Nov 4, 2019
Stellaris - Harlot


Hi all, Jamor here, with the news that after a weekend in beta without new breaking issues being introduced, I'm putting patch 2.5.1 fully live right now.

It contains a number of bug fixes for the Lithoids release.

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######################### VERSION 2.5.1 ##########################
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# UI
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* The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
* Chat muting commands now work consistently between in-game and lobby chat

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# Bugfixes
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* Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
* Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
* Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
* Graphics options chosen in game launcher should actually apply in game now
* Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
* Fixed a crash when network is disconnected

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Save games shouldn't be adversely affected by the switch from 2.5.0 to 2.5.1, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version.

If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta, stellaris_test, by the same method. If you have a 2.5.0 MP game that you want to finish before updating, roll back to the crossplay_rollback version.

We're going to aim to get as many bug fixes and improvements as possible as we continue work on Federations. Stand by for more information about that in future dev diaries.

Also, the new Paradox Launcher continues active development in parallel. If you have feedback or issues with the Launcher, please let my colleagues in the Launcher team know in this thread.

To read this post on our forums and give us feedback there, directly, go here.
Stellaris - Harlot
Hello everyone!

It was great to finally reveal what we’re working on at PDXCON, and today we’re back with yet another dev diary where we will dive into some more details on the reworked federations.

The screenshots still feature a bunch of work-in-progress stuff, like every federation perk using a placeholder right now. Numbers and effects aren’t necessarily final either.

Federation Types
Like we mentioned at PDXCON, federation will now come in different Federation Types. Each federation type has a unique passive effect and can unlock federation perks as they level up.​


Certain federation types have requirements on what type of empire can suggest to form them, but there are no limitations on who can join a federation (except for killer empires & inward perfection). Yes, this also means that Barbaric Despoilers and Criminal Syndicate are no longer excluded.

Galactic Union
This will be a more generic type of federation that will fit most groups of empires. This federation makes it easier to cooperate with empires, as diversity of ethics will have a less negative impact on maintaining cohesion. This federation type will be available to everyone in the free patch.​


Fleet bonuses a plenty!

Martial Alliance
This federation type is focused around having a very large and powerful federation fleet. Only militarists can suggest to form this federation.​


Free and automatic research sharing!

Research Cooperative
Empires who wish to cooperate in achieving technological mastery should join together in a research cooperative. Only materialists can suggest to form a research cooperative.​



New trade policy!​


Trade League
If trade value is the focus of your empire, the Trade League is probably a very good federation for you to be a part of. The Trade League gets access to a new Trade Policy which combines the bonuses of all other trade policies. An empire needs to be a Megacorporation or have the Merchant Guilds civic in order to be able to suggest to form a trade league.


Did you know there is an Origin that lets you start as the president of a Hegemony?​

Hegemony
This federation type is built around one strong core member. The president gets most of the bonuses, but the bonuses for the members are also quite powerful. Only authoritarian empires may suggest to form a hegemony.

Federation Perks
Federations will get access to new perks when they level up, and the perks they get access to depend on their type. There are usually 2 perks that gives bonuses to every member and 1 perk that gives bonuses only to the president. However, the Hegemony flips this around by giving the president 2 perks and the members 1 perk (which does not benefit the president in this case!).


Hegemony member perk.​



President gets an additional Envoy.​

Each time a federation levels up, they will get access to 3 new perks.

Level Up & Cohesion
In order to level gain XP, a federation needs to have positive Cohesion. The amount of XP a federation gains (or loses!) per month is directly tied to its Cohesion, which is a value that ranged from -100 to +100.



There are a number of things that will reduce Cohesion every month, such as every member, diverse ethics and opposing ethics. Federation members can counteract this by assigning Envoys to the federation, which will increase monthly Cohesion.

When Cohesion is at +100, the federation will gain +10 XP every month. If a federation loses XP and drops a level, they will lose access to their perks after a few months.

Federation Laws
It is possible for federations to customize some aspects of its rules. In some cases, federation types also have access to different laws at different points. A Research Cooperative can never have the highest level of fleet contribution, and they also require higher centralization to increase their Fleet Contribution.


There are a number of laws which define certain rules for the federation.​

Centralization
Many federation laws require federation centralization to be high enough. To increase centralization, a federation needs higher level. In fact, centralization is the only law locked behind federation levels right now.

Increasing centralization isn’t always easy though, as doing so will have a large negative impact on Cohesion. That means more Envoys will need to be assigned to the federation to maintain its Cohesion.


The Galactic Union federation type requires Medium centralization to have a 20% Fleet Contribution.​

Fleet Contribution
Most federations will not start with the ability to build a federation fleet, as their fleet contribution will start on “None”. The Martial Alliance and the Hegemony do start with a “Low” fleet contribution, however. The Martial Alliance is also able to change its fleet contribution law to “High” as early as Medium centralization.


Most of the other laws not visible earlier.​

Succession types
As you could see in previous screenshots there are a bunch of different laws for how federations can decide who becomes the president. Strongest is the empire with the greatest economy. Diplomatic Weight is the empire with the largest Diplomatic Weight (we talked about that at PDXCON, but more on that later). Rotation will rotate the president. Random will choose a president from a random member. Challenge succession type allows you to pick a challenge type for your federation.


Perhaps we’ll have enough psi-capable pops next time...​

There are currently two different challenge types:
Psionic Battle lets psionic pops battle it out over which empire should be president.
Arena Combat lets the rulers of competing empires battle it out. Certain traits for the ruler (both species and ruler-specific) will influence how large chance the ruler has at winning. The Chosen will of course be very hard to beat.

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That’s it for this week, and we hope you survive the information overload! We realized there are so many details we possibly could share, but this should cover the most important parts.

Next week we will be talking about the Galactic Community, Resolutions and more!
Stellaris - Harlot


Hello everyone, it's your friendly neighborhood Associate Producer, Obidobi. We've seen your feedback and have put together a small patch to fix some of the major annoyances. To bring it to you faster, we're putting it up on a beta branch in Steam as we continue our verification process in-house.

While this patch will be put as a Beta branch on Steam, we are setting it as default on both GoG and Plaza. This means that if you want to play Multiplayer with your friends on other platforms, you'll have to switch to the Steam beta branch.

Here's the full changelog for 2.5.1:

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######################### VERSION 2.5.1 ##########################
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###################
# UI
###################

* The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
* Chat muting commands now work consistently between in-game and lobby chat

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

* Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
* Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
* Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
* Graphics options chosen in game launcher should actually apply in game now
* Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
* Fixed a crash when network is disconnected

Please note that 2.5.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Also note that save file compatibility between versions is not guaranteed. If you have an important 2.5.0 game going, don't try to load the save in 2.5.1.

We are standing by for your feedback on the version. We've allocated people and time for post-launch support and we'll be following your comments closely. To give us feedback on our forums go here.


f you are having any issues specifically with the new launcher, please let our colleagues in launcher team know:
https://forum.paradoxplaza.com/forum/index.php?threads/about-the-paradox-launcher.1254011/

Stellaris - contact@rockpapershotgun.com (Jay Castello)

Stellaris s newest alieopals, the Lithoids, have arrived, crunching their way through space in extremely cool crystalline ships. The lore claims that this new rock-based species lives for ages and can hang out on even the harshest of planets, but their blingy transport suggests a different kind of je ne sais quoi if you ask me. You can see them in the trailer below.

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Stellaris

Stellaris, much like space itself, is always expanding. While the larger Federations expansion isn't due out later this year and set to overhaul the diplomatic side of the sprawling 4X strategy sandbox, Paradox Interactive rolled out an extra slab of optional DLC yesterday for players eager to expand their universe. The Lithoids Species Pack allows players to control an empire of planet-devouring mineral-based creatures. It's life, Jim, but not as we know it.

The Lithoids do sound like an interesting faction to play as. Slow off the starting line, but hard to stop once that boulder starts rolling. Being made of rock, they're largely unaffected by hostile environments, allowing them to settle down on any planet they encounter and devour it for resources; the crunchier the better. Whether you (or the AI) play them as a more intelligent and discerning pile of rocks or an all-consuming landslide is up to you.

They're also surprisingly easy on the eye. Take a look at their hippie-pleasing asymmetrical crystalline ships below, in a trailer cheekily accompanied by the percussion (but not melody, because lawyers) from Queen's We Will Rock You.

Owning this DLC not only lets you play as pre-baked Lithoid races, but also carve out your own custom variants, with 15 types of Lithoid portrait to work with, and one unusual Lithoid/Robot hybrid look, giving new meaning to the concept of silicon-based life. There's also a new Lithoid voice pack which I've not heard yet, but I'm assuming sounds a bit gravelly.

The Lithoids Species Pack DLC is out now on Steam, GOG and Paradox Plaza for £5.79/€7.99/$7.99.

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!


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# Balance
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* 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%


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# UI
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* 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

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

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# Bugfixes
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* 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.

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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.

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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. 

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