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Stellaris Dev Diary #382 - The Next Step in Evolution

by PDX_Cosmogone

Hi everyone!

Cosmogone here with the final Dev Diary before May 5th and the release of BioGenesis and 4.0. Today, we’ll be taking a look at the various civics and at the latest innovation in galaxy-threatening technology: Behemoths.

[h3]Civics[/h3]
We have a lot to cover, so I’ll be brief here and let screenshots speak for me.

Regular Empires/Corporate civics:
Crowdsourcing: Faction Output numbers are non final
Genetic ID: Combine with CyberCreed and Dimensional Worship for a no scientist run
Civil Ed: “It stacks with Utopian Abundance” - Iggy (2025)

Hive Civics:

Machine Civic:

[REDACTED] [REDACTED] are just a fairy tale told to [From.GetSpeciesSpawnNamePlural] to keep them afraid of the dark and keep them in line.


Alright, this one warrants a few more explanations in regards to the new operations made by Iggy:

- Smuggle population is a new operation available to everyone that lets you steal a few hundred pops from a target empire. Whether you are using it to liberate slaves or acquire fuel for the Synaptic Lathe is up to you.

- Prepare Invasion is exclusive to this civic, and for a cost of pops, will let you strike from the shadows at the beginning of a war, flipping starbases in systems close to you and even spawning a handful of armies on some planets in an attempt to conquer them by surprise. The total number of systems affected by this effect depends on how many pops you choose to sacrifice when preparing the operation with a maximum of 2000 pops of the victim’s species for 50% of its controlled systems.

[h3]Behemoth Fury[/h3]
Our new crisis path, only available to bioship empires, will be a must-play for enjoyers of Kaiju movies, titanic dragons, and BIG monsters in general. In it, you seek to transcend the weak form that binds you to planets and prevents you from just having the time of your life in space under the foolish excuses that you need to breathe, be warm, or that solar radiation can mess up your systems.

Your path to a new life begins with figuring out how to craft new spaceborne life:


To support the ever growing number of crisis paths, the Crisis tab has been made more modular than ever and can accommodate new backgrounds and color schemes.

But I digress. Behemoth Fury will see you accumulate Feral Insight to progress through the levels, with the biggest rewards coming from birthing and interacting with Behemoths.



Most of the perks revolve around them directly, but quite a few will significantly buff your bioships, your food production and your society research as your entire empire is skewed towards developing and supporting Behemoths. Here are a few examples:



In order to birth Behemoths you must first prepare a suitable vessel for something this size. A megastructure ought to do it. The Behemoth Eggs are built and hatched exclusively with food so those farmers better get to work, because you’ll need a LOT of it.



Newborn Behemoths are not that impressive yet, sporting a mere 28.5K fleet power, and a lot of it comes from how tanky they are. They are still a far cry from the objective of breeding the ultimate predator, but they are a necessary step.



Note the fancy new ship UI that made way for a brand new “Growth” bar and the very non-threatening “Rage Status”. As your baby Behemoth goes around the galaxy, living its best life by eating ships and pop (by bombarding planets, it’s not big enough to eat them whole yet), it will fill up its growth meter. Once the meter is full, it turns into a button, and if you’re far enough along the crisis path, you’ll be able to click it to send the Behemoth back into an egg, or a Chrysalis if you want to be technical about it.

Once again, you can spend a lot more food in order to let an even bigger beast emerge, ready to feast upon an unsuspecting galaxy.



However, this is not without danger. Behemoths are dangerous beasts, and until you can find a way to fully control them, they WILL escape your grasp from time to time, succumbing to their rage and hunger. With the right stimulation, you can, however, induce this rage artificially, unleashing the Behemoth when the time is right.

When Raging, a Behemoth will attack anything else in the system, then attempt to seek out the closest source of food (a colony or a Behemoth egg) to go and devour it. As a Behemoth Crisis empire, you can defeat them in combat to beat them into submission and take control of them, while other empires that can prevail over a raging beast will kill it.

There is more finesse to this system, such as the fact that fully fed Behemoths no longer randomly rage, or that if two Behemoths meet, they will try to fight each other, possibly to the death. The Rage Status indicator in the fleet view should let you know when your beast is at risk of succumbing to its anger.

It is absolutely possible to get killed by your own feral behemoths and I have lost count of the times where I got game-overed when testing the rage while owning a single colony.



The final level of the crisis is the most transformative in terms of gameplay. As usual, crossing that final line is up to you, and it will have important consequences. First off, the Galactic Community will collectively declare war upon you, and even Fallen Empires have a chance to decide to step in.



Having completed the Mind Meld special project, you will assume full control of one of your Behemoths, which will in turn keep any other in line, preventing them from raging unless you use the rage action.

As you merge the minds of your population with the beasts, you will unlock increasingly powerful bonuses before your final ascension.

What’s that? A final boss? Don’t worry about it.

Your capital will swap its city districts for Mindlink Metropolis ones that produce unity and research for each pop that has already been “Transferred” and whose mind became one with the Behemoth. The starting output is tiny, but it will rapidly increase as long as you can find volunteers.

༼ つ ◕_◕ ༽つ Kaiju take my energy! ༼ つ ◕_◕ ༽つ

On the other hand, having a mind link with a beast like the Behemoth can prove a little distracting, and raises questions like “What’s the point of anything in life when all I want is to merge into the beast?”

Such thoughts are represented by the following modifier and will grow worse as you progress through the final situation of the crisis.

Who knew that letting a starbeast into your mind would have consequences?

Speaking of, the Growing Pains situation tracks how well you adapt to your new body and will let you unlock increasingly powerful mutations for your Class IV Behemoth, to grow it into the ultimate starborn predator.



The situation progresses faster depending on your approach and your growth factor, which tracks how many pops have been transferred as well as how much you’ve eaten yet.

At this point your Behemoth has reached its adult size and can simply go around the galaxy, gobbling up habitable planets to absorb their biomass and population.



At this stage of its growth, the Behemoth makes full use of the new fleet UI created for “Hero Ship” and can unlock new activated abilities as you progress through the Growing Pains situation. At every stage, you will be given a choice of bonuses to gain, the first of which regards the type of eggs that you want your behemoth to lay. Eggs will be able to hatch into other baby behemoths or swarms of bioships to support your creature as it devours the galaxy.

Eggcellent

By the end of the situation, you should have unlocked five new activated abilities, located under the usual Orders bar. These abilities can target planets, enemy fleets, ally fleets, or the Behemoth itself. Oh yeah, and one of them lets you cloak your Behemoth if you have First Contact.

Can’t wait to see what modders will do with this. Surely nothing too crazy.

In addition to all that, the Behemoth will not be locked in combat (like a colossus), can still be ordered around while fighting, and even got a fancy combat UI improvement to let you trigger its various abilities.


Stellaris MOBA, when?

Here is a sample of the abilities on this specific Behemoth, but bear in mind that all abilities have swaps, except the Thermoclastic Roar that needs none. This is all pretty novel stuff, so the fleet power doesn’t really reflect abilities like this, and honestly, I’m certain you will manage to break this new system in exciting ways, and I cannot wait for the memes.



I definitely don’t have the room for all the mutations here, so here are a few numbers about the Crisis:
  • 26 244 uh no 78 732 Quite a few combinations of mutations
  • 13 different active abilities
  • 21 different passive bonuses
  • 1 allegedly invincible final boss


There is a lot more that I don’t have time to tell you about and that you’ll need to discover by yourselves, so I will leave you with amazing placeholder UI art, courtesy of our UX designer and featuring a hungry and angry behemoths:





[h3]Oh and we also forgot about…[/h3]
There are things that simply didn’t fit in any dev diary, and others that have recently changed about 4.0, so here is a non-exhaustive list:
  • Hive pops can now live and work in non-hive empires without being purged
  • We’re adding a whole bunch of new planet-related events
  • A whole swathe of new mammalian portraits are available for everyone for free!




  • Hive Worlds and Machine Worlds now work on a similar level to Ecumenopoli!
  • You can get all the new Fallen Empire Buildings from Machine Age when using Reverse-Engineer Arcane Technology
  • You can now forgive the Radical Cult! No longer must you chase them down in every system if you don’t want to.
  • Did we ever show you what the finished Timeline looks like?


Partial Features Release Notes
There’s a lot in this release, so we have partial release notes for today. We’ll have the rest alongside the release on Monday.

[h3]Preliminary 4.0 ‘Phoenix’ and BioGenesis Release Notes (Major Features Only)[/h3]
BioGenesis Features Overhauled Genetic Ascension
  • Choose from three Ascension paths: Cloning, Purity, or Mutation
  • Evolve your empire's government into one of 18 enhanced authorities
  • Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
Biological Ships
  • Command living fleets that evolve alongside your empire
  • Customize these ships for specialized roles, from battleships to support vessels, each capable of empowering allies and weakening foes
  • Two new biological shipsets, Spinovore and Shellcraft
Player Crisis Path - Behemoth Fury
  • Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
Three New Origins
  • Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
  • Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
  • Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
Hive Fallen Empire
  • Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
Six Seven New Civics
  • Genetic Identification
  • Crowdsourcing
  • Familiar Face
  • Aerospace Adaptation
  • Shared Genetics
  • Civil Education
  • Bodysnatchers
Deep Space Citadel Megastructure
  • A versatile new defensive station capable of holding off powerful enemy fleets at any system.
12 new Species Portraits
  • Evolving and changing with levels and roles
Phenotype Species Traits
  • 16 new traits based on the abilities of the species
Wilderness-themed City Set and Diplomatic Room New Music 65 new events

4.0 ‘Phoenix’ Features Planet Economy has been reworked
  • Planets produce and consume resources through Jobs.
  • Districts provide Jobs based on their development.
  • District Specializations dictate what Job types are provided by Districts and what buildings may be built.
  • Buildings typically modify the output of the Jobs.
Pop Groups & Workforce game concepts have been introduced
  • Pops are now grouped together based on Species, Strata, Ethics, and Faction.
  • Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
  • Pops produce Workforce that fills up Jobs.
  • A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
Pop growth has been reworked
  • All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
  • Underrepresented pops are no longer given population growth bonuses.
  • Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
  • All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
  • The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
Empire Focuses and Timeline has been added
  • The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
  • Empire Focus Tasks introduces short and medium term goals for players to strive for, and offers an alternative way of unlocking key technologies.
    • Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
    • Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
    • Task completion is retroactive and will award progress if drawn.
    • Tasks may be discarded for a small cost in Unity.
Trade has been revamped into a standard resource
  • Trade is now used as the Market currency.
  • The Trade Routes system has been removed.
  • Ships now have logistical upkeep paid by Trade
    • Based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
    • Larger ships have higher upkeep.
    • Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
  • Planets now have logistical upkeep paid by Trade based on their local resource deficits.
    • Local deficit costs vary based on the base market value of the resources.
  • Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
  • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
Databank game info library has been added
  • The main help button now displays the Databank window where you can explore brief articles on many in-game concepts.


There are about 9000 lines in the export log for us to go through to get you the rest, sorry we couldn’t get them sorted by this dev diary!

[h3]Next Week[/h3]
Join us next week for the full patch notes of the 4.0 release and, of course, to play BioGenesis!

Who’s hyped for meat ships?

Stellaris Biogenesis introduces a completely new way to play the 4X game

"How do you show in a tooltip that everything is different?" New Stellaris DLC Biogenesis is almost upon us, and it's shaping up to completely change how you approach the iconic 4X space game. In the latest developer blog, Paradox content designer Victor 'Iggy' Haeggman explains the intricacies of the ancient empire at the expansion's core, a splintered Hive Mind that is fragmented and spread across the stars. With it comes a new way to play, one that Haeggman describes as "without a doubt the most transformative origin we have ever added to the game."


Read the rest of the story...


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Stellaris 4.0 fixes the space game's performance problems with population rework

Stellaris Dev Diary #381 - Time to Get Wild



Hello there everyone, Iggy here! We’ve had a busy week, now let's see what Eladrin wanted me to talk about… The Hive Fallen Empire and the Wilderness origin? In the same diary?

Okay… Buckle up for a Wild ride!

[h3]Hive Fallen Empire[/h3]
For the first time since Synthetic Dawn, a new ancient will join us in the galaxy: a Hive Mind, once united in purpose, now lies fragmented. Each embodiment is stuck trying to execute its own directive. Each has plans for becoming the dominating force within their former collective… and you might be able to nudge who ends up in charge.

Stellaris supports conference calls now?

After an uncertain but definitely horrible disaster splintered their consciousness, The Hive was left in 3 fragments: Growth, War, and Control. Each one with its distinct personality, system, and tasks. Though don’t let differences fool you. They are all in a federation with each other, and declaring war on one will see you fight all three.

So different, yet refusing to be far apart.

This Fallen Empire will spawn surrounding a central system. Each of the fragments branches off with its own unique system. They all surround the central system, Last Thought, but refuse to claim it. Curious. Like most Fallen Empires, they are content seeing the universe pass by them by… unless you do something that interests or annoys them.

Pretty reasonable imo

No, you really can’t refuse

I made some of these events work on AIs. Don’t worry about the fragment’s Traits.

Each fragment has multiple tasks, and each one is quite a bit more reactive than the old “Hey, give us your scientists” events from Fallen Empires in the past. So, make friends where you can and try not to unleash something horrible on the galaxy.

This shipset had the working name of “Antagonist” in-house...

Something that has always distinguished Fallen Empires from regular empires is that their ships are extra advanced. Well, the same is true here, but instead of using the same old technology of the other Fallen Empires, the fragments use Biological Ones! A special, older, and more intimidating version of the Spinovore shipset.

Just like all other Fallen Empires, this will be your primary source for Dark Matter technology.

Politics is an old species game.

When the sleepers awake, one must end up on top. Absorbing the other fragments, one of three awakened empires will form, each with different goals and behaviors. Two of them will be participating in the war in heaven, the third one has other plans. Here is Control.

[h3]Wilderness[/h3]
This, without a doubt, is the most transformative Origin we have ever added to the game. The Wilderness is a Hive Mind exclusive origin, requiring you to play with Biological Ships, and leaves behind mechanical buildings and nasty things like colony ships. The experience we want to bring you here is experiencing the galaxy as a living planet.

How do you show in a tooltip that everything is different?

As you can see in the tooltip, and what I want to emphasize is that you don’t share a single base building or district with regular empires. You do have some overlap when it comes to civics and such, but in general, you will live as a planet.

Greetings from Tellon

Not an asphalted road as far as the planet can feel.

The Wilderness comes with a unique City Set and Diplomatic room; any empire can play with it, but it was made for the Wilderness. The avian-eyed among you might have spotted that we have a new resource icon up there, Biomass. Biomass is gained by growing new pops and is used for developing your planets and colonizing new ones. Since you are spending Biomass to grow buildings, we won’t expect you to have enough around to work them. That is why all Wilderness pops come with a +1000 Workforce modifier. Please don’t figure out some exploit to smuggle them out of the empire.

Everything is used and reused in the Wilderness.

The Wilderness does not need colony ships. If they can terraform it, they can become it.

Once you have relearned how to navigate the economy as a living planet, you can spread your spores outward, terraforming a new world by using Biomass, awakening a new colony in your image.

Plant Houston, we have liftoff!

The Wilderness Origin is compatible with most civics available to hiveminds, but I managed to satisfy an edgy little primal part of myself when I designed the automatically generated names for the Devouring Swarm variant: the Blood Forest.

People making reaction videos to these, please read them with the intensity and melodrama they deserve.

There is so much more we could show you about the Wilderness, the tradition swaps, the altered technologies, the many unique buildings, but at this point I would like you to find it out on your own!

[h3]Next Week[/h3]
Next week, it will finally be time to reveal our most primal secrets. Join Cosmogone as he shares all our new civics and the Behemoth Fury crisis path!

Meanwhile, I have some Hive Minds to appease.




Stellaris Dev Diary #380 - Defenders in the Stars



Hi, it’s Alfray once again and I’d like to introduce you to our latest megastructure, the Deep Space Citadel. This three stage mid-game megastructure is a powerful defensive bastion and converts into a starbase upon completion, much like an orbital ring.

The three stages of the Deep Space Citadel

Unlike orbital rings and regular starbases, Deep Space Citadels can be placed far more freely within a system, provided they aren’t too close to a gravity well (or each other).

The Deep Space Citadel technology is a Tier 3 Military Theory technology which unlocks all three stages of the megastructure and an initial limit of one per system.



This system limit can be further increased by the Mega-Engineering, the Starlit Citadel origin and the Eternal Vigilance ascension perks.

Choosing to build a DSC opens another menu allowing you to select the design.

Once a DSC design has been selected, you’ll be able to choose where in the system it can be placed, provided it’s within the system’s main gravity well. This allows you to choose if you want to defend a choke point or a critical planet.

No, build an Arc Furnace on the molten world, not the DSC!

Defending the Sol-Alpha Centauri hyperlane breach point sounds like a good idea.

As the Deep Space Citadel is upgraded from one stage to the next, it gains successively more L-slot turrets, hangar bays and defensive utilities. The final stage of the DSC also gains access to both a single XL-slot turret and an aura slot capable of equipping auras from both titans and juggernauts. Additionally, to compensate for the lack of module slots on the DSC, it has a special module slot in the ship designer capable of equipping most starbase auras and a few unique DSC auras.

Think of it as a giant “SHOOT ME!” sign.

Defensive countermeasures tailored to your enemy















As shown, each stage on the Deep Space Citadel is individually designable and saved as its own ship design. When building, upgrading or downgrading a Deep Space Citadel, you’ll be prompted to select the design the DSC should become.

[h3]The Art of the Deep Space Citadel[/h3]
Hi! I'm Lloyd and I'm a concept artist on Biogenesis. I'm here to give you a look at how I designed the look of the deep space citadel and how the art team brought it to life.

I was very excited to tackle this station. After working on bioships for a while, it was refreshing to have a chance to get back into some hard-surface design. I began by discussing with the team what we wanted the station to feel like, and what it should represent to our players. I came away with a simple mission - make Helm’s Deep in space. Here are my first sketches of the station. You can see I'm focusing a lot on fortress-like structures as well as shield shapes. Both of these are to enforce the idea that this station is a defensive bastion, a place of safety, protection, and strength.
Initial sketches of the deep space citadel. Artist: Lloyd Drake-Brockman

We decided to go with something like option B. This design became more refined as I worked on it, and as it was fleshed out into a three-stage structure. Here you can see an early look at the 3D blockout for the concept art.

Early stages of the 3D concept. Artist: Lloyd Drake-Brockman

Here, I had the idea to bring the shield motif back in the later stages, surrounding the station with shield-like arms that start as round shields in stage 2, but expand to be tower shields in stage 3.

With the design locked in, I polished up the details into the final concept sheets. These sheets inform the rest of the art team how to make the asset. Our philosophy is that a concept should solve as many problems as possible, instead of leaving them for the 3D, texturing, and animation stages.

Stage 1 final concept art. Artist: Lloyd Drake-Brockman

Stage 2 final concept art. Artist: Lloyd Drake-Brockman

Stage 3 final concept art. Artist: Lloyd Drake-Brockman

Turrets final concept art. Artist: Lloyd Drake-Brockman

You can also see the added details of the internal gravity torus, which would allow inhabitants to live comfortably even with a failure of artificial gravity systems, a massive reactor for power, and complex shielding systems. All of this is added to paint the picture of a steadfast, independent station, able to withstand punishing sieges.

With the concepts done, the task moves on to the 3D team who model and texture the station.

Work in progress on the 3D model of the Deep Space Citadel Artist: Emma Quer

The last stage of the DSC is animation. Some of the parts of the station were designed to move, and it's always so exciting for me to see an asset come to life in the game.

Animation of the Deep Space Citadel Artist: Mia Svensson

That's it! That's how we brought the Deep Space Citadel to life for Biogenesis. Personally I thought this was one of the most fun assets to work on, and I hope you enjoy what we’ve made. We really poured our hearts into it!

[h3]New Origin: STARLIT CITADEL[/h3]
Some empires are born into prosperity. Others arise under siege.

CGInglis here, reporting from far beyond the walls to bring you a closer look at the Starlit Citadel Origin, our latest offering for those who prefer their games with a little bit of defiance and a whole lot of fortification!

Nothing says 'welcome to the neighborhood' like a massive orbital fortress.

Long before their species turned its eyes to the stars, a mysterious wormhole lingered on the edge of their home system. From its depths came wave upon wave of aggressors in biological ships. Entire cities were flattened before the invaders were defeated. Then they returned. Again, and again.

Faced with extinction, these beleaguered people placed their hope in the Deep Space Citadel, a towering bulwark bristling with defensive armaments, constructed not at the heart of their system, but precisely where the invaders emerge.

Hi there! I’ll be your turret-encrusted server today. May I recommend the Mass Driver, served with a large side of Point-Defense Flak?

Empires with this Origin begin the game with a fully operational Stage I Deep Space Citadel positioned at the breach. Their homeworld also features a unique building, the Citadel Uplink, which coordinates the empire’s defensive efforts.

This Building supports a rare specialist role, the Skywatchers. Linked to the Citadel through advanced communication arrays and strategic uplinks, the Skywatchers provide a potent array of bonuses: increased planetary stability, bonus naval capacity across the empire, and spawning additional defense armies. Perhaps most significantly, their efforts amplify the effectiveness of all Deep Space Citadels, starbases, and defensive stations within the system.

All-seeing, ever-watchful, mildly overworked.

Your homeworld, though (probably) rich in history, bears the scars of conflict. Marring the surface are the blasted remains of the last wave of invading bioships:

“And I thought they smelled bad on the outside!”

This Origin also introduces a unique dynamic for multiplayer campaigns. If several players choose to be a Starlit Citadel empire, each will begin with their own perilous portal and their own Deep Space Citadel. As the campaign unfolds, these enigmatic wormholes are revealed to be more than isolated anomalies. Like spokes on a terrible wheel, they all lead to a single, central hub:

Who are these guys, and why are they so deeply unchill?

The Starlit Citadel Origin invites players not only to withstand these threats, but also to uncover their source. Whichever empire reaches the hub system first will face the full force of the invaders. If you prevail, you’ll have the chance to fortify this keystone system and reshape the balance of power.

Choose this origin if you enjoy a playstyle centered on defense, a narrative-driven mystery, and just a hint of betrayal among friends!

[h3]Next Week[/h3]
Next week Iggy will be introducing us to the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, the Fallen Hive Mind Empire, and the Wilderness origin.












Stellaris S09E01: BioGenesis Story Trailer "The Feast"

In Stellaris: BioGenesis, step into the role of a master geneticist, sculpting the galaxy to your design with living ships, engineered ecosystems, and enhanced species. Forge new paths with unparalleled bioengineering tools to create a civilization that thrives on adaptability and evolution – or exploit these tools to dominate the stars.

BioGenesis is available for pre-order now!
https://store.steampowered.com/app/3417840/Stellaris_BioGenesis/

[previewyoutube][/previewyoutube]

The Stellaris: Season 09 Expansion Pass is your gateway to an entire year of cosmic evolution, psionic mysteries, and blazing ambition. Season 09 includes Biogenesis (coming May 5th), Shadows of the Shroud (Q3 2025), and the Infernals Species Pack (Q4 2025). Plus, get the exclusive Stargazer Species Portrait as an instant unlock!

https://store.steampowered.com/app/3417870/Stellaris_Season_09__Expansion_Pass/

Learn more about Stellaris: Season 09: https://pdxint.at/4iQjW4R