by Eladrin
Hi everyone, long thyme no see.
This week we’re continuing our exploration of the improvements the Custodian Team is making to Species Packs in the upcoming Stellaris 3.9 ‘Caelum’ Update, as well as some of the other stuff we’ve been up to.
Too much reading for a Thursday? Watch the video Dev Diary instead!
First up are some improvements to the Environmentalists civic.
Although the initial version of the Ranger Lodge and the Ranger jobs for the Environment civic were good, we felt that they could be improved upon.
Changes this civic has seen are:
- The number of Ranger jobs provided by the Lodge now scales with the number of Natural Blockers on the planet.
- Environmentalist empires can now choose to expand their Nature Preserves, increasing the number of Blockers (and thus Ranger jobs) on the planet.
You should give the Nature Preserves as mushroom as possible.
- In addition to producing Unity for Environmentalists, each Natural Blocker on the planet (with the exception of Nature Preserves), now gives Ranger jobs a small amount of production of basic resources
Gardeners everywhere know the threat of invasive species.
Now you too can have a Plantoid or Fungoid species that grows like weeds.
The root of the problem.
Invasive species get +5% habitability and + 5% pop growth speed for each negative trait they possess, and can only select negative or botanical traits.
Will you use them to propagate yourselves across the galaxy, or make that xenophile regret signing that migration pact?
Or perhaps they can hitch a ride to nearby planets using the…
Many plants spread their seeds far and wide through animal dispersal.
Plantoid and Fungoid civilizations now have that option as well.
This origin is so wholesome it’s a little sappy.
Empires with the Fruitful Partnership origin will begin the game in contact with the Tiyanki, and Starseed Gardens already built on their home Orchard Station.
Space fauna that visit the system are lured to the station, where they partake in the provided fruits, and carry your seed pods with them as they travel the galaxy.
Where are they going to take them…?
When passing near a habitable world, the seed pods can find a home…
…All clover the galaxy!
And by completing a special project, new life can bloom – wherever it is they brought the seeds.
It was mint to be.
Having your seeds carried away by space fauna can allow colonization of planets far from your home system, but you can also be a little more direct about seeding an enemy planet.
Dropping some sick beets.
While these seed blockers are primarily just a nuisance to your opponent, if you end up taking the planet and clearing them yourself, you’ll be able to turn them into pops, similar to how Lithoid blockers work.
The Lithoid Theians from last week came from a close encounter with Earth eons ago, our new Plantoids actually start on Earth and explore the possibility of “what if humans were plants”. Naturally, empires that branched out from Earth like the Commonwealth of Man will share your leafy heritage. (Their reputation pre-seeds them.)
Say aloe to my little friend.
SPOILER: FIRST TIME EVER?
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Now, on to some other things coming in 3.9, and no more terrible plant jokes.
During the development of Galactic Paragons and First Contact, we wanted to revisit some of the older interactions with the various Enclaves scattered around the Galaxy, but never found the time, namely:
- Hiring a Scientist from the Curators
- Hiring a Governor from the Trader Enclaves
- Hiring a Teacher from the Shroudwalkers
- Hiring a Salvage Overseer from the Salvagers
As the development of the 3.8 hotfix patches wound down, we were able to get some additional code support for Empire Councilors and got to work.
Coming in the 3.9 update, each of these decisions will grant recruitment of a Level 5 Scientist or Governor, each with their own unique trait (and for owners of Galactic Paragons, a unique Council Position that only they can be appointed to).
This leader recruitment replaces the existing Shroudwalker Teacher planetary modifier and Salvage Overseer empire modifier and improves upon the leaders recruited from the Curators and Trader Enclaves.
The Governors from the other Trader Enclaves provide bonuses to Rare Crystals or Volatile Motes instead.
However, just because you’ve recruited these Renowned Leaders from Enclaves, don’t expect them to sit by idly if you attack their former home.
The main change that we want to highlight here is:
- NInterface has been moved from commom/defines/00_defines.txt to unchecked_defines/interface.txt. This means that any mods that alter defines listed under NInterface will no longer block achievements or Ironman.
As mentioned in Dev Diary #307, we were looking at some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.
Rather than a linear progression that abruptly hits -100% XP, we’ve replaced the current XP scaling for leaders with a formula that follows a curve.
XP curves for being over capacity (at the base of 6 leaders)
Humanoids and Necroids will be next week’s primary topic. Alfray will give an update on how Habitats have been going, and what’s this I hear about an Open Beta?
See you then!
SPOILER: PROGRESS
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Sorry about all of the puns in this one.