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Stellaris Dev Diary #345 - Upcoming 3.12.3 Improvements

Hello everybody!

Last week we released 3.12.2 to the public, and since then we’ve been working on further post release support. Today we’ll be going into some of the things we’re planning for a 3.12.3 release. Currently we’re looking at next Thursday as the tentative release date, but we’ll keep you posted.

Selected Changes and Improvements from the Changelog​

Following the deluge of feedback from the release of The Machine Age, 3.12.3 will include the following changes:
  • Selecting the “physical” path for Synthetic Ascension will unlock the advanced machine traits from the Modularity path for Machines.
  • Selecting the “virtual” path for Synthetic Ascension will unlock the Virtual Economic Policy from the Virtuality path for Machines. (Though the policy has been rebalanced.)
  • The unique planetary features added from the Transformation situation are now kept when turning a planet into an ecumenopolis or restoring a shattered ringworld.
  • Synthetic authorities have been rebalanced.
  • The Commodities Consolidation situation will now show if you are on track to produce enough consumer goods or if you do not have enough storage space to the quota.
  • The Virtuality, Modularity and Nanotech tradition trees now have agendas.
  • Cybernetic Creed:
    • Embracing a Cybernetic Creed no longer forces a template onto your species.
    • Embracing a Cybernetic Creed now gives +10% Faction Approval when they become your sole Spiritualist faction (This does not apply if you unite the Creeds).
    • Embracing a Cybernetic Creed now awards a unique country modifier for that Creed.
    • Non-Spiritualist pops in a Cybernetic Creed empire now only have the Cybernetic Creed traits removed instead of all Cyborg traits.
  • Synthetic Fertility:
    • Your choice in the Virtual Salvation event now influences the Synthetic Society Shift in the Digital Refactoring event chain.
    • Finishing the situation now grants access to the Subsidized Identity Backups and Optimized Identity Creation edicts.
    • Completing the Synthetic Fertility event chain will now grant additional robot modification trait points and picks and award a unique free trait for your synthetically ascended population.
  • Refugees won't willingly resettle to the Synaptic Lathe anymore.
  • Dark Matter Engines have been reduced from +60% Resource Production to +40%
  • Virtuality Adoptions grants a -15% metallurgist and artisan production

Solar System Tooltips​

As a small QOL UX improvement, if you can construct Arc Furnaces or Habitats, the tooltips for solar systems will now include a summary of the system potential for both megastructures.

Arc Furnace Potential and Habitat Orbital Capacity Screenshot

Kill-a-Structure​

Long have the conquered Hyper Relays of your fallen enemies been the bane of your economy, however in 3.12.3, this will be changing with the addition of the ability to dismantle select kilostructures.

Kilostructures that will be allowed to be dismantled (for a moderate energy and time investment) will be limited to:
  • Gateways
  • Hyper Relays
  • Dyson Swarms
  • Arc Furnaces

As always, modders will have the ability to extend this to their megastructures (and make us weep in horror).

No Disassemble Number 5!

The pesky UNE will soon have their railway network dismantled!

Even better if you have a Scavenger civic, dismantling buildings, districts and kilostructures will give you a slight refund on any physical resources used to construct them.

1716294358494.png

Election Tweaks​

We’ve added the ability for Civics (and other sources of country modifiers) to easily modify the length and variance of election terms along with the government screen now showing the length of election terms in your empire. Two civics have made use of these changes

Worker Cooperative now has a -50% to Election Term Length making it have the same as a regular Democracy.

1716294374506.png

Meanwhile, Shadow Council now grants +5 to Election Term Variance, as the powers-that-be in the shadows ensure elections never occur on a regular basis.

1716294386415.png

What’s Next​

If all goes according to plan, next week’s dev diary will be the 3.12.3 release notes. I expect that we'll have one more release after that before we head off for the summer, so keep on submitting bug reports and suggestions, they’re very helpful for allocating post-release support resources.

See you next week!
 
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Nice UI changes, but this wont make me leave my ideal system locator mod !
 
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Solar System Tooltips​

As a small QOL UX improvement, if you can construct Arc Furnaces or Habitats, the tooltips for solar systems will now include a summary of the system potential for both megastructures.

Big QOL improvement there, but I still hope one of the custodians gets some UI resources to put these things into the Expansion planner (together with something for branch offices).
 
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I just wanted to drop by and thank you for including Psionics in Machine Age. Redeeming Cetana through the Shroud and getting her 3M+ power titan/colossus is a very nice touch in an already well-made expansion.

You really thought of everything here, didn't leave anything out, and fundamentally improved the entire game for each and every ascension path.

Even though it's still a little bit till then, you already more than earned your summer break, and then some.
 
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We need a more meaningful change to factions and elections.

The other changes are nice :)
 
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I was hopeful that the changes on Dark Matter Engines would be on the upkeep side instead of the productivity side, but well...
 
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That new tooltip is beautiful! I also love the addition of letting us remove Kilostructures and a variance for elections.

Can we get some more info regarding rebalancing of advanced governments? Also will the Synthetic Fertility special synth train be added in already started game or nah?
 
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Would it be possible to have the tooltip say if a system is suitable for megastructures as well?
 
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That are some promising changes and UI improvements. :)

Will it be available as a short beta?

Are there any balance changes planned for Non-Machine age content in correlation to the Machine-Age content, like buffing Genetics (e.g. giving free Erudite trait)?
 
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The election stuff is cool. Would it be possible to allow changing of the election type so that worker cooperative gets a proper democratic election? Maybe even make it so that megacorps are available for fanatic egalitarian/authoritarian but these ethics change the election type to democratic/change the election to ruler death.
 
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  • The unique planetary features added from the Transformation situation are now kept when turning a planet into an ecumenopolis or restoring a shattered ringworld.
Are they kept when terraforming to machine world?
 
I believe megastructure building interface can use some improvements. It is a joke to pick a MEGA structure from a small window =)
Also why this list is not dynamicaly sort itself to show player available options first?
 
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Are they kept when terraforming to machine world?
I believe terraforming of any type doesn't make you lose deposits. (only gas/mote/crystals are kept)

Restoring a Shattered Ring World Segment and Ecumenopolis are not regular terraforming, so they wipe all deposits.
 
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Even better if you have a Scavenger civic, dismantling buildings, districts and kilostructures will give you a slight refund on any physical resources used to construct them.

Asset stripping has been added to the game?
>Be megacorp
>Integrate vassal
>Asset strip their railways
>Release with a high tax on resources to pay for the important restructuring we've done

I didn't know until now that I've always wanted to play as a private equity firm
 
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Could you please fix the Despicable Neutrals bug in the post cosmogenesis fallen empire? The remnant of your empire spawns as Despicable Neutrals with your original authority instead of a proper FE personality with Stagnant Ascendancy.
 
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I believe terraforming of any type doesn't make you lose deposits. Restoring a Shattered Ring World Segment and Ecumenopolis are not regular terraforming, so they wipe all deposits.
When I terraformed my capital to Machine World as gestalt conciousness machine empire, I lost all 3 special deposits (from the Transformation situation). They were very nice and I miss them dearly.
Terraforming to Machine World (Hive World too iirc) wipes all normal and special deposits, except for rare resources. It also removes most planet modifiers.
 
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Really hoping the fix to species mods requiring a total overwrite will come with this patch
 
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