’s space!

[h2]Military AI Improvements[/h2]

AI empires will be less inclined to split their fleets into hundreds of tiny fleets, in the 3.4 “Cepheus” patch, the AI will attempt to use a full fleet as their smallest unit to carry out military objectives. During peacetime, the AI will actively attempt to merge all fleets, and during wars will try to merge two nearby fleets when possible.

We’ve also reduced the likelihood of AI fleets getting stuck in a loop and going back and forth from system to system while attempting to group up their fleets.

The “Take Point” functionality has had some more attention as well, reducing the chances that AI will suddenly stop following player and AI fleets, and they will now try even harder to have all their fleets follow the “Take Point” fleet.

There has also been a new notification added at the point where the 3.3 “Libra” military AI would’ve declared war. This new notification will trigger provided you have enough Intel on the target empire, and while the notification is active the AI will begin gathering their available fleets and moving towards the border. Depending on your level of Intel, you will also get an estimation of when the AI is planning to strike.

The AI will now also better handle conflicts with Crisis-type empires. We’ve added a new war state to the AI, which is activated when the AI or its allies fight a mid or end-game crisis. This means that AI empires will obey players’ “Take Point” commands during crises, as well as help out their other allies if they’re attacked, and will be better at seeking out and destroying systems controlled by crises.

[h2]Sector & Planetary Automation Improvements[/h2]

In 3.4, we’ve also done another pass on Sector and Planetary automation. The design philosophy for the new automation system is that “most players will be able to use some parts of it”. So the intention is not that all players will always use this and that it will be able to satisfy all players, we hope everyone will find something that they feel is worth using.

The planet automation will have an additional settings UI where players can toggle components on/off for each planet individually as well as setting default values for newly colonized planets.

The most impactful setting is Designation, which will cause the planet to only build structures associated with its planetary designation. For example, a Mining World designation will only construct Mining Districts and the Mineral Purification plant, and nothing else.

The other settings are:
  • Amenities: Build new amenities buildings and also micromanage the priority of amenity-producing jobs to minimize unnecessary amenity jobs
  • Rare resources: Build new rare resource-producing buildings to target a +3 monthly income of all rare resources.
  • Pop assembly: Build spawning pools, cloning vats, robot assembly et cetera.
  • Housing: Construct additional housing, either in districts or buildings when needed.
  • Building slots: Automatically build a new housing district for the +1 building slot whenever there are no free building slots, especially useful to enable on automated planets like Science designation since they require many building slots.
  • Crime: Build new crime prevention buildings when crime reaches dangerous levels.
  • Clear blockers: Automatically clear blockers when it is preventing the construction of new districts.
  • Posthumous Employment: Builds the Posthumous Employment Center on planets with a raw resource focus.
  • Psi Corps: Build the Psi Corps building on all planets when possible.

Sector automation is now a system built on top of the planet automation. Setting the sector focus will now change which designations planets will select when they are using the “automatic designation selection” in order to make them respect the sector automation.

We’ve also added an option to set a Unity Focus for a Sector since Unity is far more valuable since 3.3.

[h2]Auto Resettlement Improvements[/h2]

For the 3.4 “Cepheus” update, we’ve also addressed some concerns and Quality of Life issues with Auto Resettlement. "Ideal" worlds such as ring worlds, Gaia worlds, Hive worlds and Machine worlds now have a higher score when pops are deciding where to automatically resettle. Capital world planet designations also have a smaller increased score, and freshly founded colonies have 25% from their designation.

Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better.

The Outliner will now differentiate between unemployed pops that are migrating and those that are not. A yellow briefcase will be shown for planets that have unemployed pops that are in the process of migrating to another planet. A red briefcase will be shown if your attention is required to resolve the unemployment. On the planet view, the tooltips will now show where the pops are most likely to move to or explain why they are unable to move.

[h2]MegaCorp Improvements (requires MegaCorp)[/h2]

One thing that was pretty immersion-breaking when playing a MegaCorp was the Impose Ideology war. Why a MegaCorp would willingly create competition was always a little confusing.

In 3.4 “Cepheus”, successful Impose Ideology wars launched by empires with the Corporate authority will result in the target (or created) empire having the Oligarchic authority and the Merchant Guilds civic. This is also true for Status Quo resolutions of Establish Hegemony, Subjugation, and the Scion’s Bring into the Fold wargoals with Corporate Aggressors.

Additionally, Corporate subjects can now open branch offices in subjects of their shared overlord, as long as their overlord is not also a MegaCorp.

[h2]Korean and Japanese Localisations[/h2]


In 3.4, we’ve also expanded our in-game localisations to include Korean and Japanese. We hope that this results in a more immersive and consistent experience for those communities. Issues, grammatical errors, and literally unplayable typos found in these localizations can be reported here!

[h2]New Free Celebratory Emblems, Colors, and Icons![/h2]

We are introducing a series of new emblems that will allow you to customize your Empires even further - 72 new icons, 45 new backgrounds, and 50 more colors.. Including.. Wait for it.. WHITE!



[h2]New Free Human portraits[/h2]

Celebrating the anniversary of Stellaris, we have added a series of new Human phenotypes, new outfits for rulers, governors, admirals, scientists and generals.

Additionally, we have added new human animations, hairstyles, beards, and eye colors allowing you to further customize your Human leaders!



Whew! That was a lot of stuff to get through. You can read the full changelog here (in English only, sorry). Just a reminder that this is not a full list of changes, and some features may undergo balance changes between now and release.

Realize your Grand Design with Stellaris: Overlord and the free 3.4 “Cepheus” and 6th Anniversary update on May 12th!

Wishlist Overlord Now!

Stellaris Dev Diary #253 - Three in One 3.4 'Cepheus' Patch Notes and more!


written by Obidobi, Caligula and Eladrin



Hello everyone!

I hope you are all excited to get your hands on our next expansion ‘Overlord’ next week! Expanding on the Subject/Ruler dynamic has been something that we know a lot of you (and us, internally) have been wanting for a very long time, so it’s really amazing to finally see it come to fruition!

So to hold you over until Overlord release, here is the usual Dev Diary containing the changelog for you to read!

But first, we have a few Community events to talk about:

Today at 1700 CEST (UTC + 2), join us on the Official Stellaris Discord for our Overlord Dev Q&A! Have a question about something in today’s patch notes? Stop by and ask!

As well, join us starting at 1400 CEST on May 7th and 8th, for our Content Creator Multiplayer Showcase. We’ll be streaming Overlord all weekend on Twitch and YouTube, with some of our favorite community content creators!

[h2]Click here to read the 3.4 "Cepheus" Patch Notes[/h2]

Wishlist Overlord today!

[h2]Moddability Changes in 3.4 ‘Cepheus’[/h2]

I’m going to keep this one fairly brief, by my standards. Recent updates have given modders plenty to get their teeth into, and 3.4 is no different. We already described the Situations system a few weeks back, which will doubtless see much use and abuse from modders, so I’ll focus on other scripting language changes.

The biggest improvement that springs to mind is in the field of modifiers. In triggered modifiers, you can now define a “mult” value, which lets you apply a modifier or script value to that triggered modifier:

triggered_pop_modifier = {
potential = {
NOT = { is_same_species = owner }
}
modifier = { pop_citizen_happiness = 1 }
mult = modifier:non_main_species_happiness_mult
}


As you can see, I’ve defined a modifier that we do not have in the game there. That is because we can now define our own ad hoc modifiers in script, for instance:

non_main_species_happiness_mult = {
icon = mod_planet_happiness_mult
percentage = yes
good = yes
category = pop
}


This modifier will of course only do something so long as it is applied somewhere, but nowadays there’s plenty of places where that is possible (everywhere that script values are valid). For instance, we have refactored species traits’ amenities and trade output from jobs to use this system, which cut down on the effort it takes to tweak their numbers (and let us track down a few bugs in that regard).

As a low-key but quite nice improvement, you will also no longer get load order errors where certain modifiers do not work in certain contexts (e.g. ethos modifiers in traits).

That’s not all we have done. Developing Overlord naturally provided some opportunities to rework old systems. For instance, thousands of lines were saved in the scripts for enclaves by using the new “event inheritance” system. With this, an event can be specified to inherit properties from another via “base = ”. Then, various properties can be overwritten via “desc_clear”, “option_clear”, “picture_clear” and “show_sound_clear”. Basically, this lets us inherit the behaviour of a given event while changing its flavour.

The list goes on. A new common/tradable_actions folder now lets you define custom actions that you can trade with other empires. For instance, subjects can pledge loyalty to their Overlords in return for other benefits. The folder is also extensively documented:

# trade_action_my_example_action = {
# # If this is set to 'yes', then the action will be fired and then removed from the trade deal.
# # If 'no', then the trade deal will be treated as a treaty that lasts for at least 10 years.
# fire_and_forget = no
#
# # Determines if the action will show up in the list in the trade deals view.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action
# potential = {
# has_overlord = from
# is_specialist_subject_type = { TYPE = bulwark }
# }
#
#
# If this trigger returns 'no', then the trade deal will be cancelled. Checked on daily tick. Only relevant if fire_and_forget is 'no'.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action
# active = {
# has_overlord = from
# is_specialist_subject_type = { TYPE = bulwark }
# }
#
# # Effect that fires when the trade deal is accepted.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action
# on_traded_effect = {
# from = {
# set_galactic_custodian = yes
# }
# }
#
# # Effect that fires when the trade deal ends. Only relevant if fire_and_forget is 'no'.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action. Not guaranteed to be valid, since a trade deal is cancelled if one of the countries dies.
# on_deal_ended_sender_effect = {
# }
#
# # Effect that fires when the trade deal ends. Only relevant if fire_and_forget is 'no'.
# # SCOPE: Country "receiving" the action
# # FROM: Country "giving" the action. Not guaranteed to be valid, since a trade deal is cancelled if one of the countries dies.
# on_deal_ended_recipient_effect = {
# set_galactic_custodian = no
# }
#
# # Used to determine how much the AI will value the action in a trade deal.
# ai_weight = {
# weight = 1
#
# modifier = {
# weight = 2
# from = {
# is_galactic_custodian = no
# }
# }
# }
# }


Speaking of the AI and diplomacy, diplomatic actions are now a little bit more controllable from script. While they (and AI logic surrounding them) are still handled to a significant degree in code, additional reasons for the AI to accept or decline the proposals can now be scripted in an “ai_acceptance” field, while a “should_ai_propose” field lets you block the AI from proposing it.

Finally, something that modders need to know about is our changes to synced localisation. Or rather, the fact that we have completely removed it. This means that, everywhere where it was used, we now use the normal localisation system instead. There are several advantages of this:

Multiplayer will now work, even if one player is playing in Chinese and one player in English (this does not currently work)
It is theoretically possible to translate all names into other languages now. (Unfortunately, however, I can’t promise that we’ll ever do that, because European languages all have complicated grammar rules, and we have yet to work out a reasonable way to deal with them. But still, the possibility is pretty cool).

Unfortunately, there are also some complications, which can be summed up as: we need to save a property as it is at the time something is named (i.e. the property may change later - but this should not affect what it localises as), and also make sure that it is localising correctly no matter which language you are playing in.

Basically, this means that if you want to use bracket commands in setting names, you need to register it in the place where you are setting the name, e.g.:

set_name = {
key = "NAME_Absorbed_Species"
variable_string = "[Root.GetSpeciesNamePlural]"
}
NAME_Absorbed_Species:0 "Absorbed [Root.GetSpeciesNamePlural]"


Empire names in the random_names directory have a new “lookups” line to serve this purpose:

# Imperial Spiritualist 2
empire_name_format = {
random_weight = {
factor = 0
modifier = {
add = 1
has_government = "gov_theocratic_monarchy"
is_pirate = no
is_primitive = no
NOT = { is_country_type = fallen_empire }
NOT = { is_country_type = awakened_fallen_empire }
}
}
lookups = " [This.Capital.GetName]"
format = format.imp_spi.2 # of [This.Capital.GetName]
noun = format.homeworld # [This.Capital.GetName]
prefix_format = format_prefix.imp_spi.2 # [This.Capital.GetName]
# Empire of Earth
}


In cases where names were defined inline in script, which is quite common in mods, it will likely continue to work as it used to (so long as no square bracket commands are used). I can’t entirely vouch for this, since we don’t use this functionality inhouse as it would break Chinese (and now also Korean and Japanese) translations, since they have always translated names. It may also cause issues if the name you are setting something to is a key that is localised, but which you did not intend to refer to… (N.B. name lists now also use localisation keys).

As a word of caution, each square bracket command we make available has to be defined to work in the C++ code. We have tried our best to cover all the cases which one could want to use, but there may be some we’ve missed (in this case, the error log will complain about invalid property “GetXPersistent”). If there are any particularly egregious cases we turn out to have missed, please file bug reports and we’ll see what we can do!

[h2]Progenitor Hive Origin[/h2]

This week’s origin reveal from Nivarias is the Progenitor Hive!



In the beginning, the Progenitor was.

Life on your homeworld was harsh and competitive, yet still the mighty Progenitor expanded its territory. Running such a vast dominion soon grew untenable, so the Progenitor created the first Offspring. In time, it became apparent that the Offspring could not manage alone. In turn, they produced menial drones to assist in taming our home.

As you took your first tentative steps across the stars, the Progenitor sequestered itself into a specialized nest. Endowed with greater, streamlined control, you are now ready to spread the Progenitor's influence to all the stars of the galaxy - for the Progenitor was, is, and will be.


The Progenitor Hive origin is a new Hive Mind origin coming in Overlord, and as such it also requires Utopia to play.

The hive relies heavily on the presence of powerful Offspring. While they are near, the hive thrives and functions with great efficiency.

Offspring Vessels can be included in your fleets, providing an aura that cancels out the inherent penalties of your ships, providing a net small bonus. You are limited in the number of Offspring Vessels your empire can support at any given time, based on your overall naval capacity, similar to the Titan limit. The Offspring Vessels share a pool, with larger ships taking a greater portion of the pool.



There’s also a starbase building to protect your empire space, which provides greater benefits than the ships.



The Offspring Nest replaces the Spawning Pools of regular hives, providing additional bonuses. You’ll want one of these on each of your planets.



Make sure someone is working the Offspring Drone job, since otherwise the directionless menial drones on your colonies face difficulties.



All employed leaders within a Progenitor Hive, passively gain experience at a steady rate, gaining skill levels at a much faster rate than leaders of other empires. On average, with no experience boosts or other sources of experience, they will passively gain a level about every (1.5 * level they’re going to) years.

Unlike other hives, the Progenitor is able to release sectors as vassals, placing the fate of the sector in the tendrils of an Offspring which is promoted to Progenitor status and becomes the ruler of the new empire. Progenitor subjects released inherit the Progenitor Hive origin from your empire, with all the bonuses and penalties that it entails.



Should you have a subject that is not a Progenitor Hive, you can build an Offspring Nest on their world, providing some much needed oversight to their dro- er, workers. They’re basically the same thing, right?



There’s also one other (non-Progenitor Hive related) holding to reveal!

Overlords with the Environmentalist civic can build a Ranger Lodge, which reduces consumer goods usage on the subject planet but also creates a Nature Preserve blocker, which cannot be removed as long as the lodge exists.



The Ranger Lodge can only be built on natural planets that have districts available to block, and cannot be built on Ecumenopolies, Hive Worlds, Machine Worlds, or Relic Worlds.



Wishlist Overlord today!

Stellaris: Overlord - Origin Highlight #5 - Progenitor Hive

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Today we're taking a First Look at the Progenitor Hive Origin with Nivarias!

Your hivemind has gained an evolutionary advantage through semi-independent leaders. These Offspring greatly improve overall proficiency but require constant oversight.

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