1. Stellaris
  2. News

Stellaris News

(PDXCON) Stellaris Content Designers talk Storytelling in Stellaris

Ever wonder about what goes into Game Design, or the inspiration for the Storytelling aspects of Stellaris?

Game Director Daniel Moregård, Game Designer Stephen Muray, and Content Designer Gemma Thomson have all the answers (from PDXCON).

Watch it here: [previewyoutube][/previewyoutube]

This Stellaris mod gives you Halo's Gravemind as an advisor

Fun fact: The Gravemind from Microsoft's Halo series is voiced by Dee Bradley Baker, an American voice actor who also voices nearly the entire cast of The Bad Batch, as well as clone characters from other Star Wars properties like The Clone Wars and Jedi: Fallen Order. He also plays Variks in Destiny 2: Beyond Light.


Well, now you can have his gravelly, alien-hive voice accompany you in your conquest of space thanks to a new Stellaris mod that adds in Gravemind snippets from Halo 3. Lines such as "I am a monument to all your sins," which is one of my personal top ten Gravemind quotes.


The lines perhaps lose a bit of their gravitas without the context of the music and visuals that compose the Gravemind scenes in the Halo games, but the words are still pretty epic. This would make an excellent companion mod for whenever you're doing a gestalt Hivemind or similar empire run. It's also worth pointing out that, according to the description, the mod only uses audio files from Halo 3, and not Halo 2 where the Gravemind first appears.


Read the rest of the story...


RELATED LINKS:

Stellaris DLC - a complete guide

Stellaris cheats - a guide to console commands

The best Stellaris mods

Stellaris Dev Diary #216 - Changes to Necroids Content in the Lem Update

Hi everyone!

As grekulf has mentioned, one of our key aims in the upcoming Lem update is to improve the value of our existing DLCs by adding new content to them. As part of this effort, several of our species packs have seen some love. This week, I will start us off by talking about some of the upcoming changes to the Necroids species pack.

While we were overall very happy with the content that went into Necroids (indeed, it has set a high bar for our other species packs to match!), a few of us - both within the team and in the community as a whole - regretted a few of the missed opportunities. The Lem update has provided us with the opportunity to rectify this.

Necrophage Hive Minds

There have been quite a few calls for allowing Hive Minds to be Necrophages, and with Lem, this will now be possible!



They will work similarly to normal Necrophages, but with a few differences:

  • Flavour texts that assume individual intelligences have been rewritten to fit the hive theme better
  • Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. The Livestock can then be subsumed into the Hive via Centers of Elevation.
  • Unlike normal Necrophages, Necro-Hive Necrophytes don’t use Consumer Goods. Instead, their upkeep of Food (or Minerals, if they are Lithoid) has been doubled.




  • Like normal Necrophages, Necro-Hives can also use the Necrophage Purge to speed things up a bit. For this purpose (but in a change applying generally to all Hive Minds), Hive Minds are now allowed to purge Gestalt pops that are not of their main species again.
  • Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
  • Just as you can combine Fanatic Purifier with Necrophage, so you can also be a Devouring Swarm (or Terravore) Necrophage


General Necrophage Changes

It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so it’s a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:

  • Non-purging Necrophages no longer start with two extra pops than other non-standard origins (purging ones keep the extra pops because they are likely to lose a few pops through purging).
  • The guaranteed primitive worlds may no longer contain primitives that have advanced beyond the Iron Age (previous limit was Steam Age), and will have more defensive armies than very early primitives usually have. This is to make their start not quite as outright better than other starts.
  • Centers of Elevation no longer provide stability bonuses, and the job’s unity output has been cut by a quarter.
  • The chance of pops escaping during Necrophage purging has been increased from 10% to 25%. This is now also communicated to players in tooltips.




Death Cults

In contrast to Necrophages, with the advent of 3.0 and its accompanying pop growth changes, it has been felt that Death Cults - though interesting mechanically and flavour-wise - have somewhat fallen behind the curve in terms of bonuses. In other words, more reward is needed for sacrificing your pops.

One of the issues we had at the time when we implemented it was the limited possibilities for using proper mathematical formulas in Stellaris scripts. However, as hinted in my previous dev diary, that particular bottleneck has now been alleviated (in fact, we have gone considerably further than hinted there - Lem will have a lot of positive surprises for modders!).

Previously, when you chose to sacrifice your populace, you would gain a portion of the bonus as a fixed modifier, and another portion scaled by the raw number of pops you sacrificed. This remains similar, but with one key difference: the scaled modifier is now scaled by the % of your total number of pops you have sacrificed.

We are still working on the exact numbers, but the gist of this is that you will now tend to get a lot better bonuses per pop you sacrifice, especially in the early game.

Reanimated Armies


Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:

  • You can now build Dread Encampments from day 1. Countries starting with the civic will have one on their starting planet
  • Dread Encampments are generally more useful to have now: they now provide two Necromancer jobs (up from 1), and Necromancers now produce 6 each of society and physics (up from 4), though their number of defensive armies they spawn has been cut from 4 to 3.
  • Building a Dread Encampment replaces your Defense Armies with Undead Defense Armies, which are somewhat stronger




  • When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
  • Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!


That’s all for today. Stay tuned to hear more about our plans for the Lem update!

Stellaris Dev Diary #215 - "Gameplay Themes and Balance Considerations"

Hello everyone!

First I want to thank you for the overwhelming support that you’ve shown us with announcing the Custodians initiative. It’s been really fun and motivating to see so many positive responses, and for that we’re truly thankful. At the same time, I must admit that it is also a bit scary in the sense that we shouldn’t have the expectation that this will suddenly resolve any issues you might have with the game, or that we’ll be able to deliver large amounts of significant changes with every update. Let’s appreciate this opportunity and make the best of it :)

Species Pack Gameplay Themes

Last week we already talked about what the Lem Update (honoring the author Stanislaw Lem) would focus on, but I’d also like to go into more detail regarding some things.

We mentioned that we would be adding gameplay to the Humanoids Species Pack and the Plantoids Species Pack, and although I won’t talk about the exact details yet, I do want to talk a little about how we approached it, and the themes we chose.

Plantoids was a bit easier, because there are some obvious fantasies. Going around the themes of growth and plants we’re adding some new traits, civics and origin. We felt like it made sense to open up these gameplay additions to both Plantoid portraits as well as for Fungoids.

Humanoids was a bit trickier, because there are no direct fantasies that apply to them in general, so we instead chose to focus on fantasies that align with things like dwarves, elves, orcs or humans. The Civic we showcased last week was an example of how we made something inspired by a traditionally dwarven fantasy.

Let us know about any ideas or thoughts you have regarding those :)

We will be talking more about these in much greater detail later, but that may possibly be in August.

Game Balance

We’re going to take a look at reworking some of the major outstanding balance issues that we’re having.

One example that I want to talk about is the issue with Research Booming, where power players can essentially outpace other empires due to focusing a lot on research. What enables this is usually Districts that provide Researcher Jobs, which is relatively easy to gain access to early on through Origins such as Shattered Ring or Void Dwellers (the latter not being nearly as strong).

For Shattered Ring we are looking into changing the start from a pure “end-game” Ring World, to be more of an actual “Shattered Ring” that you need to repair before you gain access to the powerful Districts of the Ring World. Putting additional emphasis on the fantasy of resting this ancient megastructure to its former glory can be a fun addition to the Origin itself. Although we haven’t decided exactly what we’re doing, changing the start to be a Shattered Ring that you can restore with the Mega-Engineering technology is a likely route.

Unity & Empire Sprawl

Beyond Lem, we are also going to take a look at Empire Sprawl and Unity. The design for Admin Capacity was never really something that I felt worked out, and we never finished the design that was intended for it. Continuing to use Admin Cap as a mechanic also feels a bit like a dead end due to multiple reasons (ranging from design to technical), so we’re instead going to look into another solution.

I have a design for doubling down on using Unity as the resource for internal management, removing Admin Cap entirely, and to make Empire Sprawl something that you can never mitigate anymore. More sprawling empires will always suffer harsher penalties from Empire Sprawl, and we’ll instead focus on how Unity can be used internally to mitigate some of those penalties. Examples could be Edicts that have a Unity Upkeep Cost, and perhaps reduce the Research Cost Penalty induced by Empire Sprawl. Angry Pops could potentially also have a Unity Upkeep Cost, to represent the drain on your society.

Note that these ideas are very much in their infancy and very prone to change. We will probably start talking a bit more about that once Lem has been released, but I wanted to share some thoughts with you so that we could gather some initial feedback.

------

That’s all for this week folks! We’re in the middle of reviewing our dev diary schedule, so we’re hoping to be back with 2 more dev diaries before we take a summer break. We’ll keep you in the loop as we go.

Stellaris Dev Diary #214: “The Custodian Initiative"

Greetings!

Today I am here to announce some very good news! Stellaris is not slowing down, but rather picking up the pace! We at PDS Green are very happy to announce our new “Custodians” initiative as well as the next free update, coming sometime after summer.

The Custodian Team

Stellaris as a game has been very exploratory, and the game has seen a lot of big changes over the years. I want to start by giving some insight into why we’ve chosen to focus on this initiative.

As we’ve released more expansions we’ve had to take longer and longer between each release, as we’ve needed to spend more time on focusing on quality, making sure each release is as stable as possible. Paradox Development Studio also looks very different today vs. how it looked just a few years ago. Things take longer, there are more processes in place, and there are a lot more people involved. Because each release is now further apart, it makes it harder for us to address some of the outstanding issues that might be affecting the community between DLC releases.

As we’ve added more content it's also been harder to polish and maintain all of the amazing existing content that we’ve added over the years. We want to keep creating new cool experiences for Stellaris, but we also want to be able to maintain a high quality for the base game itself, and for older content.

What we have done now is that we’ve staffed up, and split the Stellaris team into two teams that focus on different aspects of the game. One team, that we call “the Custodians” team, will focus on free updates that we aim to release every 3 months, while the “expansion team” will focus on creating new content for the game.

Examples of what “The Custodians” could be working on:
  • Tweaking game balance
  • Adding new content to old DLC
  • Polishing existing content
  • Bug fixes
  • Performance improvements
  • AI improvements
  • Multiplayer stability
  • UI and quality-of-life improvements

This does not mean that the game will suddenly “be fixed” or done (whatever that means). Together with you, the community, we now have a better opportunity than ever to keep improving the game. In fact, I think working with the community is going to be crucial to really make this work well. We are going to need to improve how we communicate with each other, so that we can better understand each other.

What “The Custodians” initiative is not
It is very important that you understand that “The Custodians” initiative is no magic bullet or quick fix. We’re in this for the long run, and we hope you are too.

We will need to manage our expectations and small, incremental improvements with more regular updates should be our approach.

Honoring Stanislaw Lem

The first free Update, the Lem Update, will be named in honor of the Polish sci-fi author Stanislaw Lem, whose 100th anniversary is being celebrated this year. Stanislaw Lem is famous for works such as Solaris, which has already inspired the Stellaris you know today. The Lem Update is currently scheduled for release sometime after summer.

To set expectations more clearly, the Lem Update will be a bit more ambitious and larger in scope compared to what you can come to expect from “Custodian” updates in the future. The reason is that we’ve had a longer time to work on it than what is planned for future updates. It’s also important to note that as of now, the Lem update is scheduled to be a standalone free update, and will not be associated with a paid DLC.

The Lem Update planned features:
  • Buffing the Backlog: We’re reviewing some old DLC to revitalize them with some new content. Humanoids Species Pack and Plantoids Species Packs will now feature some new gameplay features. By the way, did anyone say Necrophage Hive Minds?
  • Selectable Traditions Trees: You will no longer be locked to the same 7 tradition trees, but you will instead have 7 slots that can be filled with a tradition tree of your choice. The number of tradition trees will be expanded, and previous tradition-tree swaps will be broken out into their own trees (Adaptability will no longer be a swap of Diplomacy for example). Some new tradition trees will also be added to existing DLCs.
  • Balance Pass: We will be doing a balance pass on some existing gameplay systems and features.
  • And more..!: Quality of life improvements, bug fixes, AI improvements...

We will go into more detail about these features in future dev diaries, but for now I will leave it at that. We’ll be back next week to talk a bit about some thoughts regarding game balance.

No longer will your empire have to suffer the mediocrity of artisans.