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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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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!

Great QoL stuff, thanks!
 
Will there be fixes to the cosmogenesis path? It's a bit annoying that the lathe is counted as a colony and therefore the whole population can't be embarked
 
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Nice.
This would also allow for a refurbishing of the system infrastructure.
It'S annoying that the AI never builds the Hyperrelay next to a wormhole or a gateway side
 
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Change to Shadow Council is a bit strange... Randomness is here at best neutral and at worst outright harmful. I understand that it's supposed to be a flavour change, but it's hard to see what role is variance in election time supposed to play in player fantasy.

Great changes nonetheless, especially that tooltip info about habitat/arc furnace potential.
Perhaps it would be good to add info about star output?
 
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  • Virtuality Adoptions grants a -15% metallurgist and artisan production

Is this permanent? because if so IMO it completely kills Virtuality as an ascension path for anything but pure flavour. Yes Virtuality in its current release state is way too powerful, but thats because of how insane the power spike is. It falls off hard later on. This reduces the power spike, but also makes it fall off even harder late on.

Also it seems like it would hurt individualist machines way harder than gestalts as the latter don't care about the nerfed outputs for their Unity and Research Generation.

What the ascension really needs is a cut to its early power but more ways to boost itself late game.
 
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I have no idea how hard it would be, but especially with the theme of machine age dlc. I am once again humbly pleading on hand and knee to add a screen when selecting mechanist origin that simply allows us to select the starting portrait for our initial robot species.

Very excited for election changes, loving the DLC.
 
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is it a good idea to expect player to search hundred of system for best arc furnace placement

wouldn't it make more sense to include habitat and arc furnace in expansion planer format

player can check planet with highest district very easily right now

why not let them check the system with most major habitat potential too
 
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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!

What about Orbital Rings? In a recent game, the Scourge killed a few but something bugged out and it kept leaving the remains of multiple rings behind on one planet.
 
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Two Questions:
Finishing the situation now grants access to the Subsidized Identity Backups and Optimized Identity Creation edicts
1) Will this give synthetic fertility access to virtual pops in any way? That would be incredible!

2) We now have with worker cooperative a civic for Mega Corps that reduce the term to a 10 year election. What i really would like to have is a civic that changes it to lifelong terms like dictatorial or even like imperial with a dedicated heir. Is something like that planned?

Over all are the advanced government forms incredible cool. I can't wait to get those for psionic and bio ascension :)
 
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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!
I still think that cybernetic creed should not be available to spiritualists. It's a religion, true, but spiritualists are about mind/soul/space magic/name it, while cybernetic creed is about body modification. So it does not fit even with Stellaris spiritualism. I think that nobody in pdx have even read ethic description and do whatever they think fits... Even if it does not. This is a reason why right now spiritualism contradict itself in various ways, and Cybernetic creed made this more obvious.
 
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Made a post of this in the Suggestions folder, but can we have Synthetic Fertility give access to the Virtuality Ascension Path. I mean the schtick of the Origin is about uploading your pops minds into a virtual world, and we only get access to the generic Synthetic path? I mean there's even a choice during the situation to let your pops remain in the Repository or dragging them out and placing them into Synthetic bodies. You can even have the first choice lead to the Virtuality path, and the second to the Synthetic path.
 
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Doesn't Cosmogenesis desperately need a nerf? I'm seeing screenshots of over a million research coming from the Lathe. At the very least, we need to be able to tell when empires take the perk, so that we can immediately prepare to fight them before they run away with the game.

And while you're doing QoL stuff, I'll mention this extremely high demand one that I also posted in an UI thread yesterday:

Leader death notification
This one has been a pain in the neck since Paragons. Whenever a leader dies, there's zero information about what the leader was doing unless they were on the council. That means we have to look through all our dozens of planets and science ships to try to figure out which one is now empty and needs a replacement. With 30+ leaders in the late game, this is just a terrible time-waster, and especially frustrating in multiplayer.
 
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