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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!

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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!
 
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This paragraph is unclear. Will commercial-pact Criminal Syndicates still have this minimum floor of crime? If so, there is still no reason not to destroy criminal syndicates as you still can't "peacefully" trade with them.
it could unironically be more expensive to go to war repeatedly with a crime corp than to just deal with a little bit of crime on your worlds
just accept the crime and enjoy the roleplay
just like the republic and the empire often tolerated or even actively worked with the exchange and the hutts

abandon the spreadsheets and enjoy the profits from the "free" jobs from their branch offices and the trade value from your potential trade deal

the new job system even encourages job diversity on your worlds
 
Keeping cautiously low expectations for a good 4.0 balance on launch. It may take a few weeks of post-release patching, it may take until the DLC after Biogenesis or longer. I have faith we'll get there eventually. I don't have faith in corporate software deadlines, work is never that easy to predict in software.
Can you please tell me more details? You are interesting but to be honest I don't understand it very well.
I'm reminded of the MEFO bills. Or a commodity futures contract. The point is that currency is a physical token you can easily hand to someone else in exchange for something they have (be it a good, their service, whatever). So if people on the Moon look at a shipping ticket, they think "yeah I could get something by using this ticket, it's worth me handing over my X in exchange for this". Once they have that ticket in their hands, they can then think "when do I actually want something delivered? I could get some toys shipped from Earth, but if I hand this to a local Moon shop, I could get those toys from here instead. If I ever want something exclusive to Earth, I can earn another shipping ticket in the future as plenty of people have and want these tickets."
 
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My head canon is a standard sci fi trope: antimatter. At least for the bulk of storage while allowing for a mix based on planet resources.
Antimatter has to be manufactured, and that is going to lose energy in the conversion to antimatter. plus you have to actively prevent antimatter form exploding with regular matter. Resulting in a continues drain on energy with no storage. you will need to burn some of that energy in order to store antimatter.

It's a problem with a lot of science fiction and its one of the reason Antimatter annoys me.

It would make more sense to me to have laser light trapped in a perfect mirror box. We've got a couple that are close--or limited to a specific wavelength--so it's well within real science. You still have the conversion from light to useful energy and from electricity to light to cause problems. And I'm betting they'd be pretty fragile. so far, I know something close enough--in practice--is used in some kinds of laser surgery and some military lasers.
 
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I see no mention to the leader changes. Does that mean that they (hopefully) didn't get included in the end?

EDIT: I love how my trusty follower disagrees on a question. Perhaps he does see mention to the leader changes xD. Should I stalk you back and disagree with each one of your posts too or something?
 
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I suspect megacorps will be just as unplayable, flavorless and boring as they were before. They are going to need a whole lot more "facelift" than couple measly bonuses.

I would be more interested in branch office buildings if branch offices were actually buildable. Yet this aspect doesn't seem to have changed.
 
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I suspect megacorps will be just as unplayable, flavorless and boring as they were before. They are going to need a whole lot more "facelift" than couple measly bonuses.
Idk, hives and megacorps are kinda the only empire types that even notably deviate from the default build

If I wasn't opposite to democratic elections and diplomacy builds I would definitely play mega-corps more regularly :p
 
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Can't wait to play on the new patch. That said I find the new trade system a bit underwhelming and hope it is more of a stop gap mesure until a good system can be found and implemented.

On that note might I suggest taking inspiration from Endless Space2? In that game you have physical AI civilian ships taking a minimum of computational power due to having no combat stats (if they encounter an hostile fleet they die/are captured) and taking the most direct path between systems. Although in Stellaris they would also need to travel intra-system.
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Between Lisul and Leo system, a logistics ship delivering food to a new colony.

They have few stats associated with them. The only one you can affect through technology is their speed.The newly envisioned system could use them to transport ressources to worlds that have deficits.
In ES2 they are also used to move the amount of trade between trade companies that you can establish between systems and also serves as transit for pops.
 
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Can't wait to play on the new patch. That said I find the new trade system a bit underwhelming and hope it is more of a stop gap mesure until a good system can be found and implemented.

On that note might I suggest taking inspiration from Endless Space2? In that game you have physical AI civilian ships taking a minimum of computational power due to having no combat stats (if they encounter an hostile fleet they die/are captured) and taking the most direct path between systems. Although in Stellaris they would also need to travel intra-system.
View attachment 1288666
Between Lisul and Leo system, a logistics ship delivering food to a new colony.

They have few stats associated with them. The only one you can affect through technology is their speed.The newly envisioned system could use them to transport ressources to worlds that have deficits.
In ES2 they are also used to move the amount of trade between trade companies that you can establish between systems and also serves as transit for pops.
Having less stats doesn't make them easier to calculate

The main issue is path finding
If anything your idea would be worse than the current implementation because those trade ships would either repeatedly run into enemies or stack up a lot of calculations trying to maneuver around an obstacle

The 4.0 version that just "magically" puts it in a global storage is kinda the best, especially since all other resources already work like that, it makes sense when "abusing" that magic causes a resource imbalance in form of a tradd deficit that has to be accounted for
 
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Having less stats doesn't make them easier to calculate

The main issue is path finding
If anything your idea would be worse than the current implementation because those trade ships would either repeatedly run into enemies or stack up a lot of calculations trying to maneuver around an obstacle

The 4.0 version that just "magically" puts it in a global storage is kinda the best, especially since all other resources already work like that, it makes sense when "abusing" that magic causes a resource imbalance in form of a tradd deficit that has to be accounted for
How would that not make it easier to calculate? Them being not combat capable with those associated calculation should mean less performance hits no? I also don't think it should need that much calculation to have them go from point A to point B by automatically taking the shortest route. But I'd need a dev's input on that one.

And I think having deficits tackled by transports could be a nice little feature that stands alone from the rest that use magic.
 
"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"

Oh noes... My favourite playstyle is to create multiple templates of my species, each witumh a different habitibility preference, so i can have my , "wet" humans living on the wet planets, my "hot" humans living on the hot planets, and my "cold" humans living on the cold planets. Will they now always change away from that?
 
"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"

Oh noes... My favourite playstyle is to create multiple templates of my species, each witumh a different habitibility preference, so i can have my , "wet" humans living on the wet planets, my "hot" humans living on the hot planets, and my "cold" humans living on the cold planets. Will they now always change away from that?
You have to enable assimilation for templates. That won't be affected.
 
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"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"

Oh noes... My favourite playstyle is to create multiple templates of my species, each witumh a different habitibility preference, so i can have my , "wet" humans living on the wet planets, my "hot" humans living on the hot planets, and my "cold" humans living on the cold planets. Will they now always change away from that?

Because it's set up as a species right on a per-template basis and the old special project system isn't going away, your playstyle won't be broken.

In fact you should be able to use subspecies integration to update your templates pretty easily. First set the new wet template as the default species and then turn on subspecies integration for only your old wet template and off for your dry/cold templates. When that's finished you just switch the default template to your new cold template and configure your other templates so only your old cold templates have subspecies integration turned on. Repeat again for the dry template.
 
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Not that I'm desperate to play or anything but what time Monday morning will it release?
You too, huh? The one thing I can't stand when they're preparing a big update, is that I just can't play it until then, because the game feels so empty by comparison.
 
"Keep going! You're good! You're good! You're good! Aaaand stop! Don't worry, captain; we'll buff out those scratches!"

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YESSSSSSSSSSSS Exalted Priesthood + Aristocratic Elite empires are now a thing.

And more customized Megacorps is not something I knew I wanted, but now I can't wait to see it.
 
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I don't see anything about that terrible "empire focus" system that forces you to complete nonsensical tasks to get techs, but I assume it's still in the game?

If so, please add a setting to turn it off. I want to play my way in the sandbox space game, not the way the game forces me to. And no, simply ignoring those focuses is not an option when they have such powerful rewards.
 
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