Stellaris - Harlot
Hi everyone!

I’m Eladrin, Game Designer on Stellaris, and I’m one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and it’s been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.

Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in today’s dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.



The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the “wouldn’t it be cool if…” list, and saw “...Lithoids ate minerals instead of food?” up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.

Okay, I’ll stop with the rock puns.

There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.


Look at me! I'm a sparkly space unicorn!​

The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.


This is my favorite Titan in the game.​

There’s also a Lithoid Advisor Voice. I may have stopped with the puns for now, but there’s no force in the universe that can stop the Lithoid Advisor.

Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).

Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if they’re a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?

Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.



After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:



The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and… we’ll talk more about that in another Dev Diary.)


So very sleepy.​

The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.

We’ve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.

As for the Lithoid Devouring Swarm… They don’t have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:


Are you going to eat that?​

Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.

Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.

I’m quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.

In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!


#################################################################
######################### VERSION 2.5.0 ############################
#################################################################

###################
# Balance
###################
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%


###################
# UI
###################
* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

###################
# AI
###################
* Automated building now checks that upkeep cost is covered by income

###################
# Bugfixes
###################
* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mod load order is now the same as the order in which the mods are displayed


You can also read this Dev Diary and comment on our forums, here.
Stellaris - contact@rockpapershotgun.com (Nate Crowley)

One of my favourite tropes in Science Fiction is aliens whose cultures are built around some hangover from the time before they made it to the stars. Take the Kelpiens from Star Trek: Discovery, whose existence is dominated by the inbuilt anxiety that comes from having once been prey species. Or Iain M Banks s Idirans, the top monster on a whole planetful of monsters’ , who lived in peaceful isolation until an alien invasion nearly wiped them out, after which they became fixated on brutal galactic expansion.

There are millions> of weird things that can happen in space, and it s fascinating to speculate about what sort of long shadows these formative events might leave on the development of a spacefaring culture. But why speculate, when you can play it out yourself? That s the promise of Stellaris: Federations, the synth-heavy 4X s upcoming expansion, which will include no less than eighteen origin stories for its customisable cast of mushroom-folk, misery insects and triocular platypuses. And yes, one of them involves your homeworld blowing up almost immediately.

(more…)

Stellaris

Paradox Interactive's acclaimed 4X sci-fi strategy game Stellaris is expanding once more, this time with the new diplomacy themed Federations DLC, out later this year on PC.

Federations is Stellaris' fourth expansion (or ninth if you include the game's various Story and Species Packs), and aims to considerably expand the diplomatic options available in-game.

According to Paradox, players can "build up the internal cohesion of their Federations and unlock powerful rewards for all members", by taking advantage of Trade Leagues, Martial Alliances, Hegemony, and more. Additionally, the expansion introduces a galactic senate, able to vote on a wide variety of resolutions to drive legislative agendas.

Read more

Stellaris - contact@rockpapershotgun.com (Alice O'Connor)

The next Stellaris expansion will be Federations, Paradox announced today, focusing on making the game spacefriends groups more complex and interesting. Federations will come in several flavours, for starters, like a trade league or research cooperative. They’ll also be able to level up to unlock new type-specific perks. Spacepolitics will expand with the option for a galactic senate too. Finally, after three years of focusing on the mystery and wonder side of sci-fi, Stellaris will capture the intrigue of Star Wars: The Phantom Menace.

(more…)

Stellaris

Federations, the next DLC for Stellaris, was announced today at PDXCon, Parardox Interactive’s annual fan convention. The focus this time is on diplomacy, after previous expansions have fleshed out the military, economy, and internal politics of the sprawling space 4X. 

Federations have been a part of Stellaris from the beginning, building bridges of cooperation between sovereign empires. In this expansion though, they're getting a huge face-lift. The old school, vanilla, Star Trek sort (now called a Galactic Union) will still be around, but Paradox is adding several new, more specialized types of federations such as Research Co-Ops for science-minded factions and Trade Leagues for economically focused partnerships. Gaining more federation members and maintaining Cohesion (basically, keeping everyone on the same page policy-wise) will allow Federations to level up and gain mechanical perks, like increased federation fleet size.

The other major feature is the Galactic Community, a kind of "Space UN" that can be founded once you've met most of your star neighbors and the galaxy starts to become more interconnected. No empire is obligated to join, but those that opt-out will receive a colder welcome than those on the inside. Those that choose to leave after having joined will be especially reviled.

Members of the Galactic Community can propose resolutions that each of the other members will be able to vote on. Focusing on a new resource called Diplomatic Weight will give your votes more power and your resolutions higher priority, but building it will come at the expense of other areas like your military and economy. Resolutions that pass, such as banning sentient AI or establishing minimum rights for workers, will be binding for all members of the Galactic Community. The only way around these resolutions is to leave and incur the massive diplomatic penalty that comes with that act.

Also on the way is the Lithoids species pack, which will introduce several new portraits for species based on rocks, crystals, and other inorganic matter. They are unique not only in appearance, but in that they consume minerals instead of food, giving them a very different economy to manage.

The Lithoids species pack will be out on October 24 and Federations is set to launch later in the year. 

Stellaris - Harlot
Hello Players!

The PDX Con 2019 is here and we have great announcements for you!

We're streaming the announcement show on Twitch! Join your fellow xenos here!

We start at 10a.m. CEST. In 30 minutes!

See you on the other side!
Stellaris

Yesterday's announcement of the sci-fi strategy MMO Stellaris: Galaxy Command was interesting because it marked what appeared to be a pretty big move into mobile gaming by Paradox, a publisher whose games generally aren't what you'd call mobile-friendly. But things took an unexpected twist when, shortly after our post went live, Paradox took down the beta, which had been soft-launched in Canada, Australia, New Zealand, and Sweden.

The problem, Paradox said in a tweet, was that at least one piece of artwork in the game "was taken from another source." It didn't say who, but it was quickly determined to have come from Halo—the original image can be seen on the ArtStation page of Kenny Magnusson, the technical art director at Halo studio 343 Industries. Paradox—which is publishing but not developing the game, Stellaris: Galaxy Command is being made by mobile studio GameBear—apologized and took the game offline "to perform a full content sweep and ensure this issue is resolved."

While only one image immediately jumped out as stolen, it's possible that Paradox is now discovering more deeply-rooted problems. In an update posted earlier today, it said that the "initial analysis" of art assets has been completed, "however we feel this situation requires more scrutiny."

"We have taken the decision to continue the hiatus. The game's servers will remain offline and its availability will be limited while a full investigation is run," Paradox said. "The whole process will take place shortly and, as soon as we're able, we'll update you again on when the game will be possible to play."

In a reply tweet, Paradox also addressed complaints that Stellaris: Galaxy Command is simply a reskin of GameBear's mobile strategy game Nova Empire, a complaint that arose when an error message shown to users who declined to grant the game required permissions referred to it as Nova Empire. "No denying that this is embarassing but it's actually a placeholder text that was copied into our game during the early stage of development, before we had a name," Paradox explained.

Paradox's move into mobile gaming hasn't exactly been greeted with universal applause from its existing fan base—no surprise there, really—and this obviously doesn't help with initial impressions. But Paradox appears to be handling it as well as can be expected, with a quick takedown, unequivocal apology, and what appears to be an in-depth examination of the rest of the game. And while free-to-play mobile games are sometimes burdened with egregious monetization options, I still think the promise of an EVE Online-style game that doesn't require EVE Online-style dedication and focus might be enough to change some minds, if the developers can pull it off.

The Halo 4 concept art used in Stellaris: Galaxy Command can be seen below; directly below is its appearance in the game. I've reached out to Paradox for more information and will update if I receive a reply.

Stellaris - contact@rockpapershotgun.com (Natalie Clayton)

Despite being a spreadsheet-filled management sim from the most PC developers out there, Stellaris longs to leave its desktop orbit. But while the space sim’s transition to console has been relatively smooth, it’s having a tougher time entering the mobile space. Stellaris: Galaxy Command, a mobile spin-off by an external studio, launched into beta on Tuesday but Paradox pulled it from sale only five hours later after players discovered stolen Halo artwork lurking in the game’s menus.

(more…)

Stellaris

The sci-fi strategy game Stellaris has progressed considerably since it released in 2016, and now occupies positions on our lists of the best space games and best strategy games. It's no surprise, then, that Paradox is making another one, called Stellaris: Galaxy Command. What is surprising is that it's not coming to PC.

From how it's described, Stellaris: Galaxy Command seems to be a free-to-play mobile MMO. You're put in control of a space station in a "persistent, player-driven world" that's been devastated by an alien invasion from another dimension. The attack was ultimately defeated, but "the war was not won alone" and apparently the recovery process won't be a solo endeavor either: "It will be up to the players to make alliances, negotiate and directly impact each others’ recoveries in this unique Stellaris adventure," Paradox says.

Beyond that you'll also need to rebuild and expand your empire, impose taxes and negotiate trade alliances, and reconstruct and rearm your military forces. Your actions will have "real consequences" for other players, as will the ethical underpinnings of your resurgent empire, which will be determined by the choices and actions you make as you retake your place of glory among the stars.

Paradox says that Stellaris: Galaxy Command is "an authentic Stellaris experience," though one that's designed to be played in short sessions rather than 17 hours at a time, like most Paradox games. "You can check on your station, fleet, and alliance throughout the day," it said. "Make sure your station is constantly researching and expanding and your fleet is building up and rearming to deal with new threats."

The Google Play listing goes into a little more depth on what it's all about, and it certainly sounds ambitious, with gameplay built around trading systems, ethics, and political systems. Players will be able to form or join alliances and Trade Networks, recruit elite admirals to head their fleets, customize and upgrade their ships, and take part in deep-space battles that will unfold in real time.

It isn't clear exactly how many players will be lumped together in the same universe, but at least "thousands of players play in a single galaxy with nearly a thousands star systems to explore," the listing says. "Declare 'cold' or conventional war and claim victory through economic strength or brute military force. Convene with allies to form an attack strategy, then wage war on other players across the universe."

It almost sounds like a free-to-play mobile take on EVE Online. Unfortunately, the game is currently offline (such is the way with soft-launched betas), but I sat through the long intro sequence before getting the "offline" message, and it at least looked impressive. Unfortunately, the game may remain offline for awhile, as Paradox explained that it was taken down due to the presence of artwork that was used without permission.

It's interesting to see a company that built its reputation on complex, desktop strategy games like Crusader Kings and Hearts of Iron moving into the mobile realm, where playtimes are typically measured in minutes rather than hours. It's a big step, but I wouldn't be at all surprised to see other Paradox games making the same transition if this one is successful.

The Stellaris: Galaxy Command beta is available now on Android and iOS devices, but for the time being only to players in Australia, New Zealand, Canada, and Sweden. Registration links and other details are available at galaxycommand.stellaris.com.

Stellaris - Harlot
Hi all, Jamor again.

We're deploying a small, quick hotfix to address two issues we were able to solve today: inability of the launcher to display incompatible mods, and an economy bug related to artisan jobs and consumer goods.

Given that it's early yet and some may not have seen the original changes in 2.4.0, I'll repost those. Please note that due to a human error, namely this producer managing to transcribe fixes from the wrong dev branch in to the patch notes (!), a few of the listed changes in 2.4.0 are not actually present in the build. In the interest of getting the hotfix to you all with maximum speed, those will come in a future update when they can be properly merged and tested. I'll put them in the notes for reference, but crossed out.

#################################################################
######################### VERSION 2.4.1 ##########################
#################################################################

###################
# General
###################

* Added Launcher v2
* Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect)
* Caravaneer ship & station vfx update
* Added "/mute <user name>" and "/unmute <user name>" chat commands
* Cloud saving support added on GoG and Paradoxplaza versions of the game

###################
# Balance
###################

* Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%

###################
# UI
###################

* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size
* Fixed improperly displayed text in the name of Galatron wars
* Protection war name list no longer includes machine uprising and war in heaven
* Removed unnecessary decimal precision in lacking resources tooltips
* Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features
* Added a notification when one empire guarantees the independence of another
* Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip
* Fixed a cut off display of the clearing cost for ruined arcology blockers
* Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts

###################
# AI
###################

* The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that
* AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target
* Fixed AI not building enough defense platforms
* Automated building now checks that upkeep cost is covered by income

###################
# Stability
###################

* Improved performance by reducing the number of string copies in modifiers
* Parallelized some planet functions
* Optimized calculations done in frame rendering
* Bunch of caching and optimizations to planet job calculations
* Fixed a slowdown when viewing the slave market

###################
# Bugfixes
###################

* Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded
* Fixed literally unplayable "the the" typo in ancrel.23.desc
* Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer
* Fixed a possible crash when a planet has no pops
* Fixed an instant repair exploit when you dismantle a starbase module while it's under attack
* Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire
* Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat
* Fixed an overflow bug with relative empire power calculations
* Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance
* Fixed nonfunctional modifiers to colony ship build cost
* Fixed a potential crash in AI when evaluating market values
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want



Please note that save file compatibility between versions is not guaranteed. If you have an important 2.3.3 game going, please roll back to that version before trying to load the save in 2.4.1.

Instructions on how to keep playing on older versions here.

You can also use this method to opt in to the stellaris_test branch on Steam, which is necessary for multiplayer cross play between Steam and the other stores we are available on. If you have a 2.3.3 crossplay game going on, that version is present on Steam on the crossplay_rollback branch.

Thanks for your feedback and issue reports. We'll keep at it but I wanted to get this to you as soon as possible before the weekend. We'll get the MIA fixes in as soon as we can.

If you want to comment on or read this post on our forums, go here.
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