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Stellaris Dev Diary #219 - Selectable Traditions

Greetings and salutations space fans!

Today we’re back with another dev diary, and the topic at hand is the feature improvements coming to the Traditions system. Back in dev diary 214 when we announced the Lem Update and the Custodians Initiative, we also talked about how to make Selectable Traditions.

Selecting your Traditions

We know there’s been mods that have extended the amounts of traditions for some time now, and we also know that it's something that parts of the community have been asking for as well. For us, Traditions have always been an important part of customizing and specializing your Empire during play, and although we of course like giving players more customization options, we also need to maintain a balance. We didn’t simply want to keep adding new traditions without having the UI support it well, and we didn’t also want to give players too many options right away, which can lead to Choice Overload. We felt like it was a good time to review the Traditions system, because we wanted to add a few more Tradition Trees, and open up the avenue for doing more of that in the future, where it makes sense.

Let’s dive into the changes, and keep in mind that nothing is final and there’s missing art. Feedback is still very welcome though.



We are improving the traditions system so that you are no longer locked to the same set of 7 traditions (with some swaps), but you can rather pick which Tradition Tree you want to go into one of these 7 slots.

All the Tradition Trees currently available to the United Nations of Earth.

Some of the Tradition Trees, that were previously swaps of other trees (like Adaptability being a swap of Diplomacy), are now their own trees again. This means that Adaptability, for example, is now available to all non-machine empires. Synchronicity is still mutually exclusive with Harmony (one will appear if you are a gestalt empire, the other if you are a regular one). Versatility is available to all machine empires.

Changes to existing Traditions

Other than allowing you to select your own Traditions trees, we’ve also changed some of the traditions within the existing trees. Let’s take a look at some of those changes:

[h3]Domination[/h3]
  • Judgment Corps: no longer increases crime prevention, but rather makes your Enforcers produce 1 Unity.
  • Finisher: no longer provides +1 monthly influence, but rather increases +10% ruler output for regular empires, or +10% admin cap for gestalts


[h3]Diplomacy[/h3]
  • Open Markets replaced with Diplomatic Networking: Embassy pacts now produce 3 Unity
  • Secure Shipping replaced with Eminent Diplomats: Diplomatic Acceptance increased by +5, and your Envoys that are Improving Relations have a 1% chance per month to gain a Favor from the target empire.
  • Insider Trading replaced with Trust or Bust: Trust Cap +50, Trust Growth +33%
  • Finisher: no longer increases Trust Cap or Trust Growth, but rather increases Diplomatic Weight by +10% and +1 Envoy.


[h3]Harmony[/h3]
  • Mind and Body: now also increases Leader Skill Cap by +1
  • Kinship: effect on demotion time buffed from -50% to -75%
  • Bulwark of Harmony moved to Unyielding, replaced with Harmonious Directives: +1 Edict Cap


[h3]Supremacy[/h3]
  • Adoption: no longer increases Starbase Cap by +2, but instead increases Naval Cap by +20
  • The Great Game: old effects removed, now increases damage done to Starbases by +20%


[h3]Prosperity[/h3]
  • Finisher: no longer provides Merchant Jobs per Pops on a planet, but rather increases Stability by +5.


New Tradition Trees

We are adding 3 new Tradition Trees to the game: Mercantile, Unyielding and Subterfuge. Unyielding and Subterfuge are currently unlocked by Nemesis, while Mercantile (originally supposed to be unlocked by Megacorp) is available to everyone. The reason being that we wanted to see how it felt to have the Trade Policies unlocked through this tree. It will therefore no longer be possible to convert Trade Value into Energy + Consumer Goods/Unity unless you have the (3) Adaptive Economic Policies tradition.

New art is still coming in.

[h3]Mercantile (Free)[/h3]
  • Adopt: Starbase Collection Range +1, Trade Protection +5
  • (1) Trickle Up Economics: Clerks provide an additional +1 Trade Value
  • (2) Commercial Enterprises: Commercial Zones Building now provides 1 Merchant Job.
  • (3) Adaptive Economic Policies: Can convert parts of their Trade Value into Unity or Consumer Goods
  • (4) Marketplace of Better Ideas: increases trade value by +10%
  • (5) Insider Trading: moved from Diplomacy Traditions, -10% Market Fee
  • Finisher: increases trade value by +10%




[h3]Unyielding (added to Nemesis)[/h3]
  • Adoption: Starbase Cap +2 and Starbase Upgrade Speed +50%
  • (1) Resistance is Frugal: Stronghold buildings now produce 3 Unity and Defense Army Health is increased by +33%
  • (2) Never Surrender: reduces Planet Bombardment Damage by -25%, war exhaustion by -25% and increases hostile claim costs by +25%
  • (3) Bulwark of Harmony: moved from Harmony Traditions, effects are as before
  • (4) Fortress Doctrine: increases the Hit Points and Damage of Starbases and Defensive Platforms by 33%, and reduces the upkeep cost of starbases by -20%
  • (5) Defense in Depth: increases Starbase Cap by +2 and reduces Starbase upgrade cost by -50%. In addition, owners of Nemesis will also increase Hostile Operation Difficulty by +4 for the Sabotage Starbase Operation.
  • Finisher: Max Defensive Platforms +50%




[h3]Subterfuge (added to Nemesis)[/h3]
  • Adoption: +1 Codebreaking
  • (1) Information Security: +1 Encryption
  • (2) Operational Security: +1 Codebreaking, +2 Operation Skill
  • (3) Non-Disclosure Agreements: Hostile Operation Difficulty is +1, and Hostile Operation Cost and Upkeep is increased by +50%
  • (4) Double Agents: Whenever a Hostile Operation targeting us fails, we gain 10 Intel on the offending empire
  • (5) Shadow Recruits: increases Infiltration Speed by +50%
  • Finisher: Successful Operations refund half of their cost on Infiltration Level


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That is all for this week folks! Let us know which Tradition Trees you like to pick, and why. Any feedback is very welcome.

Next week we’ll be back to talk about the additions we’re making to the Humanoids Species Pack.

Stellaris Alien Box - a quick guide

So, you want to know about the Stellaris Alien Box? This is a reference to the Orbital Speed Demon anomaly event chain. It typically appears in asteroids, and once completed it can add a permanent free trait to the main species of your empire. There are five possible stages of the event, some of which offer branching possibilities like opening the box straight away, or studying it first, or even selling it and ending the chain early.


If you keep it, you're granted a special project to open it, which then presents you with another choice involving several options. Depending on which option you pick, your main species will receive a new trait. This event has changed since its original incarnation, where the box would either upgrade a negative trait to a positive trait, or give you the 'best' version of an existing positive trait.


This was changed as part of the 2.2 update to the current version. A look at the event chain as it appears in-game is available on the official Paradox Wiki, but we've outlined a summary of each stage for you.


Read the rest of the story...


RELATED LINKS:

Stellaris' free Lem update drops next month and adds new content to old DLC

Stellaris DLC - a complete guide

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

Stellaris' free Lem update drops next month and adds new content to old DLC

While the Stellaris team may not be working on anything flashy like a new expansion, the sci-fi grand strategy game is still getting new content thanks to the custodians initiative announced back in June. This sub-team is wholly dedicated to free patches, with the goal of tackling a number of areas such as bug fixes, quality of life improvements, and even new content for existing Stellaris DLC.


The custodians team is currently working towards the next free update, codenamed Lem after Stanislaw Lem. According to this week's dev diary, the team is working towards a September release, and the Plantoids Species Pack is the first to showcase what new content is coming. Two new civics and three new species traits will be introduced for anyone that owns this add-on, one of which will let you create your own Gaia worlds.


The Idyllic Bloom civic lets you build Gaia Seeders, which have four upgrade phases. The final phase will trigger terraforming of the planet it's on into a Gaia world - one of the most coveted types of planet in the 4X game.


Read the rest of the story...


RELATED LINKS:

The best Stellaris DLC - a complete guide

New Stellaris update will let you play a race of decadent Star Wars-style clone troopers

The best Stellaris mods

Stellaris Dev Diary #218 - Plantoids Gameplay

Hello everyone!

I hope you have had a great summer thus far, and let’s hope we can enjoy the rest of August as well. The team is starting to return from their vacations and we’re eager to start finishing off the Lem Update so that we can ready it for release in September.

As mentioned in dev diary 214, we’re going to Buff the Backlog by adding some gameplay to existing DLC. Today we’re here to talk about an addition coming in the Lem Update, and more specifically what additions we are making to the Plantoids Species Pack.



We are adding 2 new Civics and 3 new Species Traits to the Plantoids Species Pack. Let’s start by taking a look at the new Traits.

New Traits

We have added 3 new traits that require the species to be either Plantoid or Fungoid.

New traits and their cost.

Phototrophic: Is mutually exclusive with Radiotrophic, and changes some of your food upkeep into energy upkeep. Requires your species to be Plantoid or Fungoid.

Instagram-friendly?

Radiotrophic: Is mutually exclusive with Phototrophic, and changes some of your food upkeep into energy upkeep. It also makes it more beneficial for your Pops to live on Tomb Worlds, as their energy upkeep is removed. Requires your species to be Plantoid or Fungoid.

Contrary to popular belief, this species does not sustain itself by consuming ancient communication equipment.

Budding: This trait allows you to produce some pop assembly. Multiple Species with this trait can help provide pop assembly on potentially another species. For example, two species with the Syncretic Evolution Origin can together assemble one of the two. This trait can probably be especially great for a Hive Mind species.


New Civics

Let’s continue taking a look at the Civics. Both of these new Civics are available to regular empires as well as Hive Minds. Only Idyllic Bloom requires you to be a Plantoid or Fungoid.

Catalytic Processing: This Civic lets you produce Alloys with Food instead of Minerals. Starting Districts have been adjusted to be balanced when using this Civic. Regular Empires and Hive Minds convert 9 Food into 3 Alloys. Machine Empires turn 12 Food into 4 Alloys.
Catalytic Processing is available to many types of empires, but not all of them.

Idyllic Bloom: This Civic lets you transform planets into Gaia Worlds by building Gaia Seeders and upgrading them. The Gaia Seeders have 4 phases, with the 4th and final phase triggering the terraformation of the planet to a Gaia World. Available to regular empires as well as Hive Minds.




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That’s all for this week folks! We’ll be back again next week, so until then, stay safe and be well.

Nemesis: Cold War Episodes Wednesdays and Sundays



Nemesis: Cold War was a multiplayer event held to celebrate the launch of the Stellaris: Nemesis Expansion on PC.

Watch episodes Wednesdays and Sundays on the Paradox Grand Strategy Channel on YouTube.

Watch it here: https://pdxint.at/coldwaryt

Cast
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Hosts: Fredrik Knudsen, SimasTV Game Master: DJTruthsayer

Players: A_Spec, Templin Institute as the Divine Imperium. Door Monster, Stefan Annon as the Xuman Overmind. MaxTheCatfish, Wintergaming as the Imperial Chocolat Covenant. BurkeBlack, Venalis, CrReaM, CletusBueford, GassyMexican, Classypax as the Antharian Republic of Beautification. SpiffingBrit, Bedgarsan, Bokoen, Alex the Rambler, Rimmy Downunder as The Refuge. D1rtyd3vil, Shurjoka as the Avarian Alliance.

Join the Conversation
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