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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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I guess you're asking about the benefits of the Virtuality tradition, not the Virtual trait by itself.

Either really, but I'd prefer the Virtuality tradition.

The Digital Refactoring event chain you should get after completing Synthetic ascension allows you to choose if you want your government to be focused on the physical or virtual, choosing to go virtual replaces the Synth trait on your pops and leaders with the Virtual trait.

I'm not 100% sure, but in my Synthetic Fertility game, I'm pretty sure I chose Virtual. If I loaded up my save, is there somewhere ingame where it would be listed?
 
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Either really, but I'd prefer the Virtuality tradition.



I'm not 100% sure, but in my Synthetic Fertility game, I'm pretty sure I chose Virtual. If I loaded up my save, is there somewhere ingame where it would be listed?
If you chose a virtual government type, your pops and leaders get the Virtual trait. The pops can't be abducted and get -90% housing usage. The leaders are immortal and get some bonuses like Erudite.
 
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If you chose a virtual government type, your pops and leaders get the Virtual trait. The pops can't be abducted and get -90% housing usage. The leaders are immortal and get some bonuses like Erudite.


On my species, it just 'Mechanical' for their trait.

Screenshot from 2024-05-23 11-56-27.png

And before anyone asks, I am playing Synthetic Fertility.
Screenshot from 2024-05-23 11-57-06.png
 
First off, the good part, and I mean the really good part, can't overstate this: the UI addition of solar system potential for kilostructures is amazing. Instantly fantastic, A+, excited as hell for the next patch now! Thanks to everyone involved in this major QOL upgrade!

And now the not so good part, a point brought up in the reddit thread by someone else I figured should be brought up here: while the change to Worker Co-op is fitting and thematic, it's a pretty big stealth nerf that comes with its own host of problems. Oligarchic (and thus Megacorp) elections are a pain and a half because, unlike democracies, you have no way to forecast who will win and have to spend a lot more unity to ensure a result that won't make your empire play potentially disastrous musical chairs with your council. Worker Co-op already isn't that great, the math is already favored heavily against its unique (and infamously, woefully poor) trade policy, so I implore whoever makes these decisions to rethink this change, add some kind of election unity cost discount, or make some other change my not-a-game-designer mind can't concieve of that will make Worker Co-op worth the bother. Maybe increase the yields of the trade policy, while I am imploring the powers that be and wishing upon a star already. I love the idea of Worker Co-op and deeply, dearly want it to be decent.

Still, must stress: fantastic dev diary content all around, very happy with what's coming, all my love sent to the dev team that's working so hard to make this engine do things it wasn't initially designed to do! Just, please rethink and revisit Worker Co-op.
 
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You did not reform into a virtual government type. You are still a Megacorporation instead of a Corporate Recollection.

Its been several ingame decades since the original Synthetic Fertility situation finished. If reforming was done via a popup, I've not received it. I can't do it manually either via the Reform Government option. Is there a tech prerequisite?
 
Its been several ingame decades since the original Synthetic Fertility situation finished. If reforming was done via a popup, I've not received it. I can't do it manually either via the Reform Government option. Is there a tech prerequisite?
There's a series of events that fires after you finish Synthesization (with ~5 years). You're given some story prompts, and then eventually given a choice: change the government type to some variant of your current authority, or else "Synthesization doesn't change who we are" (or at least I think that's the text) which will leave your authority unchanged.

It looks like you chose the latter option.
 
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Its been several ingame decades since the original Synthetic Fertility situation finished. If reforming was done via a popup, I've not received it. I can't do it manually either via the Reform Government option. Is there a tech prerequisite?
Have you finished the Synthetic tradition tree? I recall that being the prerequisite for the government swap.

If you have, either it showed up a long time ago and you chose not to reform or it's a bug.
 
Any chance Modularity empires will be able to assimilate organics now that synthetic ascension can access modularity traits? I love having organics in my xenophilic machine empire for flavor but them working at a *minimum* of 60% (Soon to be 40%) less efficiency feels pretty bad.
 
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You didn't read correctly ... you can't make an orbital ring if you've built a Habitat over the planet
They read correctly, and answered correctly.

Delete the orbital over the planet, and you can have both a habitat and an orbital ring.

The Major Orbital is what blocks the ring, not the habitat itself.
1716492603537.png
 
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There's a series of events that fires after you finish Synthesization (with ~5 years). You're given some story prompts, and then eventually given a choice: change the government type to some variant of your current authority, or else "Synthesization doesn't change who we are" (or at least I think that's the text) which will leave your authority unchanged.

It looks like you chose the latter option.

I think I chose the latter option that it doesn't change who we are. Though if I knew it was going to bar me from going Virtual, I wouldn't have picked it. :(
 
Going off an earlier comment and the reason you can’t become custodian or emperor could be a fun idea I have for it. Basically once you start cosmogenesis and start getting fallen empire tech etc you get an inquiry from the galactic community as a situation, you can’t ever stop it but you can slow it down. Having more fallen empire buildings or reality ripples etc can add progress and you can use various ways to slow it down but like building the lathe would be a big hard to keep secret that would add lots to the inquiry. Once the situation ends the galactic community recognises the danger your experiments hold for reality and everyone else and you are declared a crisis etc. but yes I feel at least some definite diplomatic consequences for the CRISIS perk certainly at the higher levels would be appropriate.
 
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In my opinion some of the research options that the Nanotech tradition tree gets should be moved to being gained from its agenda instead, it feels rather bad to have an ascension tree grant technologies that can be acquired elsewhere in game, even fairly reliably now with cosmogenesis. Nanotech is still the odd tree out in not granting any trait to your leaders or pops as well, even though the dev diary showed a leader with a nanite trait.

Moving some of the nanite techs into the agenda would free up space in the tree to add those traits and other effects, and there's precedence for path-unique techs being granted through agenda (Quantum-neuro links). The nanite transmuter research option could also be moved to the synthetic age situation and be granted as a research option if you decide to do the large investment into nanotech research, to give the other two ascensions something to use the nanites from the planetary feature for. Or if it should be kept exclusive to nanotech there, from the finisher event when you opt to become nanobots.
 
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Any chance of nano ascension getting a look at? the subsume world doesn't feel as useful as having the starbase module and having the mineral and food districts make nanites when you most of the time wont need minerals or food feels a bit odd and given that its a wide playstyle having to ascend a world to get the most out of it feels odd since you just wont be able to ascend all the worlds you will inevitably have.

maybe if all building slots were unlocked and some of the buildings also ran on either food or minerals to make the economy a bit less lobsided? its strange how the jobs that produce nanties make minerals and food that i dont need while my buildings run on energy that i do need, making ships that no longer need alloys so less need for minerals.
 
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Dismantling kilostructures is exciting, hope this gets extended to megastructures at some point. Things like a mega shipyard or strategic coordination center are prime military targets i always found it frustrating that you cant really do anything to them.
 
Not planned, but I like the idea.

I've been clamoring for the "Dynastic Enterprise" megacorp type in vanilla for a long time. In a lot of mods, it's split between Oligarchic election regular Megacorps, and Imperial succession Dynastic Enterprises. This also allows Fanatic Authoritarian megacorps, which is... Well mechanically not fantastic, but thematically very fun.

It has a fun pairing with another mod civic, Imperial Enforcement Agency, which is like Gospel of the Masses but for Authoritarians. Provides stability, enforcers and authoritarian ethics attraction, with similar trade value from authoritarian pops that Gospel has for Spiritualists. It's really fun and pairs nicely with the slow but steady rise in viability for auth playstyles that have been trending lately.

pls rip and transplant.
 
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