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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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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.
It doesn't force you to complete tasks to get techs. You're not required to complete the tasks and you can still draw the same techs in the tech tree as before. Completing the tasks just allows you to bypass the default rng by unlocking certain techs as guaranteed research options. So the empire focus and tasks will actually help you play your way as you will be less at the mercy of rng.
 
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We'll see how this goes. The beta was really rough, and I'm still skeptical that they've had the right amount of time to implement all the changes required for this to be a smooth transition. This'll be the first DLC in a long while I don't plan on getting on day 1 since I anticipate needing to rollback for a while.
 
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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 played ES2, I'm not sure their Colonization system would work given that we claim systems via Outposts prior to Colonizing them. Meaning having Supply ships and what not are completely unnecessary unless you wanted a way to speed up the Colonization process by having an existing Colony support it logistically?

PS: King of Colonization in ES2 were Riftborn. Not only were their Outposts self-sufficent but if they ever assimilate the Pulsos with their Thinkers and Tinkers 1 trait, they can establish Colonies in 1 turn. Also Custom Gene Hunter with Extreme Foremen + Planet Menders + Sowers Minor Pops is beyond broken. Nothing comes close and especially if you add in Crowded Planets.
 
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.

I’d love to have civilian ships in some capacity, but they would need to be not annoying to manage and not break the game via lag. For the second at least, maybe the performance improvements are enough that the idea could be seriously considered without making the game unplayable
 
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My opinion on the Trade/Logistics dispute:

The jewelry icon for Trade and it being a stockpile resource makes sense to me because it always had represented an abstraction of valuable items being hauled back to the capital. These valuable items could be whatever your imagination comes up with for your empire. Similar to Consumer Goods, it is an abstraction that represents whatever luxury items in your imagination that you want your pops to enjoy.

And it makes sense to me to let Trade be the marketplace exchange currency, because every valuable item has a price and exchange rate, and it can be exchanged for other resources. And the reason I think it still works for machine empires too is because you can think of their valuable items as being electricity stored in batteries being exchanged for Energy Credits or other resources.

What doesn't make sense to me is having Trade also represent Logistics. I think I'd rather see buildings and districts providing logistics capabilities, either by planetary (for planet resource deficits) and empire modifiers (for fleets), and not a stockpile resource, represented with a new icon such as a set of cargo boxes, that would help to restrict the size of your fleets and how far, and how long your fleets can be away in hostile territory.

However, because this situation would lead to a strain on your economy, similar to how the new Trade/Logistics implementation in 4.0 would put a strain on your economy, I can think of it as the developers having cut out the middleman of having to manage Logistics separately, probably because there's so much for players to manage already. Although, I would still prefer Trade and Logistics to be handled separately because it causes so much confusion that Logistics is tied to a stockpile resource. However, when thinking of Trade/Logistics in abstractions, it doesn't matter how the developers implement logistics capabilities, the point is that it would all end up being a strain on the economy anyway, and this is how they decided to abstract the idea of trade and logistics.
 
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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.
As others have said, I don't see how this forces anything. and nothing stops you from ignoring the system all together. So I'm interested. What is forcing you to complete tasks?
 
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Having played ES2, I'm not sure their Colonization system would work given that we claim systems via Outposts prior to Colonizing them. Meaning having Supply ships and what not are completely unnecessary unless you wanted a way to speed up the Colonization process by having an existing Colony support it logistically?

PS: King of Colonization in ES2 were Riftborn. Not only were their Outposts self-sufficent but if they ever assimilate the Pulsos with their Thinkers and Tinkers 1 trait, they can establish Colonies in 1 turn. Also Custom Gene Hunter with Extreme Foremen + Planet Menders + Sowers Minor Pops is beyond broken. Nothing comes close and especially if you add in Crowded Planets.
Yeah some faction colonize fast in ES2. I don't really play them which mean I always lose that damn race to settle 4 systems and miss the cool building award.

That said I mentioned ES2 civilian ships only in the optic of the new way trade works. Where trade is necessary for planets to get ressources that they are in a deficit of moved to them in a very abstract way. Less computation intensive ship could fill that role in a more interactable way. As an exemple, the event where during contact with an unknow empire they abduct a civilian ship and experiment on them? Those hypothetical ship could be an actual, physical, target for it. Of course they could also be interacted with during war and in other ways ( sabotage spy operation anyone?).
 
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I’d love to have civilian ships in some capacity, but they would need to be not annoying to manage and not break the game via lag. For the second at least, maybe the performance improvements are enough that the idea could be seriously considered without making the game unplayable
I would envision them to appear automatically whenever they are needed to move ressources between planets. Maybe they could necessitate the pre existing trading jobs and buildings to function, a bit like convoys in Vic3 who needs sufficient port buildings to be available.
 
As others have said, I don't see how this forces anything. and nothing stops you from ignoring the system all together. So I'm interested. What is forcing you to complete tasks?
"I don't see how having a more powerful ship called a Destroyer forces you to build it, ignore the system all together."

"I don't see how researching Tachyon lances forces you to equip them, ignore them all together."

"I don't see how a system that lets you bee-line critical techs forces you to use it, ignore the system all together."

Is this enough for you to understand the issue?
 
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"I don't see how having a more powerful ship called a Destroyer forces you to build it, ignore the system all together."

"I don't see how researching Tachyon lances forces you to equip them, ignore them all together."

"I don't see how a system that lets you bee-line critical techs forces you to use it, ignore the system all together."

Is this enough for you to understand the issue?
The focus system will literally automatically give you the "strong" (lol) rewards if you just normally play the game

There's zero need to change anything about your playstyle
 
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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.
Look up Dijkastra's Algorithm or the A* Pathfinding Algorithm. Gaze upon the sheer number of calculations required to find the shortest path from A to B. Then consider how many "A -> B" paths would need to be calculated and re-calculated if borders or other path obstructions change.
The focus system will literally automatically give you the "strong" (lol) rewards if you just normally play the game

There's zero need to change anything about your playstyle
The complaint is about psychological pressure. Like being told to study when you were going to study anyway, kills your motivation to study. Not all players face this issue, but it's not zero either.
 
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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.

Agreed, and I already made a post about this once.
Logistic capability and currency are two different things that the devs are now trying to lump together.
Beforehand, trade was strictly another method of generating the main currency of the game - energy credits.
Now, since trade routes were removed, trade got a new purpose which has nothing to do with its sources in game or with it being a resource you can accumulate.
 
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My opinion on the Trade/Logistics dispute:

The jewelry icon for Trade and it being a stockpile resource makes sense to me because it always had represented an abstraction of valuable items being hauled back to the capital. These valuable items could be whatever your imagination comes up with for your empire. Similar to Consumer Goods, it is an abstraction that represents whatever luxury items in your imagination that you want your pops to enjoy.

And it makes sense to me to let Trade be the marketplace exchange currency, because every valuable item has a price and exchange rate, and it can be exchanged for other resources. And the reason I think it still works for machine empires too is because you can think of their valuable items as being electricity stored in batteries being exchanged for Energy Credits or other resources.

What doesn't make sense to me is having Trade also represent Logistics. I think I'd rather see buildings and districts providing logistics capabilities, either by planetary (for planet resource deficits) and empire modifiers (for fleets), and not a stockpile resource, represented with a new icon such as a set of cargo boxes, that would help to restrict the size of your fleets and how far, and how long your fleets can be away in hostile territory.

However, because this situation would lead to a strain on your economy, similar to how the new Trade/Logistics implementation in 4.0 would put a strain on your economy, I can think of it as the developers having cut out the middleman of having to manage Logistics separately, probably because there's so much for players to manage already. Although, I would still prefer Trade and Logistics to be handled separately because it causes so much confusion that Logistics is tied to a stockpile resource. However, when thinking of Trade/Logistics in abstractions, it doesn't matter how the developers implement logistics capabilities, the point is that it would all end up being a strain on the economy anyway, and this is how they decided to abstract the idea of trade and logistics.
The illogicality is well illustrated by this example - we have a compact virtual high trade empire that generates trade value and does not need logistics capabilities on their 3 planets (they don't exist. Imagine that there is no army of cargo ships, they are all virtual on the planets). But under the new system, they are wow, super, how they can manage giga supplies.

The second empire - poor warriors of a wide empire. A lot of fleet, a lot of planets between which it is necessary to transport a lot of resources and supply millions of ships, planets and stations in the empire. There are no trade zones, no clerks, the entire population works on transportation, servicing ships, and building new ones. But under the new system, their ability to supply the army and the country has turned them into a paradise of trade services and goods.

And these 2 empires are equal in this factor. This is illogical.

What I will write below seems to me to give a good start for thinking about corrections

Energy - actually powers buildings, stations, robots, ships (in the form of batteries that need to be delivered by logistical capabilities. Then it can be done remotely with the right technology)

Money is a currency that is not tied to energy. It can add a new layer of the game in the form of financial markets, etc. It is she who participates in trade, when you sell anything, it is money that you receive when trading districts, clerks, etc. work.

And logistical capabilities are already the resource that would solve the too rapid expansion of wide empires. It turns out due to all sorts of "cargo", "ship" buildings and structures, and so on.

What are your ideas regarding this?

In the worst case, equate energy and money again, but also make logistical capabilities additionally
 
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In almost every game i "stockpile" some guaranteed options without researching them because:
1) i don't need it, i should better learn something else
2) reduce draw pool, so i have more chances to get another tech
So there is a sense to get tech from debris or Empire focus so their don't "steal" tech slot. It's almost +1 Research alternatives but small one.
 
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"?
You don't, you buy it with trade. Your question is "How can excess logistics capacity generate trade income" and the answer to that should be fairly obvious.
How can it accumulate?
Trade can accumulate, which is one reason why the stockpiled resource is called "trade". Even ignoring that, one of the things (smart) organisations do with excess capacity is get ahead of requirements. All your minerals are somewhere, and stockpiled logistics is when you're not just making sure your mineral eating planets have enough minerals on hand for this month, but also for next month and the month after. A war starts, your logistical capacity gets eaten up keeping your ships supplied, and your planets start eating into their local resource stockpiles to take the pressure off your transport network - represented by consuming the empire's "accumulated logistics".
Well, how can clerks produce logistics capabilities, no questions asked.
What do you think the word "clerk" means?
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.
They did. Trade and logistics are, at their core, about getting things from where they are to where someone wants them to be. Any implementation that split them up would end up with huge mechanical and thematic overlaps.
 
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The illogicality is well illustrated by this example - we have a compact virtual high trade empire that generates trade value and does not need logistics capabilities on their 3 planets (they don't exist. Imagine that there is no army of cargo ships, they are all virtual on the planets). But under the new system, they are wow, super, how they can manage giga supplies.

The second empire - poor warriors of a wide empire. A lot of fleet, a lot of planets between which it is necessary to transport a lot of resources and supply millions of ships, planets and stations in the empire. There are no trade zones, no clerks, the entire population works on transportation, servicing ships, and building new ones. But under the new system, their ability to supply the army and the country has turned them into a paradise of trade services and goods.

And these 2 empires are equal in this factor. This is illogical.
The first empire still needs to interact with the physical world to, for example: maintain, power and defend its server infrastructure. The second empire would have similar physical logistical capabilities to the first one in this case, even if in the virtual world logistics are a problem that is reduced to data transfer rates. Both empires would be organised differently, but have similar logistical capabilities, because having a few high resource use worlds is logically equivalent to having many low resource use worlds - you'd consider this as a law of conservation of energy. It can only be that your assumption of how much resources it takes to power a virtual empire is flawed.

As to how this could be used as a trade currency: imagine a galactic standard promissory note based on transport capacity, like another poster implied already.

My point is that it is merely an abstraction, and given that status - you can head canon it for yourself any way you like. Same way how "energy credits" can be a way to abstract all the different sources of energy into a singular unit. Whether that unit is based on physical characteristics or perceived value is another thing entirely, and if your argument is that it should be based on the latter, then you can also simply assume that the unit value of this is averaged to an economic equilibrium for you, so that the game is not forced to model microeconomics whenever you want to develop your infrastructure or trade on the market. Therefore it is not illogical, you have simply not considered it for what it was meant to be.

If you still dislike the names, you can simply make a mod for yourself that renames "trade" to "galactic credits", and "energy credits" to "TWhs of energy". The end result will be the same, you have merely named your own abstraction differently.

tl;dr: Money is just an IOU note backed by something. In the real world it is backed by the government promising to honour it. In Stellaris it can be backed by the government promising to transfer your cargo for you (trade credits aka fiat currency), or by the government promising to supply you with a pre-determined energy supply (energy credits aka the "energy" standard). It's up to your own head canon what you prefer, but this patch basically makes the galactic market abandon its "gold standard" and that's the only change that is economically relevant here.

Now if your point is for devs to add a supply/demand fluctuation to the value of any resource, Paradox already has a game for that: Victoria 2/3.
 
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Energy - actually powers buildings, stations, robots, ships (in the form of batteries that need to be delivered by logistical capabilities. Then it can be done remotely with the right technology)

Money is a currency that is not tied to energy. It can add a new layer of the game in the form of financial markets, etc. It is she who participates in trade, when you sell anything, it is money that you receive when trading districts, clerks, etc. work.

And logistical capabilities are already the resource that would solve the too rapid expansion of wide empires. It turns out due to all sorts of "cargo", "ship" buildings and structures, and so on.
All three of these can be folded into energy credits, as was originally intended, since energy credits are supposed to be the game's currency. It is based on this sci-fi idea that energy is the most universal form of currency that spacefaring empires could convince of, and thus they'd trade in credits that are backed by energy reserves.

And why do we need logistics to be a separate resource? An extended logistics line would just mean your empire would have to pay more for ferrying resources - using its currency (or with higher maintenance costs). Because we are not actually modeling every single civilian vessel in your empire's economy.

Trade became a separate resource so that it could go along with the trade routes system - it was untapped income from various parts of your economy that had to be transferred to the capital in order to be turned into energy credits. Without trade routes, or some other alternative that achieves the same result, trade is redundant.
 
All three of these can be folded into energy credits, as was originally intended, since energy credits are supposed to be the game's currency. It is based on this sci-fi idea that energy is the most universal form of currency that spacefaring empires could convince of, and thus they'd trade in credits that are backed by energy reserves.

And why do we need logistics to be a separate resource? An extended logistics line would just mean your empire would have to pay more for ferrying resources - using its currency (or with higher maintenance costs). Because we are not actually modeling every single civilian vessel in your empire's economy.

Trade became a separate resource so that it could go along with the trade routes system - it was untapped income from various parts of your economy that had to be transferred to the capital in order to be turned into energy credits. Without trade routes, or some other alternative that achieves the same result, trade is redundant.
I mean, you don't need trade routes to be in the mechanics for them to exist

Just like all your other resources do not have to actually transported

Why can't trade go into a global pool to be accessed by your colonies when food, minerals and consumer goods already work like that? Your alloys also magically get teleported to your fleet to pay for the upkeep