• 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.

Stellaris 4.0 "Phoenix Update" Free Features

Hello everyone!

We’re less than a week away from the release of BioGenesis and the free Stellaris 4.0 “Phoenix” update, and we’d like to take some time to talk about the things coming in the free 4.0 patch coming to Stellaris on May 5th. We’ve also released a list of preliminary patch notes on the forums, you can read those here.

Game Director Eladrin set aside time to talk about the Free 4.0 Update for Stellaris Official on YouTube.

Pop Groups, Workforce, and Species Modification

Pops have long been one of the biggest causes of late-game performance issues in Stellaris. As such, we’ve grouped singular pops by species, strata, and ethic. This allowed us to reduce the number of calculations required as the number of pops increases in the late game.

Pop groups will produce Workforce, which is assigned to jobs on your planets. Pop groups can supply Workforce to multiple jobs, and species traits that previously would create extra resources, now generate bonus workforce when working these jobs.

With pop groups, we’ve also changed pop growth to be simultaneous across all species on a planet, which should result in a more realistic growth and demographics of pops in your empire. With the added focus on Pop Growth, Empires will generally start with large masses of Civilians on their planets, enough to comfortably colonize several worlds, where they will emigrate over time.

We’ve also done some work on Species Modification. Now, with the Gene Tailoring Technology or Integrated Anatomy tradition, you can specify a default template for a species, afterwards any subspecies with Sub-Species Integration set the Integrate Into Default Sub-Species species right will integrate into the default species template over time.

Trade, Logistics, and MegaCorps

The old Trade Routes system was another system that was hurting game performance, made worse by it being also one of the most hard-to-use and unintuitive game systems. We decided that it was time to remove Trade Routes altogether, and instead make Trade a regular resource that can be used and stockpiled.

Trade will now accumulate monthly over time, and represents logistical effort on behalf of your empire. Planetary deficits will now impart a trade expense, as freighters are commandeered by your empire to transport resources to worlds that aren’t otherwise self-sufficient. Military fleets as well will impart a trade cost, decreasing when they’re in orbit of friendly starbases, and increasing when in hostile territory. Trade can also be spent on the Market for the purchase of resources.

This was also an opportunity to make Trade available for Gestalt empires, who can now collect Trade from both jobs and deposits. While they don’t have much use for Traders and Clerks, their Maintenance and Logistics drones will produce most of their trade.

MegaCorps also had a facelift in 4.0. Most corporate Civics now give bonuses to specific Branch Office buildings, and gain Trader jobs on their Capital from the Branch Office building. Branch Office buildings are now limited to one per planet, but give more appropriate jobs to the host planet.

To offset the bonuses to Branch Office buildings, constructing these buildings now also costs Influence, and has an increased effect on Empire Size.

Criminal Syndicates have also had some improvements, for both their playability and for playing against them. Criminal Syndicates can now establish Commercial Pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet. All Criminal branch office buildings now produce 25 Crime and give criminal jobs in addition to regular jobs. We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

New Planet UI & District Specializations

The change from Pops to Pop Groups also opened up an opportunity to revamp exactly how Districts, Buildings, and Jobs interact with each other. Districts provide a base number of jobs, District Specializations provide additional jobs per District, and buildings provide Jobs.

District Specializations are a new feature coming in Stellaris 4.0. City Districts will be able to choose two District Specializations, while the Generator, Mining, and Farming districts each can choose one. District Specializations provide extra jobs per district of that type constructed.

Unlocking Specializations will be locked behind key technologies, but choosing a specialization will also open up three additional Building slots.

Assigning and restricting Jobs works remarkably similar to how it did in previous versions of Stellaris, but now instead of assigning Pops to work the job directly, you’re assigning Workforce from several different Pop Groups to work the job.

New Mammalian Portraits & Precursor Selections

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

AD_4nXcpPK-S3yZZsg-OphuIWI5dp4SCOUC68dJ8kl8FApj4BMvi8p9SeNqK9nMLZk6ncyWNSxsWpkO7Uq2-qHHjbg0fmbD04TU8bRKTA8GiUnHGCHLim99-dmo6XjvrhdbuxjPcI2VWrw


We know some of you have Precursors that you like the most - and the least - and with Stellaris 4.0, you’ll now be able to turn off the Yuht after you get it for like the sixteenth time in a row.

We’ve also added a new Empire timeline that tracks major events in your empire. We know this is something that some of you have wanted for a while, and it’s great to be able to look back and remember events that happened in your empire.

There’s so much more to talk about coming in Stellaris 4.0, you can read the preliminary patch notes here.

The free Stellaris 4.0 “Phoenix” Update and the BioGenesis expansion will be available May 5th on Steam, or you can get BioGenesis as part of Stellaris: Season 09 for a discount!

Thanks to everyone for playing Stellaris!
 
Last edited:
  • 72Like
  • 24Love
  • 8
Reactions:
performance improvements performance improvements performance improvements performance improvements

If this update lets me play the game at a reasonable framerate during the lategame, I don't exaggerate it when I say everything else coming with 4.0 is basically just icing on the cake. My PC is by no means weak (it's built to run stuff like Monster Hunter Wilds at high graphics settings), but the current lag simply discourages me from playing the game past a certain point.
 
  • 17
  • 1Like
  • 1
Reactions:
The free Stellaris 4.0 “Phoenix” Update and the BioGenesis expansion will be available May 5th on Steam, or you can get BioGenesis as part of Stellaris: Season 09 for a discount!

Not that I'm desperate to play or anything but what time Monday morning will it release?
 
  • 15Haha
  • 7
  • 6Like
  • 1
Reactions:
To be honest, there are certain logical inconsistencies in the fact that certain "deposits" of trade value in space on some celestial bodies became "deposits" of logistics services. How can you buy something with "logistics capabilities"? How can it accumulate? Well, how can clerks produce logistics capabilities, no questions asked.

It seems that we need to separate the logistics capabilities for servicing the empire and the trade value. I don't know, we need to think about it in more detail and maybe there will be an upgrade later, I just think we need to think about it.

+

When I choose 1 specific predictor - will other nations in space also have only this predictor?
 
  • 22
  • 5
  • 4Like
  • 1
Reactions:
i am cautiously optimistic about this rework, he beta was confusing and counter intuitive but hopefully the kinks have been ironed out
 
  • 5Like
  • 1Haha
Reactions:
Thanks for another significant rework to target a main request from players; in this case performance.

Have pirates/piracy been discussed yet? I'm assuming they'll exist and just impart a penalty to whoever's borders they're in, but haven't seen any mention.
 
  • 3Like
Reactions:
It's a lot of change but I look forward to having a blast on Monday.

Question over the colonising with civilans - does that make it very similar to EUIV? Will colony ships still exist and will it actively consume civilians from somewhere to do that?
 
  • 1Like
Reactions:
Does trade now work like other recources and gets bonus production (for example 2,5% for having the strong trait) or does it still work like ammanities?
 
  • 2
Reactions:
The old awful trade system is dead.

Long live a new, awful in a different way, trade system. (Seriously it makes no sense to be able to store it, what are you thinking?!)
 
  • 26
  • 14
Reactions:
Is there a way to sort the Current Population list under the planetary Management tab? The longer you play, the more pop groups you will have on a planet and it would be really nice to filter the list and more importantly order them (by size or species for exmaple). A long list that you will have to scroll through to find a specific pop group is just not good design.

Especially because the current order as shown in the showcase on youtube seems to be really weird, there are Blorg Workers at the top and at the bottom of the list, they are not ordered by group size so maybe they are ordered by their ethics? Or is it random? For example, if I want to find the biggest worker group I will have to scroll through the whole list and remember each groups size, thats really not comfortable and could be so much easier.

I don't like lists, but if it has to be one then please, add some basic features to make them readable. During the beta I just ignored them and expected to see a better version at release, I even gave criticism in the surveys about this topic. The showcase on youtube left me a bit concerned.
 
  • 10
Reactions:
The old awful trade system is dead.

Long live a new, awful in a different way, trade system. (Seriously it makes no sense to be able to store it, what are you thinking?!)

If you were half as rude you might be able to get people to take your points more seriously. Maybe remember it's just a game and the devs making it are cool people who interact with the community a lot, not people deserving of constant jabs.
 
  • 29
  • 5
  • 4Like
  • 2
Reactions:
If you were half as rude you might be able to get people to take your points more seriously. Maybe remember it's just a game and the devs making it are cool people who interact with the community a lot, not people deserving of constant jabs.
How about I criticize awful ideas with the attitude they deserve? A bad idea is a bad idea is a bad idea, and titling your livestreams after a Simpsons meme doesn't change that fact.
 
  • 41
  • 5
Reactions:
It's funny how much the change in terminology from "zones" to "district specializations" got me on board with the feature, at least in terms of it's base principles. It felt weird for "zones" to sort of be their own thing, but you could only have one zone per rural district and their size was tied to district size, not to mention it wasn't clear why you could only build city zones on the scale of your city district.

However with the switch to "district specializations" it suddenly makes way more sense. Of course there's only one specialization per rural district, and the city districts being able to have two specializations feels like a bonus they get. The fact that district specializations are always split down the middle just feels like a case of limiting complexity rather than a confusing design choice.

Sure on the average making it so the early game district specializations/zones are not designed to be replaced ASAP and you start with a truly generalist capital is probably the bigger factor, but the terminology switch matters more then it feels like it should since it doesn't impact the actual mechanics. I guess it goes to show that vibes are perhaps more important then a lot of people realize.
 
  • 14
  • 3Like
  • 3
  • 1
Reactions:
Still cautiously pessimistic about this. Seems like there are a lot of things improved, and a lot of things made worse.

I will have to see if the kinks worked out of the new system are enough to make it fun to play on Monday.

Will probably not be being the DLC soon in any case, will wait to see how things shake out.
 
  • 2Like
  • 1
Reactions: