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[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Preliminary Release Notes

Hello everyone!

Astral Planes and the Stellaris 3.10.0 "Pyxis" update are releasing this Thursday, November 16th. Today we've got the preliminary changelogs for your enjoyment.

The Astral Planes Narrative Expansion is available for pre-purchase now, with a 10% discount until November 27th.

Astral Planes Narrative Expansion Features

Our largest story based release yet, Astral Planes focuses on mid to late game exploration content with over 30 Astral Rifts with widely branching storylines. Unlike the relative safety of Archaeology sites, the Rifts you explore will lead to completely different realms of existence, where fundamentals that were certain at home may not always be true.
  • Added Astral Scars and Rifts
    • Added 30+ Rift Sites
      • Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards
    • Added Astral Thread Resource
    • Added Astral Harvesting and Rift Sphere Technologies
    • Added “Rift in Space” Situation and random Rift Situations.
  • Added 8 New Relics
  • Added 10 Astral Actions, plus 4 additional Astral Actions if you have the Overlord expansion
  • Added Riftworld Origin
  • Added 4 New Civics
    • Hyperspace Specialty
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • Added 3 New Music Tracks from Andreas Waldetoft
  • 70+ New Event Pictures
  • 80+ New Sound Effects
  • the formless...

3.10.0 “Pyxis” Update

Features

  • Leader Consolidation - see Dev Diary 322 for more details.
    • Admirals and Generals have been merged into the Commander, the Military leader class.
    • Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
      • Officials are now assigned to represent your empire in each of the Galactic Community (or Imperium) and your Federation rather than assigning multiple Envoys.
      • Envoys still represent your Empire's overall diplomatic bandwidth, and handle First Contact, Improving and Harming Relations, and Espionage.
    • Scientists remain the third, Scientific leader class.
    • All leader classes can now govern planets and sectors.
      • Military governors apply Martial Law to a planet or sector, which increases worker and slave output at the cost of specialist and ruler output, adds soldiers to the planet or sector, and causes soldiers to increase stability.
      • Administrative governors increase general material resource extraction and industrial productivity.
      • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
      • Most governor traits now include apply to a lesser extent to the rest of the sector, unless a local planetary governor is overriding them.
    • Added the Minister of State for most non-gestalt empires. (Some civics, such as Fanatic Purifiers or Inwards Perfection, remove this position.)
    • The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost.
      • No Minister of Defense: -25% Naval Capacity
      • No Minister of State: -25% Diplomatic Weight
      • No Head of Research: -25% Research Speed
    • A balance pass has been made on all leader traits and subclasses. Many have changed significantly, and the overall power level has generally been decreased.
      • Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)
    • The classes of all event leaders and paragons, as well as leader themed civics, technologies, and traditions, have been reviewed and adjusted.
  • Council Legitimacy now gives bonuses or penalties to council agenda speed.
  • Replaced the Recommended Content window with a more full-featured Additional Content Browser.
    • The Additional Content Browser increases the clarity and transparency of what various DLCs contain, by letting you preview things like Origins, Civics with full tooltips that include nested concepts, animated Portraits, and Shipsets. It is our hope that this will help you make more informed decisions about DLC purchases. (The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.)
  • Added Tabbed Outliner.
    • Information is now split across Government, Ships, Politics, and Structures tabs, which will appear as they become relevant to your empire.

Improvements
  • Many event chains now include event chain titles in the event window.
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
  • A toast message will now appear when a truce expires.
  • Clarified tooltips of modifiers that increased leader cap
  • Expanded on the Zroni dig site descriptions.
  • A notification will now be sent when yoour fleets are unexpectedly forced to decloak
  • You can now change the destination of a Leviathan Parade Situation at the cost of some unity.

Balance
  • Administrative Leaders can no longer serve as the Head of Research.
  • Archaeo-Engineers AP now gives +1 Scientist Capacity
  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
  • Autonomous Drones and Sovereign Circuits now provide +1 Leader Trait Options
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Blocked Inwards Perfectionists and Fanatic Purifiers from having a Minister of State.
  • Centralised Command society tech increased to Tier 3
  • Changed leader recruitment cost to be a quadratic equation instead of exponential
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Council Legitimacy now directly modifies base council agenda speed, at 0% Legitimacy base agenda speed is 50%, at 50% Legitimacy it is 100%, at 100% Legitimacy it is 125%. Empires without Council Legitimacy are treated as if they have 50% Legitimacy for this.
  • Decreased the leader XP gain from the Luminary Bloodline trait.
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Empires can now support three leaders of each class without using leader capacity. Generic leader capacity has been removed.
  • Eternal Vigilance now gives +1 Commander Capacity
  • Factions are now more upset if their ethic is not represented on the council or by the empire ruler.
  • Galactic Force Projection now gives +1 Commander Capacity, +2 Max Influence from Power Projection, increases Naval Capacity by 100 and Fleet Command Limit by 50
  • Gestalt rulers no longer count towards leader capacity
  • Heroic Past, Precision Cogs, Pooled Knowledge and Factory Overclocking all now provide +1 Commander, +1 Official and +1 Scientist Capacity.
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Imperial Cult now grants additional priest jobs to the ruler's homeworld scaling with their level.
  • Imperial Prerogative now gives +2 Official Capacity
  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
  • Increased Leadership Conditioning reward to 3,000 XP
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
  • Leaders now have a slightly higher chance to start at a higher level.
  • Learning campaign edicts leader xp gain have been reduced
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Naval Tradition federation perk now gives +1 Initial Admiral Level instead of +10% Admiral XP gain.
  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
  • Not having a Head of Research (or gestalt equivalent) will impose a -25% penalty to research speed
  • Not having a Minister of Defense imposes a -25% penalty to Naval Capacity.
  • Not having a Minister of State (or gestalt equivalent) will impose a -25% penalty to diplomatic weight.
  • Opener effect for Synthetics now reduces robot upkeep and robot assembly cost
  • Philospher King now only provides +5 Effective Ruler Level
  • Players can now build multiple Quantum Catapults.
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
  • Pops now have ethics attraction towards the ethics of the local planetary governor
  • Rebalanced a number of species traits that affected leader XP gain.
  • Rebalanced Aptitude Traditions and Leadership Conditioning
  • Rebalanced Feudal Society and Franchising Civics and Shared Destiny AP
  • Rebalanced Statecraft traditions
  • Rebalanced the Auto-Curating Vault, Vault of Acquisitions, Alpha Hub and Citadel of Faith
  • Reduced XP gain from Transcendent Learning
  • Removed leader pool increase from Transcendent Learning
  • Removed Leader Pool size modifiers from ethics
  • Removed leader upkeep modifiers from Embodied Dynamism and Collective Self techs
  • Removed the -10% leader hire and upkeep cost from traditions that only applied to a single leader class.
  • Replaced the +1 Leader Capacity from Oppressive Autocracy with +1 Commander Capacity
  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
  • Slightly increased time needed to survey a system.
  • Specialist subjects now get +1 capacity of the relevant leader type instead of +20% XP gain for that subject type.
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
  • The effects of the Ruthless Competition council position now matches Memory Vaults
  • The Khanate Successor origin now boosts military leaders
  • The Lord High Admiral council position now gives increased naval capacity instead of increased commander xp gain
  • The Minister of Defense and Head of Research are no longer mandatory council positions.
  • The Minister of State can be removed by Reorganise Council Agenda.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The traditions that previously gave -10% leader hire and upkeep costs for a given class (e.g. Science Division) now also increases the leader capacity for leaders of that class
  • Aptitude Tradition adoption now gives Initial Leader Skill: +1 instead of +1 starting trait to leaders.
  • Discovery, Domination, and Supremacy Traditions now increase initial skill level for leaders instead of decreasing upkeep and hire cost.
  • Transcendent Learning leader XP gain modifier reduced to +25%
  • Transcendent Learning now gives +2 Scientist Capacity
  • Universal Transactions now gives +1 Official Capacity and +20% Commercial Pact Efficiency
  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
  • You can only find one promising officer every two years.

Bugfixes
  • Blocked special event leaders from having backgrounds and homeworlds. Warform was not hanging around with the Romans.
  • Fix a case where the leader UI would remain on screen when exiting to main menu
  • Fix councilor position triggers related to authority not being evaluated correctly in galaxy creation
  • Fix diplo weight tooltip when affected by a resolution category weight modifier
  • Fix gestalt leader backgrounds not clearing other leaders' BGs
  • Fix scripted fleet order buttons having incomplete tooltips (e.g. Azaryn's terraforming special action)
  • Fixed Alien Box event changing getsalt councilor nodes portrait
  • Fixed bypasses mapicons always being placed in second position if there is an upgraded starbase in the system, hiding the icon below
  • Fixed crash when checking if an invalid system is in sensor range
  • Fixed Cultist event chain not having any target to pick planet from if the fleet that attacked was destroyed in the meantime
  • Fixed gestalt nodes not having a starting trait
  • Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.
  • Fixed misaligned buttons and inconsistent tooltips in the Planet View
  • Fixed num_owned_relics trigger not displaying its dynamic values in tooltip
  • Fixed num_researched_techs_of_tier tooltip not displaying the technology tier
  • Fixed random rulers never being generated with origin-locked traits.
  • Fixed situation target tooltip not being completely localized
  • Fixed Starbases receiving ship modifiers twice
  • Fixed the "pick trait" button for recruitable leaders
  • Fixed the Inevitable Assimilation tradition for DAs saying you need to adopt Cybernetic traditions twice.
  • Fixed UOR ruler not benefiting from other initial skill modifiers.
  • Fixed UOR setting ruler level to 4 instead of giving +3 initial levels.
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • Set the base value for percent_of_leader_lifespan to match the leader lifespan define value.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Escape key no longer closes any event windows.
  • The first event option for the event Dysfunctional Council now informs you that the leader will be dismissed.
  • The Xenophobic Fallen Empire will once again be able to get real mad at you if you border them.
  • Worker Coops can no longer be Xenophobic
  • You will no longer be able to avoid being synthetically ascended by being an assault army in space.

AI
  • The AI will no longer build habitats if they have an uncolonised habitat.
  • The AI will prefer building habitats in systems with upgraded starbases unless they have the Void Dweller origin or the Voidborn AP.

Performance
  • Added game rule for possible_precalc = can_fill_precursor_job
  • Added define TRIGGERED_MODIFIER_UPDATE_DELAY, which lets us spread out calculations of triggered modifiers
  • Fixed a case where country modifiers would continually recalculate every day

UI/UX
  • Added new backgrounds for assembly and organic assembly.
  • Added the ability to add an element to the event window specifying the event chain this event is part of
  • Archaeological Sites and Astral Rifts mapicons are now colored depending on their exploration state
  • Changed the leader cap indicator in the top bar to only display envoys.
  • Fixed fleet command limit multipliers not appearing in tooltip if they add up to +100%.
  • Improve and Harm Relations monthly values are now shown to two decimal places.
  • Improved the tooltips for Agenda Progress.
  • removed the notification for leader pool renova
  • The leader list now shows the cap for each class
  • The tooltip for Agenda Progress now shows modifiers to monthly agenda progress.
  • Update the Main Flag button to show the name of the empire (and debug info if you're using Debug view)
  • Added a subtitle to all longer event chains.
  • Added Event Chain Subtitles for the five original precursors.

Modding
  • `num_leader_traits` now has a new filter `is_subclass = yes/no/any`
  • Add `federation_modifier` and `triggered_federation_modifier` leader trait modifiers
  • Add `galcom_modifier` and `triggered_galcom_modifier` leader trait modifiers
  • Add `starbase_type` field for starbase components to show the correct text when a tech unlocks it and it's for orbital buildings
  • Add alternate_civic_version to swap locked civics w/ authorities
  • Add army_modifier and triggered_army_modifier to leader traits
  • Add background_planet_modifier and triggered_background_planet_modifier to leader traits
  • Add country_<type>_cap_add modifiers for specific leader class capacities
  • Add fleet_modifier and triggered_fleet_modifier to leader traits
  • Add new on_astral_rift_entered action
  • Add piracy_protection_mult modifier
  • Add set_completed_rifts command
  • Add skill_<classname>_<task> static modifiers for each class and the "navy", "army", "planet_governor", "sector_governor" and "background_planet_governor" cases
  • Add specialist_subject_conversion_time_mult modifier
  • Added a debug ImGui view to the console - So long, and thanks for all the fish <3 (Editor's Note: @MonzUn thank you for all your hard work and best of luck with your new endeavours!)
  • Added army_damage_empire_sprawl_penalty_mult modifier
  • Added army_damage_taken_mult and army_morale_damage_taken_mult modifiers
  • Added astral_rift_difficulty_add modifier
  • Added can_spawn_astral_rift trigger
  • Added council_legitimacy >= <value> country scope trigger to check an empire's council legitimacy.
  • Added council_legitimacy trigger to check council legitimacy in script
  • Added councilor_modifier, triggered_councilor_modifier and force_councilor_trait to leader traits and removed councilor_trait and is_councilor_trait_for_ruler.
  • Added create_astral_rift effect
  • Added distance_to_capital trigger
  • Added dump_astralrifts command
  • Added dynamic_capacity parameter to strategic resources
  • Added export_modifier_duration_to_variable effect
  • Added freeze_leader_age effect to allow leaders to stop aging
  • Added in_place_of parameter to spawn_astral_rift
  • Added in_place_of parameter to spawn_wormhole effect to use the coordinates of an existing spatial object
  • Added inline scripts support for triggers
  • Added is_assigned_to_galcom script trigger.
  • Added is_bypass_type trigger
  • Added leader_lifespan_mult modifier
  • Added leader_starting_age_add, leader_starting_age_mult, ruler_starting_age_add, ruler_starting_age_mult, heir_starting_age_add, heir_starting_age_mult, and <leader class>_starting_age_add and <leader class>_starting_age_mult (for example commander_starting_age_mult)
  • Added mod_<leader class>_lifespan_add and mod_<leader class>_lifespan_mult (ex: mod_scientist_lifespan_add)
  • Added new modifiers for leader initial level
  • Added on_build_queued and on_build_unqueued effects for mega structures
  • Added on_truce_end on_action
  • Added planet_max_branch_office_buildings_self_add empire modifier
  • Added planet_non_artificial_max_buildings_add modifier
  • Added refill_astral_rift_pool command
  • Added research_sharing_mult modifier that increases the effectiveness of a country's research agreements.
  • Added ruler_skill_add modifier to increase or decrease the effective level of an empire's ruler for the purposes of their council position modifiers.
  • Added scripted triggers prefers_scientist_governors and prefers_commander_governors which determine the class of your homeworld governor on game start.
  • Added sector_modifier and triggered_sector_modifier to leader traits.
  • Added spawn_astral_scar effect
  • Added spawn_beyond_gravity_well parameter to spawn_planet effect
  • Added split_astral_scar and copy_survey_data scripted effects
  • Added the is_site_locked = yes/no trigger for archaeology sites.
  • Added the set_council_position_to_council script effect to place a council position in the council.
  • Added trigger leader_lifespan to calculate leader lifespan depending on LEADER_LIFESPAN_DEATH_CHANCE_AGE, MOD_LEADER_LIFESPAN_ADD and MOD_LEADER_LIFESPAN_MULT. Updated script values referencing this define to use the trigger instead.
  • Added triggered_system_modifier to leader traits.
  • Added X_tech_cost_mult modifiers
  • Armies can now have an army_modifier
  • can_build_STATION_TYPE_around can now also have astral_rift as from scope
  • country_leader_cap_add now increases the capacity for all leader classes
  • create_message effect now has a recipient parameter to allow to have another recipient than the automatically resolved one
  • create_mining_station and create_research_station now support deposit holder scopes
  • create_pop effect now has a count parameter to spawn multiple pops at the same time
  • created `can_be_assigned_to_federation` and `can_be_assigned_to_galactic_community` abilities for leader
  • Created destroy_astral_rift effect
  • Created is_astral_scar trigger
  • Created on_astral_rift_exploration_complete on_action to count the number of explored astral rift
  • Created set_next_astral_rift_event debug description to more easily keep track of events branching
  • Events using the leader event window can now hide not allowed options using hide_option_if_not_allowed
  • Fixed fleet scope command limit modifiers not being applied if the fleet doesn't have a leader.
  • Fixed leader trait planet and system modifiers functioning identically to the regular modifiers.
  • Fleet and megastructure modifiers from governor skill are only applied from unoccupied planets owned by the same country as the fleet/megastructure.
  • Hiring / assigning councilors is now done based on a scripted value instead of hardcoded in the ai
  • is_surveyed can now be used on astral rifts
  • Leader trait planet_modifier and triggered_planet_modifier now support all leader types. Removed assist_research_planet_modifier.
  • Leaders class no longer rely on a hard coded type, and are fully dynamic and based on leaders abilities and defined entirely in the class file
  • Megastructures on_build_start/cancel/complete now use the constructing fleet as root if it's being built by a construction ship
  • MetaScripts (Effects,Triggers,Values) can now substitute an argument by the value of another with $ARG1|ARG2$
  • num_buildings effect now support's building category.
  • on_destroying_station is now also called when an orbital station around an Astral Rift is destroyed
  • Removed is_ruler and is_heir checks from leader potential add on traits, instead using the can_leader_get_normal_trait game rule.
  • Removed some unused trait parameters.
  • Removed the DLC lock on unlock_council_selection = yes
  • Replace diplo_weight_envoys_mult and envoy_cohesion_effect_mult modifiers with diplo_weight_delegate_mult and delegate_cohesion_effect_mult
  • Replaced LEADER_AGE_DEATH_CHANCE_AGE with LEADER_LIFESPAN_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_DEATH_CHANCE_INC with LEADER_LIFESPAN_DEATH_CHANCE_INC
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_AGE with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_INC with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC
  • Replaced subclass_background_icon and destiny_background_icon with background_icon.
  • Replaced tenth_of_leader_lifespan script value with the more generic percent_of_leader_lifespan.
  • Replaced the modifier leader_age with leader_lifespan_add.
  • Replaced the required = yes/no parameter for council positions with the optional trigger in the country scope.
  • Reworked has_envoy_task to work with any leader class
  • Separate Scientist `can_research` into more granular capability definitions
  • set_surveyed can now be used on astral rifts
  • Situations can now have multiple title selected from triggers.
  • SpawnWormhole effect now has a parameter graphics_entity_name to change graphics
  • Updated leader trait documentation.

In addition, due to the changes being made to leaders in this update, I highly recommend that if you wish to continue a game in progress that you remain on the 3.9.3 branch until you finish.

See you Thursday!
 
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  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
I like this change, not just for what is immediately visible in this snippet. Since the 20% chance also changes the background of the leader to being a Noble, this will make Nobles quite over-represented in the leader pool - which is very appropriate for the civic, especially when considering the description ("This society has an entrenched nobility that occupies the upper echelons of society").

  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
Whoa.

Is this instead of the +2 Max Districts, or in addition to them?
(The sooner might make more sense; it always felt weird that Mastery of Nature added +2 Max Districts for Ecumenopoleis, which lack any remaining nature and supposedly already cover 100% of the planet's surface.)

Has the Influence cost been changed?

  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
Nice.
Any chance of having the Meritocracy civic ban the leader enhancement policies, and be mutually exclusive with Aristocratic Elite?

  • Removed Leader Pool size modifiers from ethics
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
Very, very, very, very nice. Huge thanks for making this change!

  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
Could leaders gain the Nerve Stapled trait at some point after being hired?
Perhaps as a way to remove negative traits..?

  • Philospher King now only provides +5 Effective Ruler Level
Nice.
Any chance of having Philosopher King allow Dictatorial and Imperial to use otherwise blocked civics?

  • Pops now have ethics attraction towards the ethics of the local planetary governor
Nice. One more small step towards "not internal politics"...

Clarification: is this just for planetary governors, or also for sector governors?

Any chance that brewing revolts could be changed to block/discourage the removal of a governor that shares a locally strong ethic?
And any chance that a successful revolt could claim this leader as their own, perhaps as their new ruler?

  • Rebalanced a number of species traits that affected leader XP gain.
Any chance of a more detailed elaboration on this?
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
Unless this later point does the elaborating?

  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
Any chance of a more detailed elaboration on this?

  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
On the topic of expertise traits, any chance of moving the "Administrative Efficiency" repeatable to the Statecraft field?

  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
Do Filtered Atmospheric Hallucinogen effects defy the description still?
Any chance of Atmospheric Hallucinogen giving a bonus to Unity, instead of Physics? It kind of feels more appropriately sci-fi-tropey that it should be associated with Culture Workers, Entertainers and Priests, rather than with Physics research...

Any chance of letting Mastery of Nature, or World Shaper, add a beneficial planet modifier to worlds lacking one?

  • Warform was not hanging around with the Romans.
Are you really sure about this?

Any chance in the future of adding an edict funds indicator in the top bar?
(Which, when clicked, takes us directly to the edicts and policies tab?)

Any chance of Faction Unity generated by a pop being listed in its Pop Details box?

Any chance of Dyson Spheres turning their star systems dark?

Any chance of Tidal Locked worlds not rotating in the system view?

Any hance of Planetary Shield Generators giving worlds visible planetary shields?

Any chance of adding orbited planets to the colony backgrounds that currently do not display them?

Any chance of clothes becoming optional?
 
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"Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)"

This seems like it will be a good thing in many situations, but I wonder how the priority will be split for an admiral who is both leading a fleet and on the council. Maybe it'd be best to remove them from one of the positions before a level up?
 
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Answering a few more questions
@Alfray Stryke , i now that some adjustments where neccessary. But especially Philosopher King was always a niche pick and now it feels at least to me not meaningfull enough. It would be cool if the -1 negative trait would stay in addition. And even with that it's not really a powerhouse but somewhat unique among the civics. Is there a chance that you maybe bring it back?

As always, we'll keep an eye on balance and feedback post-release.

Is this instead of the +2 Max Districts, or in addition to them?

In addition.

Has the Influence cost been changed?

Not sure!

Any chance of having the Meritocracy civic ban the leader enhancement policies, and be mutually exclusive with Aristocratic Elite?

Good suggestion, will keep it in mind.


idem

Clarification: is this just for planetary governors, or also for sector governors?

Effect is halved towards sector governor's ethics if a local governor is not present.

This also makes pops less likely be attracted to the opposite ethic of the governor.

Any chance of a more detailed elaboration on this?

1699972827494.png


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1699972846170.png




That tech should be deleted.
 
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Any chance of having the Meritocracy civic ban the leader enhancement policies, and be mutually exclusive with Aristocratic Elite?
wouldn't a meritocracy encourage leader enhancement since enhanced leaders are obviously more suited?
ship artifact costs are still way too high for the current naval capacity... unless there ae plans too reduce it substantially ofc??
isn't that intended? you aren't supposed to make every single ship completely equipped with archeotechs
I usually just give it to special ships, like juggernaut, titans or specific ship classes, like making only my cloaked ships or only the carriers a bit stronger
 
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Good morning/afternoon Devs!

"The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost."

The above states you can replace those previously unchangeable positions when you reorganize the council which is the name of the agenda.

Can you confirm if the above positions can also be replaced when you reform your government?

Thanks!
 
it literally says empire limit, so that should be an obvious yes?
Thank you for pointing that out. I kept looking over the pictures for any information about it, but somehow managed to miss that tiny line at the top. Such is the dangers of stress and cognitive bias (I was "expecting" the information to be closer to the bottom, consist of a longer line of descriptive text, and perhaps also be coloured red, for some reason I can't quite identify now in retrospect).

wouldn't a meritocracy encourage leader enhancement since enhanced leaders are obviously more suited?
The descriptions of the policies make it clear that they are about the creation of an entitled, genetic aristocracy - rather than free and fair competition for all of the population. The polar opposite of what Meritocracy stands for.
https://stellaris.paradoxwikis.com/Policies#Leader_Enhancement
Selected Lineages:
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
Capacity Boosters:
We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.
Natural Selection:
Let nature take its course - it is in the crucible of experience that genius is forged.
The policy should perhaps be renamed "Enhanced Leaders" to have a less misleading name. The current name does make it sound like it is about enhancing leaders, rather than acquiring enhanced leaders.

(The sci-fi movie Gattaca is about such a genetic stratification of society, seen from the perspective of someone who did not make the genetic cut but is desperate to prove himself despite societal and legal obstacles.)
 
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* Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.

Hurra. Finally I no longer need to savegame-edit my ruler after psionically ascending.
 
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The policy should perhaps be renamed "Enhanced Leaders" to have a less misleading name. The current name does make it sound like it is about enhancing leaders, rather than acquiring enhanced leaders.

(The sci-fi movie Gattaca is about such a genetic stratification of society, seen from the perspective of someone who did not make the genetic cut but is desperate to prove himself despite societal and legal obstacles.)

I've always felt "capacity boosters" was bizarrely named. It implies that DNA is getting curated so that leaders can be genetically engineered to be better. But it's explicitly anti egalitarian, as though it isn't about enhancement of people but about more extreme selective breeding.
 
can we PLEASE stop introducing fixxed one off features that dont interact with emergent gameplay, and acutally make the game MORE static, which already is a problem?

we now have 3 expansions that are all essentially "anomalies" with a diffrent name and some slapped on extra fluff

we have: anomalies, we have operations, we have digsites, and now we have astral events....

ALL OF WHICH are nice for the first time... or the second, or even the third.... after your fourth playthrough they become meaningless noise and a choice between +x ressource, or +x ressource income, or +x modifier

come on dude... the ungodly modifier creep is already one of the biggest problems in the game, especially stability wise... maybe its time to go back to the roots and what made stellaris acutally appealing to play?

all of these written storylines can be as amazing as possible (which honestly, they really arent that creative).... but stellaris isnt a witcher.... its a sandbox grand strategy.... story content should exist as a foundation, not as the main focus of the narrative.... because at that point you arent playing a sandbox anymore
 
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The descriptions of the policies make it clear that they are about the creation of an entitled, genetic aristocracy - rather than free and fair competition for all of the population. The polar opposite of what Meritocracy stands for.
https://stellaris.paradoxwikis.com/Policies#Leader_Enhancement
This does not follow. Quite. Meritocracy != Egalitarianism.

That some part of the population is more gifted by birth due to applied eugenics rather than due to natural selection is not incompatible with meritocracy. Meritocracy isn't "nobody gets to have a head start on learning or ability based on their genes" or "everybody is equal" but "everybody is evaluated on merit".

While one can easily imagine a sci-fi setting where the people of a meritocratic society reject leader enhancement policies for one reason or another, it is just as easy to imagine one where the people embrace them as part of the competition to give their children an advantage over other people's children.

EDIT: So the real question seems to be whether an empire is egalitarian or not, not whether it is meritocratic. And that is already handled by making Capacity Boosters unavailable for egalitarians.
 
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-Improvements to Mastery of Nature, planet modifier now gives +50% resource districts

Curious on how this would be calculated. Would I be correct to assume that game will check the existing number of potential resource districts (mining, farming and generator) and increase those totals by 50%? So if a world has zero potential for farming districts, like some tomb worlds I've seen, it'll stay at zero. Or is there some hidden modifier that might not be obvious that the modifier would check before recalculating things? Will this also factor in other modifier that are added later, such as Numa's Breath, the bonus generator districts that machine and synthetic empires get from building an energy grid or using the prospecting decision from the adaptability tradition? I do know there are a few other modifiers to total resource districts, so would like to know if it's all, none or only specific ones.

Any chance that the 50% resource districts bonus could be limited to only those with the Mastery of Nature AP? Given that a major downside to the AP, has been that the best and most permanent part of it, is something that any empire can benefit from, if they are able to yoink someone's world with the Mastery of Nature mjodifier. Not to mention, would be funny to see how many people mindless queue up to snowball, end p having their snowball stall out because they annexed a ton of worlds with the modifier, while not having the AP and are force to balance out resource production to offset the resource deficit they incurred. Granted, I'll understand if technical issues made such an approach a non-starter.

Not entirely sure if this gives the AP a decent niche or not. Having done some tall playthroughs, I can see how this might have a niche, since a tall empire, no gestalt empire, that also doesn't synthetically ascend, might roll some pretty crappy worlds and a 50% increase in their total resource districts could fix solve some resource pain points; especially, if it dynamically updates to account for other modifiers that increase resource districts.
 
That one would of course be huge!
Indeed. Enlightened monarchies could really feel like actual enlightened monarchies (as defined by pop history stereotype tropes).
  • Enlightened Monarchy with Parliamentary System = constitutional monarchy / Great Space Britain
  • Enlightened Monarchy with Meritocracy = imperial examination / Space Imperial China,
    or Space Napoleonic France (replaced aristocratic recruitment with a meritocratic system)
  • Enlightened Monarchy with Citizen Service = Space Prussia?
  • Enlightened Monarchy with Exalted Priesthood = Space Egypt?
  • Enlightened Monarchy with Citizen Service and Parliamentary System = Space Sweden? ("One man, one rifle, one vote")
  • Elective Monarchy with Aristocratic Elite = noble republic / Poland CAN into space
 
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So what do Research Institutes, Auto-Curating Vaults and Military Academies do now? Do they have extra effects if you have a matching governor?
Already answered. Check developer responses.
 
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I will say the change to auto-curating vaults, military academies and research institutes is great. Actually makes them worthwhile, while also accounting for changes in how the leaser resource traits work. Plus, it ensures that a capital world will look very different from other worlds.

Also I suspect that it probably somewhat slows down snowballs because while a capital world is going to be a blow for anyone that loses theirs, it also means that the conqueror is actually going to have to do more with conquered capitals to turn them around into an aside. Any jobs that were a result of leader resource traits are going to be gone, as will any empire unique buildings on them, since those are seem to require capitals.
 
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