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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.

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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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Why are only select megastructures allowed to be deconstructed?

Whats the downside in allowing an owner of a system to deconstruct a Science Nexus or Quantum Catapult?
 
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I would really, really, REALLY like a UI feature to tell us the total production by category of other Empires we have high enough Intel on. We can already see a lot of that by going to each colony they have, and counting it. However, we cannot see everything this way, currently.

It would be extremely nice to have, and helpful. It would also improve the utility of investing.
In my current game I have had a Vassal which I am pretty sure suffered a mass economic collapse, and promptly rebelled against itself such that it suddenly became not my vassal anymore!

For that matter, I'd quite like it if allied Empires, such as Vassals of yours and potentially Federation full members - which you had good relations with - would come to you seeking financial help if they were otherwise facing an economic crash. You could of course refuse it; but if you accepted, maybe it would instantly provide them with a deal for the resources they need for say, 5 to 10 years, in exchange for another resource they do have.
 
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Can we get a bug report for this please?
There's already a confirmed report: https://forum.paradoxplaza.com/foru...-destroyed-by-khan-create-duplicates.1677258/

The version on the report is wrong, but I know it happened in 3.12.1 at least.

Also, I don't see it mentioned, but hoping there's something to address the ship combat computer regression for artillery computers.

Couple more pet peeve bugs: the Formless are considered a crisis faction and block game victory and progressing an Astral Planes rift unpauses the game (most noticeable in multiplayer).
 
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Also, I dont like that synths now have access to modularity traits. The ascensions should feel more different, not the other way around.

I believe Mr. Cosmogone has been looking at it, I'm not sure what he's got planned though.

Please, if Cosmogenesis is to be nerfed, dont touch the FE ships and buildings. Go somewhere else.
 
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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.

Carl, how many planets have you usually been turning into Ecus under Virtuality?

I hate to say it, but if you have even built one as a piece, this is an absurd perception of effect, absolutely absurd.
 
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Also, I dont like that synths now have access to modularity traits. The ascensions should feel more different, not the other way around.



Please, if Cosmogenesis is to be nerfed, dont touch the FE ships and buildings. Go somewhere else.

Yeah, cosmogenesis feels like a well-earned reward for working my tech game the whole playthrough.

I second not touching the buildings and ships. If they want to rebalance the lathe, sure, but please don't penalize the actual rewards.
 
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Can we please get more focus on fixing broken things and bugs? It will be about 3 weeks since the xpac came out and there's a lot of broken stuff that I've seen and read about here....
 
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Is there any possibility of adding machine portraits with human appearance?
 
They've been able to get the virtual trait on their pops from day 1, pick a virtual authority swap after completing the synthetic tradition tree.
Did i really miss that? :eek: I was talking about the instant generation of pops to fill all jobs. If yes i have to give it a second try.
 
Is there any possibility of adding machine portraits with human appearance?
1716533170151.png
< I'm considered the Human robot portrait.

Can we please get more focus on fixing broken things and bugs? It will be about 3 weeks since the xpac came out and there's a lot of broken stuff that I've seen and read about here....

This is a select list of some of the upcoming changes and fixes that I thought players would be most interested in. If you have found lots of broken stuff, please report what you find in the bug report forum.

I believe Mr. Cosmogone has been looking at it, I'm not sure what he's got planned though.

Don't panic about this. We're not nerfing Cosmogenesis into the ground.

There will be some adjustments to how the lathe works, though it'll still be extremely powerful at what it does, and the Fallen Empires will have more of an opinion regarding unworthy upstarts exploring technologies that they are unworthy of. The Materialist Fallen Empire will also remember that their historic job is literally to prevent people from researching dangerous technologies that could threaten the universe, and may have some words.

Unless you're their Scion, of course. Then your antics are cheeky and amusing.

These changes will also impact empires that acquire such technologies through non-Cosmogenesis means. (But of course, as they'll have fewer of them, they won't stack quite so much.)

Cosmogenesis is still a Crisis path. There must be reasons to not always pursue it.
 
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It's nice to know I don't have to count the asteroids for the 10th time and see where it's better. Also having ability to dismantle hyper relays placed by an AI is nice to have.
But I'd like to have ability to disable a shipyard from reinforcing the fleets please.
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All my shipyards are swamped with work while dealing with contingency (3rd crisis in a row, actually 4th if we include the late gray tempest which surprisingly wiped two of my fleets lol).
Meanwhile mega shipyard is taking it easy:
1716543575380.png

And I reinforced the fleets just now.
 
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View attachment 1137996 < I'm considered the Human robot portrait.



This is a select list of some of the upcoming changes and fixes that I thought players would be most interested in. If you have found lots of broken stuff, please report what you find in the bug report forum.

Is there any chance that in the Bug Report forum of a sticky ranking the bugs and which are being addressed. I really tire of seeing developer responses stating something is a Dupe because we never know what developers consider important enough to fix and what we should just plan to keep playing around or seeking a mod to fix.

At least throw us a bone with some of the more repeatedly commented on issues as to if they are going to be addressed.
 
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It's nice to know I don't have to count the asteroids for the 10th time and see where it's better. Also having ability to dismantle hyper relays placed by an AI is nice to have.
But I'd like to have ability to disable a shipyard from reinforcing the fleets please.
View attachment 1138050View attachment 1138051View attachment 1138052View attachment 1138055
All my shipyards are swamped with work while dealing with contingency (3rd crisis in a row, actually 4th if we include the late gray tempest which surprisingly wiped two of my fleets lol).
Meanwhile mega shipyard is taking it easy:
View attachment 1138056
And I reinforced the fleets just now.
Better is to make game to calculate available shipyards per slot, not per base.
Right now, if you have 60 ships to reinforce, and megashipyard, regular 6 slot shipyard and juggernaut, system will place 20 ships in each of those.
What it should do instead is to put one ship PER SLOT, so mega get 20 ships, starbase get 6, juggernaut gets 2, and repeat cycle untill no ships are left to que
 
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Some interesting changes. I’m glad to see synthetic ascension for bios getting buff. I hope going the physical pathway and getting modularity traits doesn’t flip IM modularity to being worse. Assimilating pops that can have modularity traits is quite powerful.

Will there be summer experiments this year?
 
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Some interesting changes. I’m glad to see synthetic ascension for bios getting buff. I hope going the physical pathway and getting modularity traits doesn’t flip IM modularity to being worse. Assimilating pops that can have modularity traits is quite powerful.

Will there be summer experiments this year?
I hope that modularity IM will be able to assimilate organics into machines. Otherwise they either:
a) have to be xanophobes towards organics and maintain machine purity.
b) loose lot of modular traits bonuses since organics can't get those.

Not to mention that modularity traits for synths will makes them op just because assimilation thing
 
Is there any chance that in the Bug Report forum of a sticky ranking the bugs and which are being addressed. I really tire of seeing developer responses stating something is a Dupe because we never know what developers consider important enough to fix and what we should just plan to keep playing around or seeking a mod to fix.

At least throw us a bone with some of the more repeatedly commented on issues as to if they are going to be addressed.
I would assume that you can get a sense of priority based on Vote Count in the Bug Reports forum. If you look at that forum and then apply a filter to the posts (scroll down to sort by vote count in descending order) then that seems like it would provide what you're looking for.
 
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