You know how the story goes: space invaders attack, and the people of the world unite, casting aside their differences to stand together against a shared threat. Together, they defeat the more advanced enemy, who foolishly underestimated the plucky underdogs.
But what happens after the story ends? The former invaders are still out there, and they won’t be fooled again. An awkward reunion is unavoidable. I'm CheerfulGoth, a content designer on Stellaris, and this is the story I wanted to tell with Payback.
Payback is the “sibling” of Broken Shackles, two origins united by a common threat: Minamar Specialized Industries, a megacorp that provides pre-FTL enlightenment – for a price. While Broken Shackles focuses more on reconnecting with your past, Payback empires only see one thing in their future: revenge.
The means of achieving that revenge are up to you. Annihilate your enemy? Turn your slavers into your slaves? Or battle them on the floor of the Galactic senate, outlawing their very business model? Even Pacifist empires will have the means to obtain their vendetta without betraying their ideals.
Revenge doesn’t have to be synonymous with violence. Don’t be too hasty in your quest for revenge, though. Rest. Take your time to rebuild. The war against MSI left you with a devastated planet... And the remnant of a battleship to be repurposed for your own needs.
Make new allies (Broken Shackles empires might be particularly inclined to help you). Remember: revenge is a dish best served cold. Don’t wait too long, though, because the Minamar Specialized Industries surely won’t let you alone.
You want to make them pay? The feeling is mutual.
We’re not so different, you and I
The galaxy of Stellaris is already filled with extra-dimensional invaders, space dragons, and all kinds of unimaginable horrors. With Payback and Broken Shackles, we wanted to pit players against an enemy not so different from themselves. Minamar Specialized industry starts as a developed empire with extra colonies and resources, but otherwise behaves like a normal empire with a well-defined personality. They will make their own alliances, join their Galactic Community, wage their wars... and might even fall before you can get your due.
What will you do when even revenge is stolen from you?
Many of our narrative Origins present a fixed story. With Payback, we wanted to create a less linear narrative, providing players with multiple tools to accomplish their goal. Sometimes things don’t go as planned, but we believe that’s what will make this origin more interesting and replayable.
We give you an enemy. You tell us how you want to pay them back.
Insights
Now for the return of PDS_Iggy who desperately wants you to stop invading pre-FTLs.
A common issue that has been brought up in regards to this DLC is “Why shouldn’t I just invade the pre-FTLs the moment I meet them” and I am here to present a counter offer. What if I give you unique techs?
Insight Technologies are gained when you study pre-FTLs without making them aware of you. They are unique paths their society take which you have dismissed as dead ends. This is all tracked through a situation which, once completed, will make a future observation event grant you a new Insight.
We can learn from anything and anyone.
If you haven’t completed the situation when you get an observation event instead you gain even faster progress to the next Insight.
I am sure it’s nothing.
These Insight technologies are designed to have unique and flavorful effects. So let me share a few with you.
Let’s see how close we can get with our observation station.
A smart hunter lets the environment aid their hunt.
How were the pyramids built? Let's check!
As you can see these technologies grant you partial Envoys as well as a unique benefit. Therefore, the more you spy and study the pre-FTLs, the more you can do it!
Next week, Alfray Stryke will finally tell you about cloaking, and I might be back to help him explain the new civics!
The First Contact Story Pack will release on March 14th for $14.99!
The galaxy is vast and full of wonders, but it’s also full of alien empires you’re going to encounter - whether you’re ready or not. Tell the story of your empire’s early contacts with visitors from the stars, or become a visitor yourself. Will you remain cloaked in shadows, or reveal your presence to those you visit?
Explore three new narrative-led Origins: Band together in Broken Shackles as the survivors of a crashed slaver ship and build a diverse empire with multiple species from across the galaxy. Embark on a quest to find your various homeworlds, as long as you escape the prying eyes of your former captors.
Do not go quietly into the night with the Payback Origin. Your civilization is the result of a civilization that did not invent faster than light travel, but instead was invaded by – and repelled – an invader from the stars. With access to their advanced technology, your empire is now ready to enter the galactic stage and find out just what else is out there.
In Fear of the Dark, a large portion of your population has embraced isolationism and xenophobia, ever since a planet in your solar system suffered an “incident”. Will you ignore their concerns and explore the stars, making “friends” along the way? Or will you appease their isolationism in order to grow your civilization even more powerful?
As you venture out into the stars, you will discover other civilizations that have yet to develop faster than light travel, and are in various stages of development. What stories will these civilizations tell about you when they reach the galactic community? Will your civilization be known as heartless invaders, benign shepherds, or a civilization of all-powerful deities? Will you reveal your presence at all, or choose to remain cloaked in the shadows?
And the feature nobody saw coming! Not just for hiding Observation Posts, equip your military and civilian ships with cloaking devices to allow them to remain undetected, even while traveling through closed or hostile space. Decloak to catch your foes unaware and unprepared, or survey systems in secret. But be sure you keep your scanners up to date and powered, in a galaxy full of possibilities, you never know what may be hidden in plain sight.
Get all this and more with the First Contact Story Pack on March 14th. Preorder now!
Hi, I’m Lloyd Drake-Brockman, Concept artist on the Stellaris team. I worked extensively on the First Contact DLC and I'm excited to share some of the artistic journey that this pack took me and the art team on. Specifically we're going to be discussing the development of MSI, a new, non-player faction with a really interesting visual style. I was involved in designing most of their visual elements. I think we have ended up with a great set of designs that are quite unique in the world of Stellaris. I'm going to take you through some of my design journey working on various elements of this faction.
MSI Flagship
The flagship was the first element of MSI that I worked on. It was a complicated design challenge and it informed the aesthetics for MSI as a whole. Not only were there quite a few gameplay requirements which restricted the design, it has a unique visual language which gives the player insight into the nature of MSI themselves.
‘Corporate Vaporwave’ was the brief for the ship’s general aesthetic. A combination of bright neon, classical architecture and modern corporate sensibilities.
MSI flagship early sketches by Lloyd Drake-Brockman The first thing I had to nail down was the overall shape. It had to be imposing, beautiful, mysterious and ruthless. You can see here the sketch on the bottom right pretty much became the design of the finished ship, when viewed from above.
MSI flagship chosen sketch by Lloyd Drake-Brockman From the top-view I worked out a side view of the design. I was very keen for the ship to involve some sort of central rotating element. This ship would move around quite unlike most of the other ships in the game and I wanted to show that it had some sort of unique drive system.
MSI flagship design development sketches over 3D by Lloyd Drake-Brockman Happy with these sketches, I mocked the design up in 3D. Here you can see three stages of refining the shapes of the ship. Then it's time to take the concept to final.
MSI flagship final concept by Lloyd Drake-Brockman Here's the final version of the concept art for the ship. The purpose of this image is to give the 3D and animation teams all the information they need to build the ship in-game. The concept was mostly built in 3D with certain elements such as the gold detailing around the edge of the marble panels added afterwards in Photoshop.
MSI Flagship In-game, modeled and textured by Tim Wiberg
MSI Uniform
After the ship the next thing I looked at was the MSI portrait. It was decided early on that we were going to use an existing species from the game and dress them in a unique outfit, therefore the only thing I had to concept was the uniform.
Initial sketches for the MSI uniform by Lloyd Drake-Brockman I began with some sketches. I chose to sketch the outfits symmetrically, even though all the portraits in Stellaris are angled to the right. This helps me sketch faster and I have to think less about the process of drawing. I knew I wanted some kind of mysterious head-covering but I did not know whether to go down a more mystical, or corporate route. In the end the design for the robes was taken largely from a different piece of art, and the helmet that I sketched above was added to make up the whole uniform.
MSI uniform approved sketch by Lloyd Drake-Brockman Once this sketch was approved I continued to refine it. We also required male and female variants, so I added another version of the outfit.
MSI uniform final concept by Lloyd Drake-Brockman This is the point where I handed these concepts over to another artist who finalized the painting and prepared the asset for animation. A lot of work goes into each of these portraits, to bring them to a high standard and ensure that they work properly with all the game’s systems. I couldn't be happier with the final result.
MSI uniform finished portrait by Alec Beals
MSI Diplomacy Room
These characters needed somewhere to take their video calls of course, and it was also my job to work on the MSI Diplomacy room. This asset I worked on all the way to its final in-game state.
I imagined that the MSI representatives would be calling from onboard their flagship, but I didn't want to make it too specific in case they were somewhere else. Either way, given the design of their ship and outfit, an over-the-top opulent hall seemed to be fitting. I had a vision in my head of what I wanted the scene to look like. So my initial sketch was extremely rough. Just enough for me to see that it was going to work.
MSI diplomacy room initial sketch by Lloyd Drake-Brockman From here I went over to 3D and built the whole scene, paying attention to the materials and lights to give the space the feeling of grandeur I was after. I also made sure that the pillars at the top of the room disappeared off the top of the image towards a distant ceiling, making the space feel larger than what you can see. The busts that flank the hall are not playable species - other than the human of course - but they do appear in other places in first contact, which I felt was a fun way to tie some of the elements of the story pack together.
3D development of the MSI diplomacy room by Lloyd Drake-Brockman From this point it was back over to Photoshop for the final cleanup. As you can see most of the bright reflections on the walls and floor have been painted out. Although they were accurate they ended up being too distracting in the final image.
MSI diplomacy room final image by Lloyd Drake-Brockman
Payback Event Image
This is the last piece of art I did that involved MSI. It was great fun to be able to show the ship I had concepted in a scene. Some of you might recognise this as being similar to a shot from the recently released teaser trailer for First Contact. I'm proud to say that this image came first!
The brief I was given for this image asked that we see the MSI Flagship looming over a city in space. There was some confusion as to whether the ship should be out in space or lower over the city. Here are some of my first stabs at the composition.
Payback event image thumbnails by Lloyd Drake-Brockman We settled on a variant of (A), as we could show the ship in space, but from the perspective of someone on the planet.
For this image I knew I was going to need some buildings. To make them I chose to use a new technique of projecting satellite image textures from real-world-Earth cities onto simple geometry, resulting in some pretty convincing looking buildings
Creating buildings by projecting satellite images onto geometry in 3D by Lloyd Drake-Brockman As I already had a 3D Model of the MSI flagship, I rendered it with matching lighting and combined all the elements in Photoshop.
3D renders used to build up the final image by Lloyd Drake-Brockman I had fun creating some alien script to add some life to the signs on the buildings. Most of this can't be seen in the in-game image as it's too small. But I feel it's still necessary to put in so that the final image has the right “feel” to it when it's scaled down. I was very happy with how the ship looks in the finished piece. All the dark areas are obscured by the blue of the sky, just like how you can't see the dark side of the moon when you look at it during the day.
Payback event image by Lloyd Drake-Brockman Well, that's all the shiny things I have to show today! Thanks for reading, and if you play First Contact I hope you enjoy seeing some of my art in there!
Hello everyone! I am PDS_Iggy, and I’m here to tell you all about Fear of the Dark!
This new narrative origin for First Contact focuses on a people divided. After a planet in your solar system blew up, fear and xenophobia spread to such a degree that a large portion of your population decided to flee your homeworld. Their goal? To hide from the rest of the galaxy.
Incoming Transmission:
You mean, “The sane individuals of our species took the only prudent action possible when being attacked by an alien force capable of destroying planets!"
This split in your population is reflected in the effects of the origin. With a sizable section of your empire living on a neighboring world, your research alternatives and choices for leaders are reduced. Yet, even more inquisitive than a regular empire, you will have no difficulty discovering more anomalies as you explore the void.
No doubt you’ll return from your galavantings the next time we reach a breakthrough! Our scientific research is one of the few way we can even hope to delay you from dooming us all. Once you lead the aliens back to our home, it will all be over.
Additionally, Fear of the Dark starts with quite a unique system, one that will have you starting with binary planets - your ‘cousins’ are living just a rocket jump away. (A Sol start will have them placed on Mars.)
It will be up to you to make the best of this situation. Your partner planet can be a powerful ally, yet they are also very skittish. Ensure that they don’t torpedo your entrance on the galactic stage.
Perhaps you will stop treating the alien threat so lightly when our upcoming study of ‘the Divider’ is finished. Just you wait. We won’t be hunted.
Whatever happens, remember that you are one people and you are stronger together. Oh, and your partner planet has cloaked ships.
Now off to MrCosmogone and his wondrous archaeo-technologies for this patch's custodian update!
Did you ever think, as you pass by an old laser cannon in a glass case, that not everything belongs in a museum? That perhaps, the Irassian tractor beam could be used for your cause instead of gathering dust?
Well, so do I. And if you own Ancient Relics, I have good news!
Excavated dig sites will now sometimes generate minor artifact deposits that can be exploited by orbital stations, or by colonizing the planet.
There could always be more trinkets to find!
Your income in minor artifacts can then be put to good use with the new archaeo-technologies that will unlock buildings, starbase modules and ship components, all costing minor artifacts to build. There are several ways to acquire these archaeo-technologies. Completing the Secrets of the [PRECURSOR] special projects will now give you a research option to unlock some unique archaeo-components: The power of a precursor in the palm of your hand.
Several of our dig sites can now grant you access to one of the new technologies. This is a very reliable way of acquiring them.
Get to work, Oxygal, I want this research on my desk by the end of the week!
All these new technologies are found in the society field, in an all-new “Archaeostudies” category which is all about fitting ancient tech into your machines and weapons. Discovering these archaeo-technologies by yourself is a long and hard process, but luckily, you can be assisted by dedicated researchers who share your interest in ancient things.
They largely just make old things go boom.
Should you decide to pick the Remnants origin that starts you on a relic world, you will now start the game with the Faculty of Archaeostudies unlocked and replacing your starting research lab.
And if this still does not quench your thirst for specialization in archaeo-technologies, if you still want to dig deeper, we even have a new ascension perk for you!
For all you history lovers!
With increased minor artifact generation, the scale of the existing economy needed to be increased, but we also took this opportunity to now display artifacts in the topbar alongside the other strategic resources.
Bigger numbers mean better game, right?
And while you still can’t buy them on the market, you can trade them to other empires!
It belongs in MY museum! I don’t really have the space here to show you ALL the things, but here, have a tease.
Archaeotitan go brrrrrrrr
Oh and one last thing before we wrap things up. I might have made a Devolving Beam for colossi, to return those pesky humans from the UNE back to their origins:
Before I delve into the new systems for interactions with pre-FTL civilizations, I'm handing over to one of our newest Content Designers PDS_Bojj to discuss an example of the types of events that will feature in First Contact.
Pre-FTL Observation Events
Hey, I’m PDS_Bojj! I’m a Content Designer on Stellaris. I’m jumping in to talk about the new observation events we have in First Contact!
The new Story Pack introduces a bunch of new events for those who build Observation Posts in orbit of pre-FTL worlds. These events give you the opportunity to gather research on pre-space-faring civilizations in various technological ages, and- if it takes your fancy- interfere with the development of their society.
Your chosen ethics will affect the types of events you can be presented with, along with the choices you will face when dealing with the inhabitants of these worlds. There are a variety of rewards to gain from studying the pre-FTLs, including the brand new Tech Insights.
While surveying the galaxy, if you discover a pre-FTL civilization world in any of the ten technological ages (Stone, Bronze, Iron, Medieval, Renaissance, Steam, Industrial, Machine, Atomic, or Early Space Age) - then I’d recommend claiming that system and building an Observation Post in orbit of the planet. That’ll add the module for that Post in the Observations section of the Outliner, and allow you to toggle between Passive Observation and Aggressive Observation.
There are also some brand new non-age-related events that have a chance of firing in any technological age, but I’m particularly hyped about the age-specific events which give you a chance to better understand (or manipulate) the pre-FTL civilizations within your borders. There is some cool content for players to sink their teeth into.
... Is for us?
So… When I became a developer on Stellaris, one of the first things I noticed was the lack of options for committing an interplanetary train heist. Well, I’ve fixed that. If you’re observing a civilization in their equivalent of the Steam, Industrial, or Machine ages, there is a chance they will construct a network of land freighters for transporting cargo across their planet. What happens next is largely up to you, but just to be clear: you can officially now commit an interplanetary train heist in Stellaris.
I hope you have fun playing through these events. It’s been a lot of fun developing them, so I’m very excited to see how they are received. That’s all from me for now.
Awareness
Hello again! As part of the First Contact Story Pack, we wanted to make sure that interactions with pre-FTL Civilizations were connected to all the various systems that they were previously not part of. As Eladrin mentioned a few weeks back, most of the previous functions of Observation Post have been moved to overt Diplomacy or covert Espionage interactions with the civilizations in question.
A core part of how interactions with pre-FTL Civilizations now function is their Awareness. Mechanically-speaking, Awareness is a country-level value that ranges from 0-100 in five stages.
0: Completely Unaware
1–30: Low Awareness
31-60: Partially Aware
61-99: High Awareness
100: Fully Aware
This can be influenced in a variety of ways and has the appropriate script effects, triggers and values in the defines file for our modders to make use of.
Narratively-speaking, Awareness is a measure of not only the civilization’s observations that “something is out there”, but them correctly attributing it to interstellar, alien life. Thus Renaissance-era (or something akin to it) astronomers might observe your uncloaked observation post in orbit of their world, but are unlikely to attribute its presence to an alien civilization. On the other hand, an Early Space Age civilization that has constructed a planetary array of radio telescopes will almost certainly correctly attribute the light pollution and radio traffic from your colonies in their solar system to be evidence of alien life.
Our recent test firing of our planet cracker may not have gone unnoticed.
Although there aren’t any events directly triggered by a change in Awareness of pre-FTL Civilizations, aside from them reaching out to contact you if they become Fully Aware, Awareness itself is used both to determine which events can fire while you are observing a pre-FTL Civilization and can be influenced by the events themselves.
In addition to the numerous new events alluded to above, we’ve gone back and ensured that all of the existing observation events tie into the new systems of First Contact, for example shooting down a rogue asteroid on course to impact a pre-FTL world may increase their Awareness.
In order to engage with either Diplomacy or Espionage with pre-FTL civilizations you will need an Observation Post in orbit of their homeworld and the types of interactions your empire has access to is determined by your relevant policies on both Interference and Enlightenment.
As an Observation Post in orbit of an Early Space Age civilization, currently engaging in Passive Observation. We could switch to Aggressive Observation and gain more knowledge, but our interference could cause long-lasting effects.
Before we reveal ourselves to the Sathorians, we have the opportunity to carry out a number of Espionage Operations. However, once they are Fully Aware of the existence of alien life, some of these Operations will not be available to carry out.
The various Operations available to carry out against the unaware Sathorians that our Observation Post is in orbit of.
After a pre-FTL civilization becomes Fully Aware of alien life, be it by their own observations or a spacefaring empire revealing their presence, the Observation Post in orbit of their homeworld will stop observation efforts and instead be repurposed as an embassy.
Our Observation Post has been turned into an Embassy.
One of the new additions to the list of pre-FTL interactions is being able to form a Commercial Agreement with them, this will have a minor upkeep in minerals, but your Observation Post will generate some local trade value. The benefits of such a partnership will scale with how advanced the civilization you’re trading with is, so it might be useful to teach a Stone Age society what exactly economics is before trading with them. Additionally, if a civilization is in the Atomic or Early Space Age, signing such agreements will allow MegaCorps to open branch offices on these pre-FTL worlds.
The Sathorians are experiencing some minor culture shock due to us revealing our presence. We should probably send an Envoy to Improve Relations, so they’ll be willing to accept a Commercial Agreement.
Of course, it wouldn’t be fair to be able to decide on how to interact with the pre-FTL civilizations within our borders without the Galactic Community having an opinion. As such, the GalCom now has access to three mutually exclusive Resolutions.
Turns out the Galactic Community is not in favor of passing the Equal Standing Act, which is a good thing since we’d be in Breach of it!
Each of these Resolutions makes different types of interactions considered to be in breach of Galactic Law and refusing to comply will impact the usual sanctions and fines.
Next week PDS_Iggy will be showing off a new style of starting system unique to the Fear of the Dark origin alongside some archaic Custodian updates from PDX_Cosmogone.
I’m incredibly excited to introduce ‘Broken Shackles’, one of the new origins featured in the upcoming First Contact DLC.
Watch the Video Dev Diary here:
From the very beginning of the project, Eladrin stressed the word ‘utopian’: First Contact celebrates the discovery of strange new worlds, and all the ways in which different cultures (and different species) interact with and support one another.
As I set out to design an origin for the DLC, this was the spirit and tone I was striving for. What’s more utopian than a rag-tag group of slaves who band together in a daring bid for freedom? Thrown together by the insidious Minamar Specialized Industries, these former indentured assets seize control of their captor’s ship and survive the chaotic crash landing on a habitable planet.
You’ll have to make do with using the remains of your hijacked ship as infrastructure at the start of the game.
While the origin is challenging (players start out at a technological disadvantage, and will need to work hard before they can progress very far into space), a diverse population means that there is ample opportunity to colonize new worlds.
More species = better parties.
As your empire progresses, you will also have the opportunity to seek out each of your former home worlds. Reaching these planets not only represents a triumphant homecoming, but may also propel your people to new heights.
There’s no place like home.
However, not everything is peaches and cream. Different species mean diverse points of view, and the demands of various factions will need to be appeased if players hope to maximize the potential of their burgeoning empire.
Interactive Narrative
Broken Shackles represents a new paradigm for Stellaris origins: along with ‘Payback’, it comprises one half of a full story. But what’s a story without a good villain?
Enter Minamar Specialized Industries, or ‘MSI.’ This ‘benevolent corporation’ prides itself on helping ‘less developed societies’ reach their full potential. They kickstart development by loaning new technology to pre-FTL societies – loans provided at what they promise are very generous rates.
What happens when the bill comes due is another story. Indentured servitude is just one of MSI’s tools of debt collection.
“Enlightenment may not be free. But at MSI, it is always worth the cost.”
Why MSI?
Helmets in the boardroom.
Back in the earliest days of development, there was a discussion about how present the “evil slaver empire” would be. We decided on an advanced empire that can be stumbled across at any point in the game – sometimes they will spawn near your home cluster, while at others they show up on the far side of the galaxy. This random placement can have radical effects on a playthrough.
Initially, we envisioned the antagonist of ‘Broken Shackles’ and ‘Payback’ as a generic authoritarian slaver empire, but as the origins took shape, their motives and nature changed.
Minamar Specialized Industries styles itself a benevolent corporation that provides technological enlightenment for a nominal fee. Some might say that they take advantage of the naivety of the species they propel to the stars, but business is business. In any case, it’s likely that the rank and file at MSI believe the company line, even if the Board of Directors considers itself above such petty issues as morality.
In regards to their erstwhile assets, the ‘indentured servants’ who comprise the starting pops of the Broken Shackles origin, MSI claims not to hold any grudges. In fact, we intentionally shied away from styling MSI as ‘an ultimate evil’ that can’t be reasoned or dealt with. From the perspective of a Broken Shackles empire, MSI may indeed represent the worst instincts of sentient life, but to the rest of the galaxy they’re just another greedy Megacorp.
There isn’t much Megacorp related content in Stellaris in general, and what does exist is all locked behind the expansion of the same name. Playing with the ‘evil corporation’ trope allowed us to give MSI a distinct personality and flavor. To me, they feel like the perfect foil for a utopian origin, and I can’t wait for the release!
We’ve been eager to expand the interactions you have with pre-FTL civilizations for quite a while - some of the designs in First Contact date back to things we wanted to explore back during Federations, Nemesis, and Overlord. After some consideration, we decided that they had a strong enough theme to expand into the core of a full Story Pack.
The last few years have featured a handful of relatively dark expansions - Necroids, Nemesis, Overlord, and Toxoids all leaned towards authoritarian or dystopian themes, and while Aquatics was more neutral, we felt it was time for a more positive, utopian release.
It’s been quite a while since our last Story Pack, so this seemed like a great opportunity to unleash the might of our Content Designers.
Look to the Stars, and Tell the Heavens Your Story
The Pre-FTL experience in Stellaris has generally not been a wonderful one. Utterly at the mercy of more advanced civilizations, they were eaten, enslaved, purged, and once in a while, peacefully integrated. When left to their own devices, they often destroyed themselves in a blaze of nuclear fire or met their end to asteroids. It was a tough life.
As with how one of our goals with Overlord was to make vassalization more enjoyable as either Overlord or Subject, we wanted to make interactions with Pre-FTL civilizations more interesting and robust. There should be valuable reasons to consider observation and non-interference, but we also wanted to take the chance to make the interactions you do have with them more meaningful - and update them to utilize game systems that have been added over the years.
Pre-FTL Civilizations now progress through the technological ages in order, with more ways to influence their progress, and allows you to do things such as partially enlighten a civilization before choosing other approaches to dealing with them. We’ve also introduced an Awareness level that can affect things like how quickly they advance and what kinds of interactions you can perform with them. Things occurring in a Pre-FTL civilization’s system might be noticed by them! Renaissance astronomers might find your Observation Post with their telescopes or observe a naval battle that occurred in the system, and even Bronze Age philosophers might comment that the fact that the moon just blew up might not have been a natural occurrence - though they admittedly might not correctly attribute it to the acts of alien life.
Old events have been brought up to our current standards, and some of the Observation missions previously located on the Observation Post are now split between Diplomacy and Espionage for the various overt or covert activities
Work in Progress view from our Observation Post.
This Early Space Age civilization hasn’t detected us yet, and will be joining us amongst the stars soon. We can’t do any overt Diplomacy with them without revealing ourselves first.
This Stone Age civilization suffered a bit of Stellar Culture Shock when we revealed our presence.
We’re also adding some incentives for keeping them around and preventing them from being culturally contaminated by more advanced civilizations. While the space-faring civilizations generally agree on some things like the basic laws of physics and the existence of the number zero, sometimes the path not normally taken can reveal unexpected results.
The Universe is Cruel, But You Are Not Alone
We’ve added a lot of Origins since Federations, and three more will be in First Contact. While Knights of the Toxic God may still be the most verbose Origin, all three of these are lower tech starts with strong narrative and mechanical themes.
Broken Shackles is one of the ideas that started back in our Federations Origins brainstorming documents, then called Escaped Slaves. Originally conceived of as a mechanically focused, Challenging Origin with unique starting conditions, we nearly put it into Overlord before deciding that there was so much more potential to explore with this story.
CGInglis will show you where it went since then, telling us more about it next week.
The Payback origin was first conceived as an origin to fulfill the trope of a plucky civilization defeating an invading alien force. The event art associated with this should be familiar if you’ve watched the announcement trailer. This one’s also a Challenging Origin, and CheerfulGoth will be telling you all about it.
During development we thought “wouldn’t it be interesting if these two Origins were linked, with the same empire as their nemesis?” This brought us Minamar Specialized Industries, the galaxy’s most noble Megacorp, selflessly taking it upon themselves to bring countless civilizations into the Space Age for a small fee.
PDS_Iggy explores the fine line between paranoia and prudence in Fear of the Dark. We initially considered this one a Challenging Origin as well, but as we added more and more to it we decided it’s different, rather than difficult.
How do you think we would react if one day Venus… Exploded?
Do Not Believe Your Ocular Organs
It’s hard to maintain a low profile when your Observation Post is clearly visible, hanging in the sky. You can try to rely on the people you’re studying mistaking it for the domicile of the gods, but a more reliable solution would be to hide it from view.
By performing research into new areas of Field Manipulation your Scientists can discover methods of generating cloaking fields around observation posts and science ships, and while peaceful uses are nice and all… Your Admirals will salivate at the idea of a fleet of cloaked Frigates sneaking up on an unsuspecting Starbase.
Cloaking was one of the remaining major sci-fi tropes we hadn’t explored yet, and seemed like a natural fit alongside the infiltration and observation themes of the Story Pack. Once we’ve managed to decrypt his notes, Alfray Stryke will be sharing the details on Cloaking and Detection.
Contact is Coming
We hope you’ll enjoy First Contact as much as we did making it. See you next week with information on Broken Shackles.
About twenty minutes after we posted Dev Diary 280, the community had largely decoded the message we hid in there... CONTACT IS COMING.
Last week, we had A Message from Minamar Specialized Industries, and it's time to take them up on that offer.
I'm pleased to announce that the First Contact Story Pack will be released alongside the Stellaris 3.7 "Canis Minor" update. Click here to wishlist the Story Pack.
Look to the Stars, We Are Not Alone
For countless ages, your people have looked to the stars with wonder - is there anybody else out there? When we meet, will they be friends or enemies? Will we be the ones to discover them, or are they already here, hiding in plain sight?
The First Contact Story Pack focuses on the experiences of these Pre-FTL civilizations, both from the point of view of the civilizations themselves as well as from the observers. Observation has been revamped with new enhanced systems relating to civilization Awareness, Diplomacy, and Espionage. New Insights can be learned from observing civilizations that have not been corrupted by the galaxy as a whole.
They've been here before.
The Universe Is Cruel, But Also Wonderful
Two Challenging Origins - Payback and Broken Shackles - revolve around the struggles of empires against the oppressive Minamar Specialized Industries, while a third standard Origin - Fear of the Dark - examines the fine line between paranoia and prudence. As befits a Story Pack, all three of First Contact's Origins are heavily narrative focused.
Several new low-technology civics can change the way you take your first steps to the stars or how you interact with the pre-FTL civilizations you find.
One small step…
Nobody saw this coming in a Story Pack, but there's also Cloaking... We'll reveal more about that later.
Warmest greetings from Minamar Specialized Industries!
We delight in meeting new peoples and welcoming them into the greater galactic community. With over 143 successful uplifts to date, we’re the acknowledged leaders in the field of social and technological ascendancy. We’re thrilled to finally make your acquaintance, and hope to add your world to our success story.
We understand that this is all very sudden. Receiving a transmission ‘from the stars’ has likely come as a surprise to you, but we’ve been watching your world for some time and your civilization scores very highly on several relevant metrics. With an evaluation score of ?ERROR_UNDEFINED, the people of ?ERROR_HOMEWORLDNAMENOTFOUND have been flagged as particularly worthy of cooperative enlightenment. Congratulations!
We have assigned some of our best specialists to your case, and our representatives will be arriving on world shortly. We can’t wait to meet in person to discuss the benefits of ascendency as well as the terms of this beautiful arrangement.
Enlightenment may not be free. But at MSI, it’s always worth the cost.
This is the moment you've all been waiting for! #MODJAM2022 is now available!
We had over 70 modders sign up, over 30 design documents submitted, and in the end, ended up with 13 unique modded mid-game crises for you to enjoy! Three weeks ago, we told our modders what they would be making, anything submitted for the Mod Jam had to be created for the Mod Jam, meaning they were not allowed to use previously released content in their submissions.
Now it's time to do your part! The modders spent the last three weeks making the crises, now your mission (should you choose to accept it), is to play the new Crises and vote for your favorite crisis! Thanks to our sponsors at Republic of Gamers, the winning contribution (by community vote) will get a TUF H3 Wireless Headset from our sponsors at ROG, while 2nd and 3rd place will each get a ROG Keris Wireless Gaming Mouse!
After starting the game you will be presented with a list of options to turn on/off all the modded and canon mid-game crises, as well as the ability to control their spawning:
Single - spawns a random single modded crisis from those allowed
Consecutive - spawns a random modded crisis from those allowed. After that crisis is resolved, will spawn another modded crisis in 5 to 10 years
All Crisis - spawns a random modded crisis every 15 years, regardless of whether there is a crisis ongoing
On behalf of everyone on Stellaris, as well as the Modders involved with #MODJAM2022, we thank you for taking the time, playing and voting in #MODJAM2022!