• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Released - checksum (462c)

Hello everyone!

It's my pleasure to announce that the Astral Planes Narrative Expansion and the Stellaris 3.10.0 "Pyxis" update have been released and is available for download now. A 10% discount is active until November 27th.


astral planes features.png


Here are the changelogs for the release:

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
  • Changed Leadership Conditioning to reward 3,000 XP equally shared between all leaders below level 10.
  • 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
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • 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 leader portrait changes when changing species
  • 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
  • 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.

Thank you for playing Stellaris!

Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version.

You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
 
  • 20Like
  • 8Love
  • 2
  • 1
Reactions:
Not liking the leader changes at all... I have no choice in the 1st/initial trait of my leaders, and so from the start of the game my admirals are getting stuck with general traits when I dont plan to use them for ground combat... and my scientists are getting stuck with governor traits when I have no intention of using them to be governors... Very sad that I keep getting stuck with initial traits on my leaders that I will get no benefit from.

Edit: Look at the screenshot below, the only 2 scientists I can recruit both have governor traits... I already have 1 official and 2 scientists with governor traits, I only have 2 planets, I dont need 5 leaders who are focusing on governing planets, I need scientists who can help me with exploration! Very disappointing update.
That's because they're not admirals anymore, they're commanders. They become admirals after a few levels, if you choose.
 
  • 1Like
Reactions:
@Eladrin I must object to a new tooltip on UX grounds. 3.10 has turned a tooltip providing useful information about a leader's current state into one providing general information saving a wiki lookup.

This is the skill and XP bar tooltip in 3.9.3. It communicates relevant information about the leader's current XP, needed XP, XP increasing effects, the current class skill effects, as well as agenda progress and effective skill level.

firstborn_skill_tooltip_3_9_3.jpg


As such it is a tooltip that is useful if you want further details about the leader that aren't communicated simply by the skill level number and the XP bar. The three strikes against is that a) it presents the wrong skill level effects of -10% amenities and +50 edict funds since the actual effect is -12% amenities, +60 edict funds due to showing the information for the skill level, not the effective skill level, and b) Doesn't present information in order of importance to the player, and c) presents survey/archaeology information that is irrelevant for a ruler rather than only showing it for scientists that can be or are assigned to ships. The first is an "my interface lied to me" issue, the second and third minor issues, and the third might actually get a pass since the only assignment scientists can have in 3.9.3 outside the council is on a survey ship, so always showing that information is perhaps wise after all.

This, however, is the skill and XP bar tooltip in 3.10. It communicates general information about the leader's class (duplicate from the class tooltip) and council assignment per level.

firstborn_skill_tooltip_3_10.jpg


The two major strikes against this tooltip is that it provides no information relevant to the leader's current skill or XP at all save the Council Agenda Progress, and that it doesn't distinguish between information relevant to the leader's current assignment (such as being on the council providing empire benefits) and irrelevant information (such as the base scientist class bonus if you stuck her on a science vessel, or governing assignment bonuse if on a planet, that are never applied for rulers).

I can understand the desire to have a clean tooltip showing the general effects per level of a leader's class, assignments, and council role. I really can. It is a great idea.

And you already have a good place for it: The class icon in the top-left corner. Which already contains all the general class information you are now duplicating in the skill tooltip!

Or if you want to keep things clean with the class icon providing general class information for all possible assignments, which I can perfectly understand, then how about a council icon next to it in the corner (perhaps directly below the subclass icon?) providing the general council information for the council job, when a leader is on the council?

So why you chose to duplicate that class icon's tooltip information with added general job information in the skill and xp bar tooltip at the cost of no longer presenting information relevant to the leader's current skill, XP, and in-game effects, I really don't understand.

I urge you to rethink that design decision.

With my amazing graphical talent, I have used paint to prepare a mockup of how to provide the player with all the useful information the game provides now as well as all the useful information it used to provide, showing only relevant information. (This version uses "all the general information from the class tooltip" approach. I actually prefer the idea of the class icon tooltip remaining as it is now, with the general council information given in a separate council-icon underneath the class specialization, icon only present when somebody is on the council, but I began the other mockup first and ran out of time.)

firstborn_skill_do_this.jpg


Okay, so perhaps you don't like the idea of only showing detailed information relevant to the current job, and would prefer after listing the skill and XP information one formatted like the general information, just with the current values, so it is actually useful at a glance. I am sure we could all live with that, though it would be hard to also fit in the Experience Gain Rate list without it becoming excessively long when the player starts stacking up sources. (PS: Players DESERVE to be able to see the total XP Gain Rate SOMEWHERE, even if you can't find a place to fit a detailed breakdown into the tooltip as Stellaris used to do.)
 
Last edited:
  • 7Like
  • 1Love
  • 1
  • 1
Reactions:
Was it intentional for the Expertise Materials III to give only +30% Research Speed (Materials) instead of the regular 35% as all other specialisations?

Regarding the Great Researcher trait it seems to not give the +10% Research Bonus if the leader is the ruler, but he is on the council (I believe). If being a ruler is not considered being on the council, then all the modifiers that applies to council members shouldn't be applied to the ruler.

Shroud Preacher and Truth Seeker are basically the same bonus right now. Before you could stack 5 scientist on the council with Truth Seeker granting a +60% resources from jobs and then a Shroud Preacher governor on the planet, giving another 25% for a total of 85%. I really liked that concept since Bio and Synth empires already have massive bonuses to Pop Growth speed and Pop Assembly (specially with that ridiculous +40% Assembly Speed) and Psionic empires always felt short, since Pop Growth scales multiplicatively with other production modifiers (e.g. 100 Pops With 1.5x Productivity vs 50 Pops with 2.0 Productivity || 150 vs 100). Also, it is very hard for psionic empires to reach level 8 since they die very early before the repeatable comes in, whereas other ascended empires don't.

Yes, I am sad that my favourite late game meta build with psionics got gutted a lot.
 
Last edited:
  • 2
Reactions:
Congratulations, now I don't like leaders at all. I really am getting annoyed at my scientist not being offered, well, science traits. I am being swamped by planet traits and worse I have to go to the leader screen to check to see if I can hire one because its not on the top bar anymore where I could just mouse over it.

You know, I like the council. You could get rid of all leaders other than the council and envoys and I would likely find the game more fun and more like I am running an empire. I certainly have no investment of Mr Johnson on Scout Ship #8471 let alone how many leaders I have never scales with my empire which would be like the United States only having five Admirals during WW2 when they had over 2000 flag officers and general officers. (Admirals and Generals) . So if I didn't have them at all I would not feel hamstrung by some odd arbitrary limit
 
  • 3Like
  • 3
Reactions:
There are far far far too many governor traits showing up in level one scientists and commanders. just because they CAN govern now doesn't mean you want them to from day 1. I am still going to rely on administrators to govern in the early game. I don't want my starting scientists to have a governor bonus to food production or unity. I want them to have a scientist bonus to survey speed or anomaly speed or anomaly discovery...etc.
 
  • 11
  • 1Like
Reactions:
That's because they're not admirals anymore, they're commanders. They become admirals after a few levels, if you choose.
Yes, which is bad. Why can't we control their path from the start of the game? If my intent is to make a "commander" an admiral, why do I have to deal with general traits being placed on them at level 1, that I will get no use out of?

Same thing for scientists. Why must traits related to governing planets be placed on them without the player getting any choice in the matter? The early game is focused on exploration, yet all 4 of my scientists have a trait wasted on getting more unity, food, etc from governing planets.
 
  • 6
Reactions:
Random starting leader traits have always been a part of the game, or at least since Synthetic Dawn when I started playing, so I don't know why people are complaining about leaders having incompatible traits from the start. When I get stuff like that I just start a new game or mod it such that I get ideal traits from the start.
 
  • 3
  • 1Like
  • 1
Reactions:
Random starting leader traits have always been a part of the game, or at least since Synthetic Dawn when I started playing, so I don't know why people are complaining about leaders having incompatible traits from the start. When I get stuff like that I just start a new game or mod it such that I get ideal traits from the start.
The point is before Scientists had random traits regarding Science and Exploration, now they have a plethora of new traits between Science, Exploration and Governance. Same goes for Admirals and Governors (with the introduction of the diplomatic subclass).
 
  • 6
Reactions:
on the shoulders of giants precursors not spawning ? is bug it was fixed ?

I had same issue like in link below:

 
  • 2Like
Reactions:
Random traits that aren't necessarily useful is not bad design. It makes getting leaders with great traits more fun, and also encourages using leaders in more varied ways depending on their expertise, especially ways you wouldn't normally use them. You shouldn't always have a lineup of leaders with all the right traits for how you want to use them.

Starting scientists and commanders probably still shouldn't have governor traits though, since that's something that can tend to just make players restart the game - there's no real strategy or choice involved when that's what happens.
 
  • 6Like
  • 2
Reactions:
My critique of this patch is below. But I guess it's spam or offensive. So you get it in jpg form.

The TL;DR is that I'm not happy, and I'll be back for 3.10.1 (at least for a day)
 

Attachments

  • Screenshot 2023-11-16 at 9.25.44 PM.png
    Screenshot 2023-11-16 at 9.25.44 PM.png
    419,4 KB · Views: 0
  • 4Like
  • 1
Reactions:
Please bring back the ability to assign multiple leaders to a single planet (governing, military defense, assist research). This was a really cool feature that finally had a place to shine with the amazing traits introduced in Galactic Paragons. I love the consolidation of Admiral/General into Commander, but I think removing multi-leader assignment from a single planet was a mistake. Stacking multiple leaders on a single planet is a huge investment and most heavily benefited tall empires. That significant benefit is now gone and tall got nerfed hard with this patch. I am really not happy with this update overall because it feels like more content was removed than added. I am a modder and therefor can fix the leader trait/power level, but I can't fix the fact that core functionality has been stripped from the game. Astral rifts are a cool addition, but ultimately they are another flavor of archaeology dig. Its overshadowed by the fact that this update feels like an erasure of Galactic Paragons (which is my favorite DLC).
 
Last edited:
  • 1
Reactions:
The game wasn't launching before and it still isn't launching now. I had to refund this garbage. Thanks for ruining years of stable Linux gaming. I bought ALL of your DLC. I have played this a lot and usually with my friend. But we can't play anymore and I can't launch the game. You broke it last patch and failed to fix it for this release which I find pretty bad on your part. Again, I have refunded this due to it not working anymore or launching with an error that never goes away and its the same error so I figured you gave up on us Linux users. Even if you ignore the error and alt tab back in then you can't play with your friends. I don't understand how you just magically decided one day to not simply check to see if it worked? Its not rocket science and I know for a fact it doesn't cost you that much more to make sure you make a simple compiled binary of the game to work on Linux. Its seriously not hard and your devs don't actually have to do any work whatsoever, just compiled it for Linux instead of Windows like you seemed to have been doing previously.
 
  • 4
  • 2Like
Reactions:
Any changes from the preliminary patch notes? Did a quick skim but couldn't find any :D
  • Add:
    • [Bugfix]
      Fixed leader portrait changes when changing species
  • Update:
    • [Balance]
      OLD: Increased Leadership Conditioning reward to 3,000 XP
      NEW: Changed Leadership Conditioning to reward 3,000 XP equally shared between all leaders below level 10.
  • Move:
    • [from Bugfix to Balance]
      Leader traits from ascension paths no longer provide research points scaling with leader level
 
  • 2
Reactions:
It looks like the "habitable worlds" setting in Galaxy setup is broken - much more habitable worlds appear than should at 0.25 setting.

P.S. And generally - the amount of habitable worlds is just ridiculously high.
 
  • 4
Reactions:
Okay the new UI is amazing, BUT
I'd prefer it if the Shipyard Starbases could be moved from the Planetary Tab to the Ship Tab.
So lets split in which Tab Starbases are. Those passive ones could be in the same Tab as Planets and such, but the Shipyard Starbases should be where the action is.
At least, please give us the opportunity to sort these Bases ourselves between the different tabs

At best just let us organize the left UI as we please
 
Okay the new UI is amazing, BUT
I'd prefer it if the Shipyard Starbases could be moved from the Planetary Tab to the Ship Tab.
So lets split in which Tab Starbases are. Those passive ones could be in the same Tab as Planets and such, but the Shipyard Starbases should be where the action is.
At least, please give us the opportunity to sort these Bases ourselves between the different tabs

At best just let us organize the left UI as we please

Answered here: