u/PDX_LadyDzra

Stellaris Dev Diary #421 - Contracts, Life on the Arkship, and Forever Cruise
▲ 226 r/Stellaris

Stellaris Dev Diary #421 - Contracts, Life on the Arkship, and Forever Cruise

by Eladrin

Read this post on the Paradox forums! | Dev replies here!

[Today's Dev Diary has a lot of photos that won't fit into Reddit's 20-image limit. I recommend checking this one out on the forums. -- LadyDz.]

Hello everyone! Today the team will be going over some of the general gameplay differences you’ll see when playing a Nomadic empire.

After going over the fine print of Nomad Contracts, we’ll take a luxury trip on the Forever Cruise, look over the newest model of Civilian Arkships and Logistics Ships, harvest some resources, reprocess some unnecessary planetoids, build some kilostructures, and examine our Arkship’s operation reserves and infrastructure.

Let’s get moving!

Contracts​

I’m PDX_Ferry and I’m here to talk about Contracts and the Forever Cruise origin. Contracts let settled empires outsource work to nomads. Need hostile space fauna cleared from a system? Resources harvested? A third party to join your wars? Issue a Contract! They come in four categories: Military, Science, Resource, and Diplomacy, and cost Trade to issue.

Right-click a system to issue contracts

​From the nomad side, contracts are a way to earn income. Accept a contract, send your Arkship to the location, complete the work, and collect the Trade reward.

A Waystation in this system will benefit us both.

​Some contracts require that you complete one or more special projects, perform Arkship fleet orders like Harvest Resources, or bombard planets in the Raid Planet contract. Completed contracts reward you with increasing amounts of trade and also improve Opinion and Trust with the issuer, opening the door to Wayline Pacts and deeper diplomacy.

Right-click a system, pick a contract, and let a nomad handle it.

​Let’s take a simple example: as an issuer, the Clear Blockers contract lets you remove all natural planetary blockers from a colony without researching the necessary technologies. As long as a nomadic empire in the galaxy has researched the new Planetary Engineering tech, the contract becomes available for you to issue.

Can you have it done by Monday?

On the nomad side, you fly an Arkship to the system, complete a special project, and collect the reward. Nomadic empires are limited to one contract per Arkship, but with the ability to build more Arkships it's possible to accept more contracts.

[Please visit the Paradox forums to see the screenshot that's supposed to be here.*]*​

Nomads have new Focus Tasks, some related to contracts and some to other parts of the nomadic experience, and modified Focus Progression steps. The Progression Tiers have also been adjusted for all empires to make it easier to reach the highest tiers.

Nomadic Focus Tasks

You can read more on contracts and other nomadic topics in the Databank by using the new Nomads DLC text filter.

Origin: Forever Cruise​

Welcome to the Forever Cruise! Your suite is ready, the zero-gravity sucrose fountain is operational, and the observation decks are open. Nebulae to witness, alien shores to visit, spectacles yet unimagined. Our crew exists to make it happen.

Forever is a long time, especially towards the end.

The Forever Cruise begins with two species on one Arkship. The Crew is your primary species, who fills every working role on the ship. The Passengers are your secondary species: a class of leisure-seekers that generate Unity at a steep Consumer Goods cost. The Crew part can be a regular empire, a Hive Mind, or Machine Intelligence, including a special variant of Rogue Servitor.

Error 301: Guest permanently moved to the spa.

​At the heart of the Forever Cruise is a question that never goes away: who does this ship serve? The Passenger Satisfaction situation tracks this as a persistent tug-of-war. If passengers grow bored, the needle drifts toward Planetfall on the left. If the crew is overworked, it drifts toward Mutiny on the right. You start in the middle, in Cruising Steady, and your job is to keep it from reaching either extreme.

Forget the crisis. This bar is your real endgame threat.

​Both sides of the ship issue their own Contracts, which are internal demands that affect the direction that the Passenger Satisfaction situation moves. Passenger Contracts are about entertainment while Crew Contracts are about maintenance and stress relief. The Forever Cruise can also complete regular contracts issued by other empires, but remember that passengers are so used to entertainment that a Harvest Resource contract will bore them.

The Forever Cruise introduces the unique Service District, which has district specializations for the Crew or Passengers. The Habitation Decks (City District) can be specialized as a Fabrication Deck for the crew, an Observation Deck for passengers, or a Utility Deck for both. The origin adds eight unique buildings, for example the Passenger Estates, which increase your First Class Passenger capacity, and the Enrichment Labs, which turn passengers into amateur researchers.

[Please visit the Paradox forums to see the screenshot that's supposed to be here.*]*​

For the crew side, buildings like the Holo-Production Studios churn out passenger fantasies on demand, which boosts Entertainers. The Crew Coordination Center unlocks the Activity Manager, a new Elite Stratum job that boosts Worker and Specialist output across the Arkship.​

But push the situation too far in either direction and it is over. With Planetfall, the passengers force you to settle, which turns you into a regular settled empire. With Mutiny, the crew revolts and demands government changes. Both outcomes strip away everything that makes the Forever Cruise unique. Can you keep the cruise running forever?

Civilian Arkship and Planetary Reprocessor​

Alfray Stryke is back with another Intel Report on Arkships:
<Civilian-Class Arkship Intel has been decrypted>

If Scientific Arkships are meant to explore the galaxy and find uncharted wonders, Civilian Arkships are industrial powerhouses meant to refine those wonders into something useful.

Selecting a Civilian Arkship in Empire creation.

​Now the keen-eyed amongst our community may have noticed that the Voidfarers origin grants Arkship Action Speed: +20%. This applies to all of the special Fleet Orders we’ll be detailing today, but not the Deep Scan and Subspace Image orders from last week, since those use Survey Speed modifiers.

https://preview.redd.it/yj1587yk1h2h1.png?width=480&format=png&auto=webp&s=3cb7a9db15683f6284eb107194c495c96cb5366b

The primary Fleet Orders these will apply to belong to the category of Harvesting Actions: These actions share some common features:

  • They target celestial objects that are NOT a star or habitable world.
  • They harvest resources depending on local resource deposits
  • Depending on the planet class of the targeted celestial object, they harvest additional resources.
  • The amount of harvested resources depends on the size of the deposits.
  • Although Nomadic Empires start the game with the Strategic Extraction technology, additional technologies can be researched to improve the harvesting of strategic and rare resource deposits.
  • Harvesting resources in owned systems will have diplomatic consequences with the system owner.
  • After harvesting has been completed, the celestial object has the Resource Depletion modifier applied to it for a number of years (depending on the action used).
    • This prevents another harvesting action while it is present.
    • Reduces Resources from Mining Stations in orbit of the celestial object by 75%
    • Can be removed by Deep Scanning the celestial object.

https://preview.redd.it/fu2tgkgl1h2h1.png?width=480&format=png&auto=webp&s=42e16fad5178afe324772fb32178393bd35c1503

Planet Class​ Resources Harvested​
Asteroid (Ice)​ Energy, Rare Crystals​
Asteroid (Rocky)​ Minerals, Volatile Motes​
Barren World​ 2× Minerals​
Frozen World​ 2× Rare Crystals​
Gas Giant​ 2× Exotic Gases​
Molten World​ 2× Volatile Motes​
Toxic World​ 2× Exotic Gases​

*Table of Common Planet Classes and Resources yielded by Harvesting Actions. We’ll leave it to you to discover what resources other planets yield.*​

  • Harvest Resources
    • Resource Harvesting Efficacy: 100%
    • Resource Depletion Duration: 20 Years
    • Available to Arkships and Logistic Ships
      • Arkships harvest directly into the empire stockpile.
      • Logistic Ships harvest into their local stockpile.
  • Planetary Strip Mining
    • Resource Harvesting Efficacy: 250%
    • Resource Depletion Duration: 50 Years
    • Requires the Arkship satisfies one of the following requirements:
      • Is a Civilian Arkship of Tier 2 or 3.
      • Is equipped with a Planetary Engineering Bay Module
      • Is equipped with a Planetary Reprocessor Spinal Mount
  • Planetary Reprocessing:
    • Resource Harvesting Efficacy: 600%
    • Resource Depletion Duration: 200 Years
    • Target is converted into a Shattered World with all current deposits removed.
    • Requires the Arkship have a Planetary Reprocessor Spinal Mount

Deposit Size​ Resources from Deposit​ Resources from Planet Class​
0 (or unsurveyed)​ 0​ 25​
1​ 50​ 25​
2​ 75​ 75​
3​ 150​ 150​
4​ 250​ 250​
5​ 375​ 375​

https://preview.redd.it/7xrqdypo1h2h1.png?width=591&format=png&auto=webp&s=cd6f427cc38e8c6e9b1a7ec5b419610ce054751b

Both Arkships and Logistic Ships can be automated much like Science and Construction Ships, but with a few different options.

Arkship Automation Settings

As a reminder, when collecting resources from a Waystation (or Wayline) Stockpile, Logistic Ships add the resources to their internal Stockpile and have to deliver them to an Arkship in order for these resources to be used. If a Logistic Ship has Automation enabled, whenever its Stockpile reaches around 10% free capacity, it’ll automatically route to the nearest Arkship to drop off the resources and then resume the Automated orders.

The automation system (which also applies to the AI usage of harvesting) has been configured for the following ​

Condition​ Increase Target Weight​ Decrease Target Weight​
Target yields resources in demand​ ​**✔️**
Deposit size​ ✔️ (Weight increases with deposit size)​
Target is Unsurveyed​ ​**✔️**
System is owned by friendly empire​ ​**✔️**

If resources have been harvested, the deposits will appear in orange in both the system and galaxy view.

When a harvesting action is selected in the fleet UI, all valid targets will be shown in the system view and the resource icons will swap to showing what resources will be gained if that target is selected.

https://preview.redd.it/wokd8yaw1h2h1.png?width=1098&format=png&auto=webp&s=d95b58c1f81599d6b9d17a7a0262cd004922465a

If a harvesting action is ordered via the context menu on either the system or galaxy view, the tooltip will inform you of which resources will be gained.

https://preview.redd.it/fyowhdlx1h2h1.png?width=625&format=png&auto=webp&s=86b64ef910c3b237b19c101c943caa856afe7391

Issuing the order via the context menu on the galaxy map will also queue the order for all valid targets in that system.

When a harvesting action is completed, the toast or notification will show the resources gained.

[Please visit the Paradox forums to see the screenshot that's supposed to be here.]

Nomadic Empires & MegaKilostructures​

Due to their highly mobile nature, Nomadic Empires cannot build Megastructures…

https://preview.redd.it/3lejasw02h2h1.png?width=472&format=png&auto=webp&s=b1bc28e0e886f4e2fbf43e76b8f49cc2909fe8b1

…but they can build Kilostructures. The list of (non-Crisis Path) Megastructures that Nomadic Empires have access to are:

  • Arc Furnaces (Machine Age)
  • Dyson Swarms (Machine Age)
  • Gateways
  • Grand Archive (Grand Archive)
  • Hyper Relays (Overlord)
  • Quantum Catapults (Overlord)
  • Waystations (Nomads)

All of these can be built by both Arkships and Logistic Ships. All requirements for Megastructure construction that require “Must own the System” for Settled Empires are instead changed to “System must be on a Wayline with a Tier 2 or 3 Waystation”.

​Arkships can also build additional Arkships via the Megastructure Build Menu, which upon construction will automatically gain a new colony with 1,000 pops of your founder species. And now to pass onto GruntsAtWork to discuss our Economic Situation

Life on the Arkship​

Hello everyone, Gruntsatwork here. Let us talk about Life on an Arkship and its economic ramifications and the best way to start, in my opinion at least, is by taking a step back. One of our earliest design goals for Nomads was a relatively simple “Nomads should move”. It is incredibly self-evident, but it remained a challenge until the end to make sure we cleaved to that vision. Every mechanic we added had to either encourage this or at least not run counter to it.

Our first mechanical step into this direction was simple and will also be the first thing you notice once you start playing a nomad empire. There are no mineral districts, so gaining minerals must be achieved through other means. This very neatly introduced a need for you to move to harvest minerals.

Even neater it introduced our second big design problem and design decision. “Nomads should want to move”. Forcing you to move or perish was easy, but it felt empty, because the movement felt so forced. It led to testers moving as little as necessary and then sitting stationary for as long as possible.

Some of the features you have already heard about came in to address both the need for minerals but also to make it feel more rewarding to be on the move and they worked quite nicely in our humble opinion.

We however were left with a slight perception issue. There was an angry red number in your top-bar, telling you that you were losing and the more you built up your Arkship, the worse it got. All the actions that should lead you to success, like building up your research, your unity or your alloys, made the number angrier and redder.

It became very apparent that simply not having an income in minerals was not enough. It didn’t feel like a new playstyle, it felt like an old playstyle but worse. We bashed our brightest design heads together and before you know it, we had the shape of a solution on paper.

Operational Reserves.

https://preview.redd.it/nagriggn2h2h1.png?width=1425&format=png&auto=webp&s=cc3aaf01081fbea99d5e61c07dea71ba3eb0398f

For nomads, both energy and minerals are handled through the Operational Reserves Situation. This is the resources required for the Arkships day to day operations. Any energy or minerals that come in, go straight into your Reserves, any that go out, come straight from your Reserves.

If your reserves are high, you get a stability and a research speed bonus, if your reserves are low, you get a ship combat penalty and a slight stability penalty. The stages are relatively simple in their effects, our main goal was to make it rewarding to have high reserves and punishing but not ruinous to have low reserves. Your ships will be incredibly ineffective if your reserves are low, but since your economy and harvesting is untouched, you should always be able to recover.

To really embrace this as a new playstyle, we set up all nomad districts, buildings and specializations to not require fixed mineral costs, but instead depend on rare resources, which you can gain through assorted Arkship actions.A lack of minerals should be a problem to solve, not a blocker on you taking action to fix your problem.

In addition, we ended up with 3 approaches, with the default one being neutral, balanced and relaxed. The Saving approach reduces your job upkeep, while also reducing your researcher and bureaucrats job efficiency. Meanwhile, the Burning Approach increases your build speed and all specialist job efficiency, which logically increases your energy and mineral upkeep as well. The goal for both approaches is to introduce a natural way to adjust your operational reserves progress.

Mind you, being at 0 Operational Reserves or close to it is a failure state - you won’t lose, but it will carry additional penalties and you won’t have a great time. Please restrict your deficit spending/bankruptcy strategies to about 364 years before our start date.

https://preview.redd.it/xraxrrzw2h2h1.png?width=982&format=png&auto=webp&s=0f1a955fe850e7bf4af24d74df30717737f6adac

Let's talk about the standard setup you can expect on an Arkship. Each Arkship will have the base city district, a generator district and depending on if they require food or not, a farming district or a special housing district.

Your starting specializations for the city district will be unique Arkship variants, with a slightly bigger spread to your jobs. Your research and unity specialization will also add a few traders for example. This was necessary for the simple reason that as a Nomad, you will have in general far fewer colonies for longer periods of time than normal empires, as such, having to sacrifice a district becomes far more painful.

Your generator and farming districts have their usual assortment of worker tier jobs, however, there are once again unique specializations on an Arkship that allow you to adjust the output of your technicians and farmers to buff your ship for example, for the small cost of reducing your resource output….or having a rare resource upkeep on those worker tier jobs.

Now with all that said, what about that red-colored hole in your list of districts? What fancy new toy do you get for not having a mining district? Well, for most Arkships, they will have Ordnance Engineering Districts instead. Ordnance Engineering gives you soldier jobs, which grant you more naval capacity but no defensive armies on Arkships. This new district type comes with quite the selection of specializations as well, though nearly all of them tend to the more militaristic side of Stellaris.​

[Please visit the Paradox forums to see the screenshot that's supposed to be here.]

By utilizing some of these new district specializations we added for Ordnance Engineering you might be able to squeeze some more benefits out of them as well and buff your Arkship to be a combat monster capable of annihilation fleets, if you are willing to put your pops to use.

Next Week​

Next week’s dev diary will take a more violent look at our new Ambition: Defender of the Galaxy, the Champion’s Forge Live! enclave, the Paragons associated with the CFL, the Military Arkship, the Devastator Mount, and the dwakam of the Heirs of the Khan Origin. HYEEEIIIEEE!!!

https://preview.redd.it/l7v30ohg2h2h1.png?width=2048&format=png&auto=webp&s=932f87fc623321b2f8941f734024b59aa9ded775

4.4 will also include the missing behemothkin variants.

reddit.com
u/PDX_LadyDzra — 17 hours ago

Stellaris: Console Edition Development Diary #86 - Cosmic Storms Mechanical Expansion

by MrFreake_PDX

Read this post on the Paradox forums! | Dev replies here!

Hello Console Edition Community!

For those of you who may have missed it, Cosmic Storms, Grand Archive and patch 3.14 “Circinus” will release on May 25th on Stellaris: Console Edition for Xbox Series X|S and PlayStation 5!

Watch on YouTube: Cosmic Storms and Grand Archive Release Date Announcement Trailer

Watch on YouTube: Cosmic Storms Feature Highlight Video

Today we’re going to talk about the Cosmic Storms Mechanical Expansion, how storms work, the origin, civics, ascension perks and then we’ll touch briefly on the two new precursors.

How Storms Work

Storms will begin spawning randomly a few years into the game, with a cooldown between spawns and a galaxy-wide cap on how many can exist simultaneously. These limits can be set individually for the early, mid and late game. This allows you to tailor the storm spawning to your preferences, whether you want a chaotic storm-filled galaxy, or a calmer galaxy. It's worth noting that storms triggered by events, players or other mechanics will continue to spawn regardless of the slider settings.

https://preview.redd.it/1iwlshasqa1h1.png?width=668&format=png&auto=webp&s=665cc3c5bbd33ef5cf8d60ec51d24585de8928f8

When a storm spawns, it will choose a destination and then calculate the time it would take to reach that destination and this is how long the storm will last, naturally. Storms can encompass multiple systems at once, and have varying levels of intensity which determine how severe the aftermath effects are in the system.

There are 8 storm types, and they all can have a variety of effects on your planets and ships, as well as leaving behind special planetary features.

The weather control map shows you the projected path of the storm, and any sources of attraction or repulsion that are affecting it.

https://preview.redd.it/v96wetmtqa1h1.png?width=1435&format=png&auto=webp&s=34416b80b7e9b833e10474aa1c07eebd067c2d32

Should you choose to hunker down and weather the storm, there are a variety of buildings and ship components that can protect your planets and ships from the effects of the storms.

https://preview.redd.it/e9otj1guqa1h1.png?width=1311&format=png&auto=webp&s=6fe983841d49bd6a962e6456999708e6412be406

https://preview.redd.it/jfgyd8uuqa1h1.png?width=1756&format=png&auto=webp&s=1237468f023901f6049847df3b301c9cbc5038e6

For those of you who might want to benefit from living off of storms, or a type of storm, with the Advanced Storm Manipulation technology you will be able to invest monthly resources into sustaining a storm.

https://preview.redd.it/chh0ydovqa1h1.png?width=1439&format=png&auto=webp&s=c0aced9e38796caf9c058ec39f1c85e1c210114c

Galactic Weather Control Ascension Perk

Galactic Weather Control is the natural conclusion to your efforts to understand and utilize space storms. After researching the Advanced Storm Manipulation technology, your science ships will gain the ability to initiate a space storm in a system.

https://preview.redd.it/6fx79qewqa1h1.png?width=1445&format=png&auto=webp&s=d7e06fc09728e444fe76ae465419b26c099885b0

After executing the order, you will get an option to create one of several types of storms, afterwards the Gather the Storm situation will fire.

https://preview.redd.it/yxncrq3xqa1h1.png?width=1760&format=png&auto=webp&s=7f6c41b0a17c986a452e3d755a8d95e929233de6

You’ll be presented with a chance to change the type of storm, once the situation bar reaches the end, a new storm will spawn in your chosen system.

Storm Chasers

Storm Chasers are the ultimate thrill seekers. Storm Chasers get increased chances to spawn storms in their territory, in addition to access to certain storm-related technologies.

https://preview.redd.it/rco6yc3yqa1h1.png?width=429&format=png&auto=webp&s=b323e34d183f115dc4902eecf12b82eacc6d493e

Storm Chasers’ leaders also start with the Storm Rider trait, which has different effects based on the class and role of the leader with the trait. These effects of this trait are are increased when the Storm Rider leader is within a space storm.

https://preview.redd.it/ozfjxywyqa1h1.png?width=750&format=png&auto=webp&s=ca9ca6c901fe6564530bef4b2e4784a412149263

https://preview.redd.it/u6m7lp8zqa1h1.png?width=760&format=png&auto=webp&s=5682efd5ee1e7ef2052330ad2fcca01ab1259457

https://preview.redd.it/oo0plpnzqa1h1.png?width=758&format=png&auto=webp&s=05735cbaa9ccf932c10bfd5d3a303eabc6b7758b

Astrometeorology Civic

Empires with the Astrometeorology Civic start with Astrometeorology Observatories instead of Research Labs, and benefit from system-wide environmental effects in the system they’re in (such as space storms).

https://preview.redd.it/1zoq1fg0ra1h1.png?width=483&format=png&auto=webp&s=fc223a58dfea8751c021c59d7a0570fb187721ea

The Prime Forecaster Council Position also adds further research bonuses to this science-themed Civic.

https://preview.redd.it/ga6idbb1ra1h1.png?width=416&format=png&auto=webp&s=cf8b451322d9ec783ec1af2e168ca8e4348d526e

Planetscapers

Planetscapers have spent eons crafting a perfectly cultivated balance on their homeworld. They will receive debuffs when living on planets with blockers, but gain the research option for any clear blocker technology required to clear the blockers on a planet upon colonizing a new world.

https://preview.redd.it/i21hu622ra1h1.png?width=480&format=png&auto=webp&s=105441ba6968def2dc080e58438476ad8c13f0ba

Planetscapers also get access to the Cultivated Worldscaping planetary decision.

https://preview.redd.it/65yun6v2ra1h1.png?width=416&format=png&auto=webp&s=0c1b2d67e3e8d961be1a856dfb5a4ebb4bad5bc6

Storm Devotion Civic

Societies with the Storm Devotion Civic has, since ancient times, been able to attract space storms through their rituals. Over the years, they have combined technological advancements with ancient rituals to further amplify this effect.

https://preview.redd.it/jzw875o3ra1h1.png?width=474&format=png&auto=webp&s=06682bd12e0a2bf97215dd2e65857f2582971d1d

They also get the Storm Touched trait, and can build Storm Summoning Theatres on their worlds.

https://preview.redd.it/8760qee4ra1h1.png?width=409&format=png&auto=webp&s=db44621d325d75e2e698be8d12d0ace600fcae9c

https://preview.redd.it/74nu9aq4ra1h1.png?width=871&format=png&auto=webp&s=a094b67df4149543a1dc3deabb3c9fadc2c49366

New Precursors: The adAkkaria Convention and The Inetian Traders

Cosmic Storms introduces two new precursor civilizations: The adAkkaria Convention of Benevolence and the Inetian Traders. Each precursor comes with their own archaeology sites, special projects, and relics, and their stories speak to what kinds of civilizations would meddle with phenomena as destructive as galactic-scale storms. We don't want to spoil these stories for you, so we'll let you find out about these on your own.

That’s all for this week, be sure to tune in next week where we’ll talk about the Grand Archive Story Pack!

reddit.com
u/PDX_LadyDzra — 7 days ago
▲ 463 r/Stellaris

Stellaris Dev Diary #420 - Scientific Arkships, Waylines, and the Sacred Path

by Eladrin

Read this post on the Paradox forums! | Dev replies here!

Greetings, Stellaris Community!

For years we have said that moving planets are impossible. For years, we said even mentioning it would make programmers cry. We like to do the impossible, and we also (apparently) like to make our programmers cry.

Despite having to change the carpets twice due to water damage, colonies have been separated from planets! (This is gonna break your mods.)

Watch on YouTube: Stellaris 4.4 ‘Pegasus’ and the Nomads expansion will be released on June 15th.

I’ll pass over to Alfray Stryke to share more details.

Meat Ships! Meat Ships… Wait, That Was Last Year…​

Hi folks, roughly a year ago I spoke to you about ships that were made of meat, today we’re instead talking about ships that aren’t made of meat, namely Arkships and Logistic Ships.

As a reminder, consider all screenshots in this Dev Diary to be from WIP builds of the game. Numbers, UI elements and text may change in the final release.

Arkships​

Arkships act as Colonies, Shipyards, and hybrid Military/Science ships for Nomadic empires. For today’s discussion, we’ll be focusing on Scientific Arkships with Civilian and Military Arkships to be explored in future Dev Diaries.

To begin with, when creating a Nomadic empire, the Arkship selection screen replaces the Homeworld selection screen.

Choose your starter!

[Please visit the Paradox forums to see the screenshot that's supposed to be here.]

The three different Arkships at Tier 3.

This allows you to select your empire’s starting Arkship. Over the course of the game, you will be able to research the other Arkship classes in addition to technologies that enable the construction of new Arkships or upgrading the Tier of any Arkship you own.

Although the three Arkship Classes differ in specialisation, they all:

  • Carry the colonies of Nomadic empires.
  • Act as mobile Shipyards.
  • Come equipped with strike craft and point defenses.
  • Enable unique fleet orders.

Nomadic empires also have access to the Arkship Development Council Agenda, which replaces the Infinite Opportunities Agenda as your starting Agenda.

Scientific Arkship Development

The modifiers provided by this Agenda depend on your starting Arkship class, thus for a Scientific Arkship we gain modifiers suitable for economic and military development. As you progress through the technology tree, this Agenda will grant progress in all Arkship technologies.

https://preview.redd.it/z31eix7bf01h1.png?width=476&format=png&auto=webp&s=1e27ddd0b86688e8a2258693ad00b1d5798e10be

https://preview.redd.it/scclvdd3g01h1.png?width=756&format=png&auto=webp&s=7509608744f620c530a662725642759deaac633d

All Arkships have access to an array of fleet orders, of which the top four should be familiar to most players.

  • Bombardment Stance
    • Select the bombardment stance of the Arkship.
  • Build Megastructure
    • Opens the build menu for Megastructures, Arkships, and Waystations
  • Fleet Stance
    • Select the Fleet Stance of the Arkship
    • <[Insufficient Intel] Combat behaviour of the Arkship is awaiting decryption of the Military-Class Arkship intel packet.>
  • Fleet Automation
    • Allows selection of Automated Orders for the Arkship.

Let’s let the Commander try to do some surveying, it’s his passion!

  • Survey
    • As per the Science Ship order, but with either a Scientist or Commander in charge of the Arkship fleet.
  • Deep Scan
    • A more thorough version of Survey, Deep Scan, has a chance to reveal previously undetected Resources, Anomalies, or Archaeology Sites. Although celestial objects can be Deep Scanned multiple times, the chance of a discovery drops for each successive Deep Scan. This also <[Insufficient Intel] Awaiting decryption of the Civilian-Class Arkship intel packet.>
    • This order requires the Arkship satisfies one of the following requirements:
      • Is a Scientific Arkship of Tier 2 or 3
      • Is equipped with an Advanced Sensor Array Module
      • Is equipped with a Subspace Imaging Spinal Mount
    • Like Survey, this order requires that the Arkship fleet has a leader in charge.
  • <[Insufficient Intel]
    • This fleet order is awaiting decryption of the Civilian-Class Arkship intel packet.>
  • <[Insufficient Intel]
    • This fleet order is awaiting decryption of the Civilian-Class Arkship intel packet.>
  • Spinal Mount Ability
    • Most Spinal Mounts that can be constructed on an Arkship grant an additional special ability.

Do note that Arkships cannot research Anomalies, Archaeology Sites, or Astral Rifts, but can complete some Special Projects. This is because we don’t want your entire colony being eaten by a dimensional horror or whatever other evil our Content Designers have made for the last decade. For researching Anomalies, Archaeology Sites, Astral Rifts, and Special Projects Nomadic empires still have access to Science Ships.

Arkship Design & Upgrading​

Ship Controls tab in the Arkship Colony UI

​As Arkships are unique, we felt it appropriate to give them a custom UI for their design and upgrading, which is found in the Ship Controls tab of the Colony UI for Arkships. This tab replaces the Armies tab.

The top of the UI shows the Arkship Class and Tier, current HP, Armor, Shields, Pops, and Cloaking Detection (if the First Contact DLC is enabled). To the right you have buttons to upgrade the Arkship Tier and view the currently equipped ship components. Note that components on an Arkship are automatically upgraded depending on researched technologies.

https://preview.redd.it/4iu0t21bg01h1.png?width=454&format=png&auto=webp&s=b97ef764d907677420e1dd00e9c2b2b70979f507

Sometimes science requires firepower.​

To install additional components or add additional functionality to the Arkship, you can build either internal Systems or external Modules.

The categories of Systems are:

  • Aura Emitters
  • Colony Support
  • Defenses
  • Economic Support
  • Naval Support
  • Utilities

As an example, here’s the Ancient Suspension Field module, which adds 3× Large Ancient Suspension Field components to the Arkship.

https://preview.redd.it/xv6fzdtgg01h1.png?width=555&format=png&auto=webp&s=90a5d55eb5f49075b5c5ace597c638967419e947

The categories of Modules are:

  • Energy Weapons
  • Missile Weapons
  • Naval Support
  • Point Defense Weapons
  • Projectile Weapons
  • Strike Craft
  • Utilities

As an example, here’s the Advanced Sensor Array, which increases the effectiveness of the Arkship’s sensors.

https://preview.redd.it/ybyorgomg01h1.png?width=597&format=png&auto=webp&s=a79a3fb84447c1914404d1f2b47acaa34783bead

Finally, Tier 3 Arkships can equip a single Spinal Mount located between the habitable arms of the Arkship. These are powerful late-game installations, designed to be mobile kilostructures.

Today we’ll show off the Capital Shipyard and the Subspace Imager.

On an Arkship, a shipyard can be used to build districts!

The Capital Shipyard does not grant access to any Spinal Mount Ability. Instead, it acts as a mobile “Kilo-Shipyard”, improving the construction speed of the Arkship and construction queues available.

With enough of these we could unveil the galaxy!

The Subspace Imaging Array is the ultimate mobile sensor array, capable of tracking enemy fleets at incredible ranges. In addition to the modifiers it provides, it also enables the Subspace Image System fleet order. This allows the Arkship to Deep Scan an entire system at once, with a much higher chance of success, while also having the chance to discover previously undiscovered Hyperlanes or Wormholes.

Logistic Ships​

Logistic Ships are the Nomadic replacement for Construction Ships. They are primarily used to construct new Waystations, collect resources from Waystations, conduct Special Projects that require Construction Ships, and <[Insufficient Intel] Awaiting decryption of the Civilian-Class Arkship intel packet.>.

Although Logistic Ships can construct Megastructures, they are incapable of building new Arkships. Unlike Construction Ships, the maximum number of Logistic Ships a Nomadic Empire can support is restricted by technologies and their Waylines.

Each Logistic Ship has an internal resource stockpile which is transferred into your empire stockpiles whenever they visit an Arkship. This stockpile can be viewed both in the fleet UI for Logistic Ships and the Outliner. The collection of resources from Waystations and dropping them off to Arkships can be automated.

Perhaps I lied a bit when I said that we're going to be talking about ships that aren't made of meat. When using a Biological Shipset, these ships will, in fact, be made of meat.

Waystations & Waylines​

Waystations are how Nomadic empires exert influence over a system without claiming it as theirs. Depending on the installed modules, Waystations collect resources from celestial deposits, observe pre-FTL civilisations, allow for megastructure construction, and more.

All Waystations, regardless of level, use your Station Capacity. This differs from Station Capacity for Starbases, where Outposts are exempted. Incidentally, we’re looking at having Orbital Rings and Deep Space Citadels use 1 and 3 Station Capacity respectively.

Instead of technologies related to improved Starbases, Nomadic empires gain access to technologies to improve their Waystations and Logistic Ships.

https://preview.redd.it/7ryfjl8xg01h1.png?width=474&format=png&auto=webp&s=a6f7de9f873ebf0592f22889ef30db3fc8b3b050

Oh yeah, Waystations can cloak!

Waystation Stockpiles depend on installed modules and local system resources.

Waylines!

If multiple Waystations are built in neighbouring systems, they will automatically form a Wayline. , appear in the Outliner as a single entry, with a dedicated UI to show all Waystations in that Wayline.

Depending on Modules installed on the Waystations, Waylines are capable of propagating modifiers to systems and empires connected to them.

Nomadic empires can build Waystations in systems owned by Settled empires, though doing so will incur Opinion Penalties, scaling with the number of Waystations present and various policies of the empires involved.

To remove this penalty, Nomadic empires can sign Diplomatic Agreements with Settled empires to allow Waystation construction within their systems.

[Please visit the Paradox forums to see the screenshot that's supposed to be here.]

Likewise, two Nomadic empires with neighbouring Waylines can also sign a Wayline Pact. Regardless of the empires who have signed the agreement, a Wayline Pact allows for both to benefit from the Wayline modifiers of the other, and for their Waylines to propagate each other’s Wayline modifiers.

Now onto PDS_Bojj to discuss the next of our Nomadic origins.

Origin: The Sacred Path​

Hey, I'm PDS_Bojj! I'm a Content Designer on Stellaris. I'm here to talk about The Sacred Path, the new spiritualist origin in our upcoming Nomads expansion.

Nomadic empires are defined by their wandering, but what if your wandering had a purpose? The Sacred Path is an origin for Spiritualist empires whose ancestors left behind a set of star charts marking a number of sacred sites scattered across the galaxy. Your people believe they are duty-bound to find them all. Whether that duty is divine obligation, historical curiosity, or just a really old story someone wrote down once... Well, that's for you to discover.

Let’s get our pilgrimage on…

The Consecrated Community
When you start with The Sacred Path, your Arkship comes with a unique district specialization: the Consecrated Community. This replaces your standard civilian jobs with three new roles that reflect your empire's spiritual hierarchy:

  • High Pilgrims - Your elite clergy. They produce Unity, and they are Very Serious About The Path.
  • Devoted Adepts - Specialist researchers and interpreters of scripture. They also make your ships faster, which I find very on-brand for a nomadic priesthood.
  • Faithful Acolytes - The everyday faithful. They keep the lights on and food on the table, which even the most devout pilgrim appreciates.

Your first decision comes almost immediately. After five days of travel, your council brings the ancient star charts forward and asks the question everyone has been avoiding: are you following this pilgrimage out of faith, or are you going to chart your own path? This choice influences which of your three classes benefits most in the early game, so it's worth thinking about your playstyle before you click.

Woah, this Community is so Consecrated!

The Sacred Sites
From here, the origin unfolds as a series of special projects: survey sacred sites, each one a remnant of your ancestors' journey. I won't spoil all of them, but I will say each site has a distinct identity and asks you a different question about faith, history, and what your empire actually believes.

[Please visit the Paradox forums to see the screenshot that's supposed to be here.]

A few highlights:
The Cradle is a sacred location where your ancestors supposedly received divine guidance - except there's no physical evidence of any presence whatsoever. You can declare the faith validated anyway, or accept that history may have been embellished somewhere along the way. Both choices have consequences.

The Intelligence is an ancient AI that greets your survey team with the message: "Worship is enabled. Peace may now commence." You can venerate it, bring it aboard your Arkship, or destroy it.

The End of the Path
After visiting all sites, your empire faces its defining moment: was any of this real? Did the ancestors receive divine guidance, or did they just write down a very compelling story?

What’s Next? Nomadic Dev Diaries:​

Here’s a non-exhaustive preview of the dev diary schedule, subject to slight changes if we suddenly remember a feature:

Date Topic
2026-05-07 10 years of Stellaris, Utopian Abundance, Origin: Voidfarers
2026-05-14 (Today) Arkship Overview, Waylines & Logistic Ships, Scientific Arkships, Spinal Mount: Capital Shipyard, Spinal Mount: Subspace Imaging Array, Origin: Sacred Path
2026-05-21 Contracts, Life on the Arkship, Operational Reserves, Civilian Arkships, Spinal Mount: Planetary Reprocessor, Nomadic Empires & MegaKilostructures, Origin: Forever Cruise
2026-05-28 Defender of the Galaxy, Champion’s Forge Live!, Nomadic Paragons, Military Arkship, Arkship Combat, Spinal Mount: Devastator Mount, Origin: Heirs of the Khan
2026-06-04 Stellar Cannon, Civic,s Spinal Mount: Exodus Jump, Embarking & Settlemen,t New Prescripted Empire
2026-06-11 Nomads and 4.4 'Pegasus' Preliminary Release Notes, Spinal Mount: Stellar Engine
2026-06-18 Nomads have arrived, What's Next?
2026-06-25 The Art of Nomads

So next week, we’ll be taking a trip on The Forever Cruise, and go over Contracts and life on an Arkship. We’ll also take a closer look at the Civilian Arkship and reveal another Spinal Mount.

See you then!

reddit.com
u/PDX_LadyDzra — 8 days ago
▲ 552 r/Stellaris

Stellaris: Nomads will release on June 15th!

Hello Stellaris Community!

Read this post on the Paradox forums! | Dev replies here!

We’re pleased to announce that Stellaris: Nomads will be entering your region of space on June 15th!

As the headline content for Stellaris: Season 10, Nomads will allow you to Build No Borders, Claim No Worlds, and instead build your Interstellar Empire from the safety of your Empire’s Arkship.

Watch the trailer on YouTube: Stellaris: Season10 Episode 01: Nomads Announcement Trailer "Campfire Tales"

Stellaris: Nomads includes:

  • Nomadic Empires: Create empires that are not bound by claiming systems or colonizing worlds. Instead, you will navigate the stars with massive Arkships.
  • The Arkship: Your capital, your cradle, and your fortress. This massive, fully upgradable wonder replaces traditional Worlds for your empire. Choose between three different options to fully reflect the vision of your government:
    • Military Class: A mobile flagship designed to project power.
    • Scientific Class: A roaming laboratory dedicated to the discovery of the Galaxy’s secrets.
    • Civilian Class: An industrial hub capable of unparalleled resource extraction.
  • The Wayline Network: Your trail through the void. By constructing Waystations, you create Waylines - lasting interstellar trade routes that harvest resources you can claim with a simple pass through. These routes benefit both you and settled empires, making you the pivot point of mercantile possibilities in the Galaxy.
  • The Contract System: As a nomadic empire, perform task-driven interactions with other empires to earn favor, resources, and influence. As a settled empire, issue these Contracts and get things done!
    • Origins
    • Voidfarers: The standard origin for Nomadic Empires. A flexible, streamlined start for you to define your own nomadic journey.
    • Heirs of the Khan: Play as the successor of a murdered Khan, as you evade marauder hit-squads through trickery and bribery until you are strong enough to return to reclaim your throne.
    • The Sacred Path: Guide a fleet of pilgrims towards ancestral holy sites in a galactic pilgrimage. Your journey is a spiritual odyssey fueled by faith.
    • Forever Cruise: Manage a society split between a pampered elite demanding new entertainment and sightseeing opportunities from their vista lounges, and an overworked crew keeping the dream afloat.
    • Nomadic empires support many existing Origins as well.
  • New Ambition: Defender of the Galaxy
  • New Megastructure: The Stellar Cannon
  • Nomadic Enclave: Champion’s Forge Live!
  • Wanderlust Ascension Perk
  • New Renowned Nomadic Paragons
  • New Civics and Tradition Swaps
  • New Music Tracks by Andreas Waldetoft

https://preview.redd.it/coroh5fs5j0h1.jpg?width=1600&format=pjpg&auto=webp&s=3e37998c5f02ae905807cf71d88b864121daaa2c

Over the course of the next few weeks we’ll be telling you more about Stellaris: Nomads during our weekly dev diaries, including details on Waylines, Contracts, the abilities of the different Arkships and Origins, and learning about the Spinal Mounted Arkship mounts featured in the trailer.

The team at Studio Green is very excited to put Nomads into your hands, and over the course of the next few weeks we’ll hear from a lot of the people who worked on Nomads.

Be sure to check out our Weekly Development Diaries for the latest reveals from Stellaris: Nomads!

The Galaxy is vast and full of wonders, and the Greatest Wonders are still out there to find.

https://preview.redd.it/k0wkxfet5j0h1.png?width=1920&format=png&auto=webp&s=a9af79bc5c200d416b90f5c20113e5c27635a8c1

Get it today as part of Stellaris: Season 10!

reddit.com
u/PDX_LadyDzra — 10 days ago

Stellaris 4.3.7 hotfix patch released (checksum 4f3c)

https://preview.redd.it/uv7tmt29qi0h1.png?width=2108&format=png&auto=webp&s=c3f854bcb49426b2b1a10099215fc9e2fdaf5527

Read this post on the Paradox forums! | Dev replies here!

Hello again,

We have a quick hotfix that will allow Mods that haven't been updated for the Utopian Abundance changes pass any of the DLC checks they may have for Utopia, Synthetic Dawn, or the Humanoids Species Pack.

Stellaris 4.3.7 is now available for download via Steam and GOG, with MS Store following as soon as it passes certification.

4.3.7 ‘Cetus’ Release Notes​

  • The DLC ownership check has been made backward compatible for any mod that happens to still include them.

Carry on!

reddit.com
u/PDX_LadyDzra — 11 days ago
▲ 336 r/Stellaris

Stellaris 4.3.6 patch released (checksum 6ccb)

by PDX-Loke

Read this post on the Paradox forums! | Dev replies here!

Hello everyone, We've just released Stellaris patch 4.3.6. This patch rolls Utopia, the Synthetic Dawn Story Pack, and Humanoids Species Pack into the base-game, as well as adds the Behemothkin portrait (available when you're logged in to your Paradox Account), as well as the Portrait Substitution system (and associated Arachnophobia/Arachnophilia modes), as well as an associated list of other fixes and technical improvements.

Please note: If you're experiencing issues using these DLC features after this patch, try disabling your mods and checking again.

Please see the patch notes:

4.3.6 ‘Cetus’ Release Notes (Ongoing)​

Feature

  • The Utopia, Synthetic Dawn, Humanoids Species Pack, and most elements of the Galaxy Edition Upgrade have been rolled into the base game.
    • Utopia contains:
      • Megastructures, Habitats, Ascension Perks, Indoctrination, Advanced Slavery, Hive Mind empires, Fanatic Purifiers, and more.
    • Synthetic Dawn contains:
      • Machine Intelligence empires, Machine Rebellions, Machine Fallen Empire, 7 machine portraits, and more.
    • Humanoids contains:
      • 10 humanoid portraits, the Master Artificers, Pleasure Seekers, and Pompous Purists civics, the Clone Army origin, the humanoid shipset, and more.
  • A Behemothkin portrait has been added to Reptilians if you are logged in with a Paradox Account.
  • Added a Portrait Substitution option in Accessibility settings.
    • When Arachnophobia Mode is enabled, spider-like portraits are replaced with alternative artwork on your client only, with no effect on other players in multiplayer.
    • Arachnophilia Mode does the opposite, replacing non-spiders with spider-like portraits.

Bugfix

  • Leaders can no longer become too old to die.
  • Corrected Vipra the Vapor’s greeting audio

Performance

  • Players with systems capable of exceptionally high framerates can now override the default 90 FPS render cycle cap by adding refreshCap=144 (or other values) to their settings.txt. The first time you launch Stellaris after this change, it will add refreshCap=90 if it's not present. The refresh rate will still floor at 30 and cap at your monitor's refresh rate. Note that increasing this value will leave less time for the simulation loop in favor of the rendering loop, and thus may negatively affect overall performance.

Stability

  • Fix to a CS_SPECIES_COUNT, CS_SPECIES_INDEX OOS when playing with nascent species
  • Fix to a CS_COUNTRY_RESOURCES OOS

Modding

  • We've simplified how "very old age" is handled in code - the define is now a fixed point that makes you more likely to die if you are over 120% of your species' lifespan. As we've changed this from 100 to 1.2, you'll want to update any mods that changed this value.
  • The Portrait Substitutions spinner in Accessibility will load all files in the game\gfx\portraits\portraits\substitutions folder when the game starts and add them to the spinner options. See the Arachnophobia and Arachnophilia options we have provided for the process to add your own Portrait Substitutions.

Thank you for 10 years of Stellaris!

reddit.com
u/PDX_LadyDzra — 11 days ago
▲ 140 r/Stellaris

Blorg Body Pillows Are Mandatory

10 Years of Stellaris and now we bring you merchandise from beyond the stars! 💫

From T-shirts and Hoodies to Bomber Jackets, Notebooks, Towels, Pins, a Blorg Body Pillow and so much more, there is something for every kind of spacefarer!

Available for a limited time: https://merch.stellaris.com/

u/PDX_LadyDzra — 12 days ago
▲ 396 r/Stellaris

Stellaris's 10th Anniversary!

Hello everyone!

On May 9th, 2016 we set out on this grand journey that is Stellaris. It has been a long road getting this far, with its fair share of ups and downs, but we’re glad that you have decided to go along on this adventure with us. Stellaris is at its best when we work together with Community feedback to build something great. To thank you all for coming, and to celebrate our 10 year anniversary, on Monday (May 11th) we will roll Utopia, Synthetic Dawn and the Humanoids Species pack into the base-game.

https://preview.redd.it/m1ulzi51z30h1.png?width=2048&format=png&auto=webp&s=26f94abb51d115563edebde7a1a2ebd6d0f4a0e7

Utopia contains:

  • Megastructures, Habitats, Ascension Perks, Indoctrination, Advanced Slavery, Hive Mind empires, Fanatic Purifiers, and more.

https://preview.redd.it/ilzru396z30h1.png?width=2048&format=png&auto=webp&s=860dd1665dfd1559e3f17f8272c187dd786fde5d

Synthetic Dawn contains:

  • Machine Intelligence empires, Machine Rebellions, Machine Fallen Empire, 7 Machine Portraits, and more.

https://preview.redd.it/ok7k2sb7z30h1.jpg?width=1920&format=pjpg&auto=webp&s=e17adcf127dec9e2b3c26cb7ad3036b857ffd789

Humanoids Species Pack contains:

  • 10 humanoid portraits, the Master Artificers, Pleasure Seekers, and Pompous Purists civics, the Clone Army origin, the Humanoid Shipset, and more.

These three DLCs have been set to “Free” on Steam, and we highly recommend you go and claim them on Steam before Monday if you don’t already own them. After Monday they will become unavailable. Claiming these free DLCs will allow you to use them even when rolling back to versions before 4.3.6.

We feel this new base-game content enriches the already existing deep content in Stellaris, and helps lay a strong foundation for future development.

We put together a video documentary featuring some familiar developers from Stellaris’s past and present. Take a trip down memory lane with us to celebrate ten years!

https://preview.redd.it/in1o1xz2040h1.jpg?width=1280&format=pjpg&auto=webp&s=94b8e116c70f5c6ad98529018767f1c143decaf2

Watch now on YouTube: Building the Spaceship of Theseus: Ten Years of Stellaris

Late last year we invited some prominent Content Creators and Modders from the Stellaris Community to Stockholm for our annual Stellaris Summit. During this time, we took the opportunity to ask them their favorite things about Stellaris and to share their favorite memories from the past 10 years.

https://preview.redd.it/l9vz9z2g040h1.jpg?width=1280&format=pjpg&auto=webp&s=eb185bd9bda213b25730a61ea86d97222c27cade

Watch now on YouTube: Just Get a Planet Cracker | Dolphin Dive Pro, The Red King, and Pravus on Stellaris at 10

https://preview.redd.it/lbq3jhyi040h1.jpg?width=1280&format=pjpg&auto=webp&s=fe24c37cc60b68aae7cec1bce1afc9f38bb51098

Watch now on YouTube: Skynet, the Senate, & Crusader Kings in Space | Montu, AlphaYangDelete & Ep3o on Stellaris at 10

What about you? How did you find out about Stellaris, and what is your favorite memory from the past 10 years? Let us know in the replies below!

https://preview.redd.it/6qjmajqt040h1.png?width=1485&format=png&auto=webp&s=820167b468dbaa838f38bf168f508e656394ada8

We have a lot more Anniversary things to keep track of, you can check it all out on the Stellaris 10th Anniversary website!

https://preview.redd.it/hsvje8hv040h1.png?width=1730&format=png&auto=webp&s=9f1801e08274d8d0b69cf07c7973b6214e473e65

We also have a limited-time run of Stellaris Merchandise – clothing, towels, waterbottles, the INFAMOUS BLORG BODY PILLOW and much more! These are only available until the end of 2026, so be sure to pick up yours now!

Pillow is Mandatory

https://preview.redd.it/ha6uaadx040h1.jpg?width=1920&format=pjpg&auto=webp&s=4c125296d8a7b48406d496c6c64386f08ef4f1ac

Upcoming on August 16th, Stellaris® 10th Anniversary Concert in China. Listen to live playing of the Stellaris Soundtrack alongside tracks from other classic Paradox Interactive games. Currently sold out, more shows are coming soon!

Stay tuned, because we’ll be back next week with two announcements that we’re pretty excited about!

reddit.com
u/PDX_LadyDzra — 13 days ago
▲ 512 r/Stellaris

by Eladrin

Read this post on the Paradox forums! | Dev replies here!

Stellaris launched on May 9th, 2016 - this Saturday will mark ten years.

The game that shipped a decade ago was a very different beast from what we’re playing today. The galaxy was smaller in a lot of different ways - while we did have three different modes of FTL, there were fewer options in general. Fewer choices in empire creation, fewer events to experience, and fewer ways to find yourself in unexpected situations.

We did have a foundation though, and the many stories you’ve all built on top of that foundation and shared with everyone is why we’re still here ten years later writing dev diaries.

Thank you for taking part in this most amazing journey with us.

Watch the Video Dev Diary on YouTube!

Claim Free Stuff!​

As I’ve mentioned a few times previously, UtopiaSynthetic Dawn, and the Humanoids Species Pack are being rolled into the base game with the 4.3.6 release on Monday, May 11th. More details can be found in this post.

These three DLCs have been set as free, and we strongly encourage you to claim them for your accounts before Monday.​

The main reason to claim the free DLCs now is so you’re properly flagged as owning them if you choose to play on pre-4.3.6 rollback branches. It won’t matter for any 4.3.6 or later versions of Stellaris, as they’ll be integrated into the base game from that point forward, but since they’re free and one day you might get the itch to play on 2.8.1, we want to make sure you’ll be able to play with Utopia.

There will be a way to claim them in the future as well, but we’re still working out some of the details.

The 4.3.6 Update and the Behemothkin​

As part of the anniversary celebration, a portrait inspired by BioGenesis’ Behemoth is joining Chirpy as available when you log in with a Paradox Account:

Meet the Behemothkin.

The Behemothkin is in the Reptilian phenotype.

Here’s what else is coming in 4.3.6:

4.3.6 ‘Cetus’ Preliminary Release Notes

Feature

  • The Utopia, Synthetic Dawn, Humanoids Species Pack, and most elements of the Galaxy Edition Upgrade have been rolled into the base game.
    • Utopia contains:
      • Megastructures, Habitats, Ascension Perks, Indoctrination, Advanced Slavery, Hive Mind empires, Fanatic Purifiers, and more.
    • Synthetic Dawn contains:
      • Machine Intelligence empires, Machine Rebellions, Machine Fallen Empire, 7 machine portraits, and more.
    • Humanoids contains:
      • 10 humanoid portraits, the Master Artificers, Pleasure Seekers, and Pompous Purists civics, the Clone Army origin, the humanoid shipset, and more.
  • A Behemothkin portrait has been added to Reptilians if you are logged in with a Paradox Account.
  • Added a Portrait Substitution option in Accessibility settings.
    • When Arachnophobia Mode is enabled, spider-like portraits are replaced with alternative artwork on your client only, with no effect on other players in multiplayer.
    • Arachnophilia Mode does the opposite, replacing non-spiders with spider-like portraits.

Bugfix

  • Leaders can no longer become too old to die.
  • Corrected Vipra the Vapor’s greeting audio

Performance

  • Players with systems capable of exceptionally high framerates can now override the default 90 FPS render cycle cap by adding refreshCap=144 (or other values) to their settings.txt. The first time you launch Stellaris after this change, it will add refreshCap=90 if it's not present. The refresh rate will still floor at 30 and cap at your monitor's refresh rate. Note that increasing this value will leave less time for the simulation loop in favor of the rendering loop, and thus may negatively affect overall performance.

Stability

  • Fix to a CS_SPECIES_COUNT, CS_SPECIES_INDEX OOS when playing with nascent species
  • Fix to a CS_COUNTRY_RESOURCES OOS

Modding

  • We've simplified how "very old age" is handled in code - the define is now a fixed point that makes you more likely to die if you are over 120% of your species' lifespan. As we've changed this from 100 to 1.2, you'll want to update any mods that changed this value.
  • The Portrait Substitutions spinner in Accessibility will load all files in the game\gfx\portraits\portraits\substitutions folder when the game starts and add them to the spinner options. See the Arachnophobia and Arachnophilia options we have provided for the process to add your own Portrait Substitutions.

As a reminder, we have an extended Open Beta running on the stellaris_test_job_assignment branch with major improvements to planetary economy and AI behavior. We’re currently looking at shipping these changes with the 4.4 ‘Pegasus’ update (mostly so we don’t break mods twice in quick succession), but will be keeping the branch updated with the 4.3.6 changes. We’d be greatly appreciative for any feedback.

Now I’m going to turn it over to Iggy, who wanted to answer a couple of common questions we’ve been seeing people asking about Nomads.

A Birthday Gift: Some Nomads Intel​

Our spy network has been building since the announcement of Nomads last week, and we are ready to give an initial report. Many speculated that Nomadic status would be determined by an Authority, a Civic, or an Origin. But it turns out that it’s something new!

Sadly, our operatives couldn’t retrieve the full tooltip​

Nomads is a whole new gameplay option that an empire either is or is not. Then, after that, there are multiple compatible Civics and Origins, both from this new DLC as well as from our vast library of content.

One of these new origins is Voidfarers. If Prosperous Unification is the “pops” Origin, then this is the “ships” Origin. I did buff it while writing this dev diary and I hope Eladrin approves, else I have to update the picture again. (E: Approved.)

We now darken origins you aren’t eligible for, Technologia!

In our initial prototypes for this DLC we did actually use a special shipset for Nomads, and then later a special civic. These were always temporary fixes to kickstart developing the DLC for we always had higher ambitions for Nomads. The intention was always to introduce a new toggle, a new setting for empires, because the greatest strength Stellaris has is the decade of great and evocative gameplay, which you get to combine and make new stories out of.

Next Week​

Since Iggy’s broken the ice, next week we’ll continue exploring the Nomads expansion by revealing some details on Scientific Arkships, Waylines, and the Sacred Path origin. The next few diaries are going to be very long.

See you then!

High-Rez Exports of the Behemothkin and Vipra.

reddit.com
u/PDX_LadyDzra — 15 days ago
▲ 633 r/Stellaris

Read this post on the Paradox forums! | Dev replies here!

It’s my pleasure to announce boarding has started for all passengers departing on our tour of Stellaris: Season 10, with non-stop service to the Nomads expansion alongside the Stellaris 4.4 ‘Pegasus’ update. Following our first destination, there will be a brief stopover at the Stellaris 4.5 ‘Cygnus’ Custodian release, after which our cruise will continue to the Stellaris 4.6 ‘Corona Borealis‘ update, featuring WillpowerScenario Pack 1, and Scenario Pack 2. All passengers are welcome to acquire their ‘Vipra the Vapor’ Species Portrait at the ticketing office now.

Watch the Season 10 Announcement Trailer on YouTube!

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The Stellaris 10-year anniversary is coming, and as part of that celebration, we are rolling Utopia, Synthetic Dawn, the Humanoids Species Pack, and most of the Galaxy Edition upgrade into the base game on May 11th. (The e-book, Infinite Frontiers, is being retired.)

Later on in Q2, we’re bringing you Nomads.

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Build no borders. Claim no worlds.​

The Galaxy is not a trophy to be seized, but a path to be taken. In Stellaris: Nomads, you will survive the void by staying in motion. While the great powers squabble over lines on the map, your civilization has realized a fundamental truth: life flourishes on the move.

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Arkships

At the very heart of every nomadic civilization lies its Arkship: a fully mobile capital that replaces worlds entirely. Customize Military, Scientific, or Civilian Arkships with specialized modules, districts, and upgrades as your Empire evolves by traveling through the stars.

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Waylines and Contracts

Chart Waylines across the stars, linking your Waystations into living networks of trade, influence, and opportunity. Your strength lies in motion, in presence, in the relationships you build from system to system. Your relations with settled empires don’t have to be antagonistic. Accept contracts, build relations, and perhaps profit a bit on the side.

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A New Ambition: Defender of the Galaxy

Building upon the Crisis paths of previous releases, Ambitions are the next step of epic, empire-defining journeys that give you the choice of your ultimate role in the galaxy. In the Nomads expansion, we will transform the Defender of the Galaxy Ascension Perk into a full path that can rival the power of a Galactic Nemesis, Awakened Empire, or End Game Crisis.

Become the Galaxy’s champion by forging alliances, commanding federations and rising through the Galactic Community to assume Custodianship. Lead the fight against existential threats with a unique squadron of hero ships. Ultimate power can be used, and relinquished, for the greater good.

Coming to you hot from Champion’s Forge LIIIIIIIIIIIIIVE!

Stellaris: Nomads contains:​

Nomadic Empires

Create empires that are not bound by claiming systems or colonizing worlds. Instead, you will navigate the stars with massive Arkships.

  • The Arkship: Your capital, your cradle, and your fortress. This massive, fully upgradable wonder replaces traditional Worlds for your empire. Choose between three different options to fully reflect the vision of your government:
    • Military Class: A mobile flagship designed to project power.
    • Scientific Class: A roaming laboratory dedicated to the discovery of the Galaxy’s secrets.
    • Civilian Class: An industrial hub capable of unparalleled resource extraction.
  • The Wayline Network: Your trail through the void. By constructing Waystations, you create Waylines - lasting interstellar trade routes that harvest resources you can claim with a simple pass through. These routes benefit both you and settled empires, making you the pivot point of mercantile possibilities in the Galaxy.
  • The Contract System: As a nomadic empire, perform task-driven interactions with other empires to earn favor, resources, and influence. As a settled empire, issue these Contracts and get things done!

New Origins

  • Voidfarers: The standard origin for Nomadic Empires. A flexible, streamlined start for you to define your own nomadic journey.
  • Heirs of the Khan: Play as the successor of a murdered Khan, as you evade marauder hit-squads through trickery and bribery until you are strong enough to return to reclaim your throne.
  • The Sacred Path: Guide a fleet of pilgrims towards ancestral holy sites in a galactic pilgrimage. Your journey is a spiritual odyssey fueled by faith.
  • Forever Cruise: Manage a society split between a pampered elite demanding new entertainment and sightseeing opportunities from their vista lounges, and an overworked crew keeping the dream afloat.

Nomadic empires support many existing Origins as well.

New Ambition: Defender of the Galaxy

While a Galactic Nemesis (available in Stellaris: Nemesis) threatens the Galaxy, the Defender of the Galaxy will rise and try to save it.

New Megastructure: The Stellar Cannon

Why simply power a civilization when you could fire at one? This Megastructure allows you to weaponize your entire energy stockpile, discharging it into a devastating beam capable of striking enemy systems across the galaxy.

**Nomadic Enclave: Champion’s Forge Live!**​

Experience the Galaxy’s most extreme spectacles with this nomadic enclave! Answer the call and participate in gladiatorial fleet combat all across the galaxy. The winner gets to hold the Trophy relic and glory until the next tournament, with the losers looking on with envy.

Wanderlust Ascension Perk

New Renowned Nomadic Paragons

New Civics and Tradition Swaps

New Music Tracks by Andreas Waldetoft

OMG, Blorg legs.

Nomads has charted its course and will arrive in Q2 2026.

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Stellaris: Season 10 Expansion Pass​

Based on the feedback from Stellaris: Season 09, we’re making some changes to our Expansion Pass plans this year. As many of you have noticed, we’re announcing this year’s Season much later than previous years, and instead of four separate releases, we’re planning on bundling them together into fewer release moments. This frees up room for the 4.5 ‘Cygnus’ update to be a dedicated Custodian release, giving us two in 2026.

The Stellaris: Season 10 Expansion Pass is a journey through resilience and movement. Whether you are wandering the stars with Stellaris: Nomads or rooting your empire in the indomitable spirit of Stellaris: Willpower, this year redefines how empires survive, adapt, and conquer.

Stellaris: Season 10 will grant you access to all five DLCs as soon as they become available. Vipra now, Nomads later on in Q2, and Willpower and both Scenario Packs in Q4.

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‘Vipra the Vapor’ Species Portrait (Instant Unlock, Now Available)​

This exclusive portrait comes with Stellaris: Season 10, allowing your empire to take the form of the elusive Vipra, a necroid species with a menacing aura.

Available immediately upon purchasing Stellaris: Season 10, this portrait features 5 different color variations and ethereal custom animations.

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Nomads (Releases Q2, 2026 - $24.99)​

Build no borders. Claim no worlds. In Nomads, you thrive inside colossal Arkships that carry your people, your industry, and your ambition across the stars. Move freely through the galaxy, take on Contracts from settled empires, and leave your mark by building Waystations. Nomads blaze a path across the map.

  • Nomadic Empires: Create empires not bound by claiming systems or colonizing Worlds.
  • Arkships: New massive space vessel acting as your capital.
  • New Ambition: Defender of the Galaxy: Rise and save the Galaxy with an exclusive set of Hero ships.
  • New Origins: Heirs of the Khan, Sacred Path, Forever Cruise, Voidfarers
  • New Civics: Caravan Masters, Deep Sleep, Void Reavers, Flight Schools, Star Seekers
  • New Megastructure: Construct a Stellar Cannon and discharge your entire energy stockpile into a devastating beam.

༼ つ ◕_◕ ༽つ Take my energy! ༼ つ ◕_◕ ༽つ

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Willpower (Releases Q4, 2026 - $24.99)​

Shape Minds, Rule the Stars. In the vast expanse of the cosmos, borders are mere lines drawn on a map. Ideas, on the other hand, have no such limits.

Your empire was founded on its Ethics, the convictions that determined its course. Now is the time for those fundamental values to evolve into Ideologies with the power to sway the stars. Introducing Stellaris: Willpower, the expansion that turns your societal beliefs into a galactic force.

Your rule over systems was always just the beginning. The galaxy's minds are the true prize. You will erect monuments and Megastructures that demonstrate what your society and values can accomplish. You truly can become the thought leader of the galaxy.

Adopting an Ideology is not without its risks, however. Left unchecked, it can radicalize colonies and spark insurrection. But when nurtured with care, the right Ideology has the power to sway entire civilizations.

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Scenario Pack 1 (Releases Q4, 2026 - $5.99)​

Embark on a new set of galactic challenges! Experience curated, high-stakes standalone adventures that push your strategic limits. From a nomadic, roguelike odyssey across the stars to high-octane, combat-focused multiplayer experiences, these scenarios will provide a bold way to play Stellaris.

The Scenarios System will be a free part of the Stellaris 4.6 ‘Corona Borealis‘ update, these Scenario packs provide our take on what you’ll be able to do with it.

  • Vanguards: A single-player roguelike galaxy-traversing journey where you play as a nomadic empire travelling through a series of galaxies to cleanse evil, gathering spoils and experience on your way.
  • Arcade: A multiplayer experience with streamlined, custom economies, focusing on space battles and shipbuilding.

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Scenario Pack 2 (Releases Q4, 2026 - $5.99)​

Rewrite the rules of engagement! This Scenario Pack flips the script of how Stellaris is normally played, making you the threat and aggressor. Whether leading an ultimate extra-dimensional invasion or battling your friends in a race for dominance, these scenarios offer a fresh, distilled way to play Stellaris.

  • Unbidden: Play as the Crisis in a single-player experience, and attempt to invade an advanced, late-game galaxy as the Unbidden.
  • King of the Hill: Stellaris gameplay focused on a small but fair map to challenge your friends in competitive experiences as you try to dominate the galaxy in a few hours of intense expansion wars.

The Stellaris: Season 10 Expansion Pass is now available for purchase for $49.49 or regional equivalent, a 20% discount over purchasing the contents individually.​

What’s Next?​

Next week we’ll begin our Decennial celebration with a look at ten years of Stellaris. We’ll also be looking at everything planned for 4.3.6.

See you then!

reddit.com
u/PDX_LadyDzra — 23 days ago