Stellaris Dev Diary #357 -The Care and Feeding of Tiyanki
The Vivarium is essentially a space fauna breeding and observation tank. You can access it under Discoveries as soon as your Vivarium capacity is above zero or the Gravity Snares technology has been researched. The Hatchery module is the space fauna equivalent of Shipyards, and can only be built on a station that has no normal Shipyards. Its unlocked by the Artificial Breeding technology. You can also increase your capacity by building Vivarium Tanks. These increase the growth rate of your docked fauna and are unlocked by the Gravity Snares technology. Building a Grand Archive will give you the biggest boost to Vivarium capacity.
This particular Vivarium isnt terribly interesting yet though. We need to find some friends!
I also wont be able to fit much in this Vivarium. I should build a Grand Archive and some supplemental Tanks.
The Gravity Snares technology lets your science ships attempt to capture wild Space Fauna.
Oh yeah, culling and dissecting also happens at the Vivarium. You can launch a Gravity Snare from an adjacent system to attempt to capture wild space fauna that are peacefully Actually, to be honest, those are Crystalline Entities and theres nothing peaceful about them. While I bet theyd make a good addition to our fleet, I said we should find some friends so lets go get some Tiyanki instead. You need to know the basics about the creature before being able to tune the Gravity Snares appropriately, so youll have to finish the first contact process before you can capture them. Theres a cost and a cooldown to capture attempts, and as you unlock various technologies, the capture chance and the number that you can capture at once will increase. Other technologies like Cloaking and Jump Drives will also improve your Gravity Snares - the first increases their capture rate, the second lets them instantly send your new friend to your vivarium instead of taking a little while to transfer them.
Weve added Capture Space Fauna to Science Ship Automation Settings too. The Gravity Snare will fly to the adjacent system and attempt to capture their target. It will generally attempt to capture random breeding age adults if there are any in the target group.
Success! We done caught ourselves a common Tiyanki cow! Since shes cruiser sized, she takes up 4 of our Vivarium capacity, and is very, very lonely. Space fauna inside the Vivarium grow at an accelerated rate. Life is easy when youre being fed by advanced alien ranchers, and the only worry you have is that Cull button.
By the way, Auto-Culling is the most Stellaris button ever created. We could use a few more. Space fauna have growth stages and breeding requirements that vary by species. For example, Tiyanki require a mating partner, Crystals and Amoebas reproduce asexually, and Voidworms Theyre special. Ill talk more about them next week. Tiyanek needs another Tiyanki to breed. We could fly around trying to find them, or we can bring them to us with a Voidlure. Voidlures are a Starbase building (unlocked by completing the Domestication traditions) that attract a specific species of space fauna, and must be built in their favored habitat. (Space Amoebas like Nebulas, Crystalline Entities like Pulsars, and so on.)
Every month theres a chance that any captive fauna that can breed will automatically do so, which will put them on a cooldown before they can reproduce again. This will be visible under Reproductive Status.
My collection of Crystals Culling fauna will provide resources (which varies depending on the species) as well as their genetic material. Having a creatures genetic material allows you to grow clones of them at your Hatchery. Exceptional creatures (marked by their rarity) have increased combat stats and culling rewards. Cloned fauna will always use the highest rarity available, and you can upgrade existing fleets if you acquire
Sorry buddy, I need you for parts. Generally youll clone fauna at the smallest size and theyll grow up over time, but technologies exist that will let you force-grow them to start at a larger growth stage.
Ship tooltips will let you know how long it is until theyll reach their next growth stage. Since larger space fauna take up more Naval Capacity, there are times that you may want to prevent their growth - you can prevent them from exceeding the command limit of a fleet by changing their Growth Stance. You can also block them from exceeding your overall Naval Capacity in policies.
The Controlled Mutations technology lets you make some changes to the fauna you have captured when youre creating clones. This lets you use a variant of the Ship Designer to redesign them and make use of special mutation component slots. Space fauna Mutations are tied to other technologies, but wont clutter the tooltips unless you have Controlled Mutations.
Im pretty sure that Space Amoeba needs LASER EYES. Mutations can be broadly classified as Offensive, Defensive, or Special, but you can freely use those slots however you want to customize your Fauna. (Barring restrictions on the components themselves, like how you can still only have one Cloaking mutation.) You can alter their behavior (in a way similar to combat computers) by installing neurochips. The different space fauna have different resource costs and upkeeps, and those upkeep costs are reduced if theyre in their preferred habitat. You can (and probably should) also create designs for what your Fauna will grow into if you allow them to. You can change the current growth stage by clicking on the Pick Creature Size button.
The Domestication Traditions can be taken once you have the Artificial Breeding technology. Its focused, as one might expect, on improving your space fauna.
The Metabolic Regulation policy allows you to increase fauna growth rate and upkeep, or freeze their growth but reduce upkeep. As with the Galactic Curator civics, if you want to go all-in on space beasties, you can take one of the Beastmaster civics. These civics dramatically increase the upkeep of artificial ships, but give you everything youll need to fully embrace the rancher life.
Beastmasters replace their Hatcheries and Shipyards with dual-use Beastports. These can clone space fauna like a Hatchery but also have rudimentary shipbuilding capabilities and are able to build civilian vessels, so you wont need to keep a shipyard around just for your colony, construction, and science ships.
While this space fauna breeding system scratches a lot of the bio-ship itch, we dont consider them exactly the same systems. These are more like vicious mutated pets than meat-ships you fly around in. Expect that one day in the future well explore that idea.
Next week well be examining the new lifeforms in the galaxy and the two new origins. See you then!
[ 2024-10-10 11:00:29 CET ] [ Original post ]
by Eladrin
Saddle up, everyone! Its time to go a-ranchin!
The Vivarium of the Grand Archive will be accepting genetic material donations as of October 29th.
Today were looking at the capture and domestication of spaceborne fauna, Domestication traditions, and the Beastmaster civics. Lets get to it, this is a long one!
Vivariums and Hatcheries
The Vivarium is essentially a space fauna breeding and observation tank. You can access it under Discoveries as soon as your Vivarium capacity is above zero or the Gravity Snares technology has been researched. The Hatchery module is the space fauna equivalent of Shipyards, and can only be built on a station that has no normal Shipyards. Its unlocked by the Artificial Breeding technology. You can also increase your capacity by building Vivarium Tanks. These increase the growth rate of your docked fauna and are unlocked by the Gravity Snares technology. Building a Grand Archive will give you the biggest boost to Vivarium capacity.
This particular Vivarium isnt terribly interesting yet though. We need to find some friends!
I also wont be able to fit much in this Vivarium. I should build a Grand Archive and some supplemental Tanks.
Capturing Space Fauna
The Gravity Snares technology lets your science ships attempt to capture wild Space Fauna.
Oh yeah, culling and dissecting also happens at the Vivarium. You can launch a Gravity Snare from an adjacent system to attempt to capture wild space fauna that are peacefully Actually, to be honest, those are Crystalline Entities and theres nothing peaceful about them. While I bet theyd make a good addition to our fleet, I said we should find some friends so lets go get some Tiyanki instead. You need to know the basics about the creature before being able to tune the Gravity Snares appropriately, so youll have to finish the first contact process before you can capture them. Theres a cost and a cooldown to capture attempts, and as you unlock various technologies, the capture chance and the number that you can capture at once will increase. Other technologies like Cloaking and Jump Drives will also improve your Gravity Snares - the first increases their capture rate, the second lets them instantly send your new friend to your vivarium instead of taking a little while to transfer them.
Weve added Capture Space Fauna to Science Ship Automation Settings too. The Gravity Snare will fly to the adjacent system and attempt to capture their target. It will generally attempt to capture random breeding age adults if there are any in the target group.
Success! We done caught ourselves a common Tiyanki cow! Since shes cruiser sized, she takes up 4 of our Vivarium capacity, and is very, very lonely. Space fauna inside the Vivarium grow at an accelerated rate. Life is easy when youre being fed by advanced alien ranchers, and the only worry you have is that Cull button.
By the way, Auto-Culling is the most Stellaris button ever created. We could use a few more. Space fauna have growth stages and breeding requirements that vary by species. For example, Tiyanki require a mating partner, Crystals and Amoebas reproduce asexually, and Voidworms Theyre special. Ill talk more about them next week. Tiyanek needs another Tiyanki to breed. We could fly around trying to find them, or we can bring them to us with a Voidlure. Voidlures are a Starbase building (unlocked by completing the Domestication traditions) that attract a specific species of space fauna, and must be built in their favored habitat. (Space Amoebas like Nebulas, Crystalline Entities like Pulsars, and so on.)
Every month theres a chance that any captive fauna that can breed will automatically do so, which will put them on a cooldown before they can reproduce again. This will be visible under Reproductive Status.
My collection of Crystals Culling fauna will provide resources (which varies depending on the species) as well as their genetic material. Having a creatures genetic material allows you to grow clones of them at your Hatchery. Exceptional creatures (marked by their rarity) have increased combat stats and culling rewards. Cloned fauna will always use the highest rarity available, and you can upgrade existing fleets if you acquire
Sorry buddy, I need you for parts. Generally youll clone fauna at the smallest size and theyll grow up over time, but technologies exist that will let you force-grow them to start at a larger growth stage.
Ship tooltips will let you know how long it is until theyll reach their next growth stage. Since larger space fauna take up more Naval Capacity, there are times that you may want to prevent their growth - you can prevent them from exceeding the command limit of a fleet by changing their Growth Stance. You can also block them from exceeding your overall Naval Capacity in policies.
Unnatural Selection
The Controlled Mutations technology lets you make some changes to the fauna you have captured when youre creating clones. This lets you use a variant of the Ship Designer to redesign them and make use of special mutation component slots. Space fauna Mutations are tied to other technologies, but wont clutter the tooltips unless you have Controlled Mutations.
Im pretty sure that Space Amoeba needs LASER EYES. Mutations can be broadly classified as Offensive, Defensive, or Special, but you can freely use those slots however you want to customize your Fauna. (Barring restrictions on the components themselves, like how you can still only have one Cloaking mutation.) You can alter their behavior (in a way similar to combat computers) by installing neurochips. The different space fauna have different resource costs and upkeeps, and those upkeep costs are reduced if theyre in their preferred habitat. You can (and probably should) also create designs for what your Fauna will grow into if you allow them to. You can change the current growth stage by clicking on the Pick Creature Size button.
Domestication Traditions and Beastmasters
The Domestication Traditions can be taken once you have the Artificial Breeding technology. Its focused, as one might expect, on improving your space fauna.
The Metabolic Regulation policy allows you to increase fauna growth rate and upkeep, or freeze their growth but reduce upkeep. As with the Galactic Curator civics, if you want to go all-in on space beasties, you can take one of the Beastmaster civics. These civics dramatically increase the upkeep of artificial ships, but give you everything youll need to fully embrace the rancher life.
Beastmasters replace their Hatcheries and Shipyards with dual-use Beastports. These can clone space fauna like a Hatchery but also have rudimentary shipbuilding capabilities and are able to build civilian vessels, so you wont need to keep a shipyard around just for your colony, construction, and science ships.
A Note on Space Fauna and Bio-Ships
While this space fauna breeding system scratches a lot of the bio-ship itch, we dont consider them exactly the same systems. These are more like vicious mutated pets than meat-ships you fly around in. Expect that one day in the future well explore that idea.
Next Week
Next week well be examining the new lifeforms in the galaxy and the two new origins. See you then!
Stellaris
Paradox Development Studio
Paradox Interactive
2016-05-09
Strategy Simulation Singleplayer Multiplayer
GameBillet
8.91 /
€
Game News Posts 537
🎹🖱️Keyboard + Mouse
Very Positive
(119848 reviews)
https://www.stellaris.com/
https://store.steampowered.com/app/281990 
The Game includes VR Support
Linux [153.28 M]
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Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
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