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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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Let us dismantle empty habitats too please! I am forced to make colossus every time if i dont wanna have them on map ...

I put an habitat in a system with an arc reactor. With the orbitals, Its given me way more districts than I can actually use, as the habitat will only support a certain amount, and the rest are wasted. I would very much like to get those deposits back, if possible.
 
... My issue is gaining access to end game Combat Computers needing to be a trial by fire for them and them alone.
I feel that in general the existing options are fairly comprehensive: A) have people-grade robots, consider them people; B) don't have people-grade robots for one reason or another, acknowledging that they can sometimes be useful but philosophy / doctrinal purity / RP is more important than numbers; C) have few enough people-grade robots compared to your other pops that they never accumulate critical mass; D) deal with the pending revolution problem when and if it occurs with some minor penalties.

Where a problem lies is that Cybernetic Creed should probably be allowed to use option A, and it currently isn't. However, there's a more interesting option:

Shouldn't cybernetic societies in general *not* be going with sapient combat computers, but cyborging their citizens into their ships? There's a significant amount of precedence in science fiction for societies where the most effective ships are those that are the shell for a cyborg and/or uploaded brain; and that this technology is available significantly earlier than fully sapient computers with no organic heritage. After all, once you can go fully chrome except for a brainstem case, there's no reason your outer shell has to conform to your former meat limitations; and you might as well build yourself into a corvette as easily as you can a power loader or warform. If you combine this with the religious overtones of Cybernetic Creed, you may end up with a slightly different take on the process, looking a bit more like a ship-scale version of a WH40k Dreadnought perhaps.

What if there was a combat computer more or less equivalent to Sapient Combat Computers, but available earlier on with prerequisites that don't include people-grade robots, only to societies that would have the tech to build a person-ship? Cybernetic and Synthetic societies are obvious choices, but with some thought several of the fully-ascended individual machine options also make sense, particularly Modular, but you could make a case for Virtual and Nano as well.

Basically, would your society create a ship with people-grade thinking ability by creating a people-grade AI, or by building a person into a ship / building a ship around a person?
 
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I feel that in general the existing options are fairly comprehensive: A) have people-grade robots, consider them people; B) don't have people-grade robots for one reason or another, acknowledging that they can sometimes be useful but philosophy / doctrinal purity / RP is more important than numbers; C) have few enough people-grade robots compared to your other pops that they never accumulate critical mass; D) deal with the pending revolution problem when and if it occurs with some minor penalties.

Where a problem lies is that Cybernetic Creed should probably be allowed to use option A, and it currently isn't. However, there's a more interesting option:

Shouldn't cybernetic societies in general *not* be going with sapient combat computers, but cyborging their citizens into their ships? There's a significant amount of precedence in science fiction for societies where the most effective ships are those that are the shell for a cyborg and/or uploaded brain; and that this technology is available significantly earlier than fully sapient computers with no organic heritage. After all, once you can go fully chrome except for a brainstem case, there's no reason your outer shell has to conform to your former meat limitations; and you might as well build yourself into a corvette as easily as you can a power loader or warform. If you combine this with the religious overtones of Cybernetic Creed, you may end up with a slightly different take on the process, looking a bit more like a ship-scale version of a WH40k Dreadnought perhaps.
My only issue is that this might be something that would require Paradox to produce a new asset exclusively to solve this exact issue and these minor patches aren't for that. The only thing they can do as far as I understand it is use an already in-built asset (probably make the tech icon the same as Sapient Combat Computers or the icon for Autonomous Ship Intellects) and flag it exclusively for Cybernetic Empires to be able to research as a Tier 4 tech. It seems like a big ask amongst all of the other things I'd like. For example, possibly making finishing the Cybernetic Tradition be an alternate prerequisite to the Droid and Synthetic tech for Cross-Model Standardization (+3 trait point tech) and Fungible Circuits (+1 trait point tech) so you don't have to research that if you're Cybernetic, and especially so if you're a Creed empire. It is a very minor, annoyance evidently solved by never building any robots, and outlawing A.I. and purging all of the robots in your empire once you get all of the techs you want/care for and I guess in the interim isolating them all to one worker planet :(

What if there was a combat computer more or less equivalent to Sapient Combat Computers, but available earlier on with prerequisites that don't include people-grade robots, only to societies that would have the tech to build a person-ship? Cybernetic and Synthetic societies are obvious choices, but with some thought several of the fully-ascended individual machine options also make sense, particularly Modular, but you could make a case for Virtual and Nano as well.
An equivalent or adjacent tech would be nice, but I'm not exactly holding out hope. Not in this patch at least. If we're lucky, a future patch, but most probably not this on.
 
My only issue is that this might be something that would require Paradox to produce a new asset exclusively to solve this exact issue and these minor patches aren't for that.
Yes. Because major update is for that... And pdx failed to fix such issue.

...
And I'm still waiting for:
1. Fix for localization bugs.
2. "Council agenda" lines being said by other than default advisor.
 
Also will we ever get a machine intelligence either a clone of scavengers or their own version. It would be very thematic for a Driven Assimilator who wants to assimilate not only the organics but their tech and ships too.
 
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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
Please, please, please let us dismantle habitats. The AI builds habitats everywhere, which includes black hole systems and can thus prevent you from being able to build a Matter Decompressor anywhere in the galaxy, which just happened in my standard settings all-Crisis game. Also please fix the bug that prevents building a Mega Shipyard around a black hole.
 
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What happened to the Commodities Consolidation situation information changes? We had them for all of a day, before it went back to the old (more limited) information.

Why include it as an update if you're only going to roll it back so soon?!
 
What happened to the Commodities Consolidation situation information changes? We had them for all of a day, before it went back to the old (more limited) information.

Why include it as an update if you're only going to roll it back so soon?!

Are you running any mods? Looking at the changes between 3.12.3 and 3.12.4 I can't see anything that might have affected this.
 
Are you running any mods? Looking at the changes between 3.12.3 and 3.12.4 I can't see anything that might have affected this.
Some Visual-Only mods, but I've since run tests with no mods at all, on both continued saves as well as clean new games, still encountering the issue. Under both 3.12.4 and 3.12.4 rollback.

I will try some further tests within the next few hours to double-check.
 
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.

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).

View attachment 1136591
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.

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.


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.

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!
Im a bit sad about cybernetic creed changes. With autotemplates it was more unique, more fun and if you didnt liked it, then you could unify creeds.
I liked idea about forced traits, it alao made pops stronger much faster. Kinda huge nerf.
P. S. It seems if you using origin 'synthethic fertility' then immigration with default assimilation policy doesnt work anymore. Perhaps also with normal synthethic empires.