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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.

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

Will Democratic Crusaders no longer have the “Is an Oligarchy” negative opinion modifier toward Worker Cooperatives? Especially with their elections now following the democratic norm, hopefully they’ll get an exemption from the Corporate authority.
 
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Honestly if I were to redo relays, I'd make their deployment potential be limited to anywhere around anything that could be a potential end point of a star system (so like being able to build them around hyperlanes, wormholes, destroyed/working gateways or shroud tunnels [excluding L-gates because they are already interact poorly with the relays and their position may interfere with whatever other position locating the relay script uses])
Tell me about. Systems designed by me tend to be cluttered.
A Hyper Relay and a Gateway orbiting a wormhole or in Terminal Egress the L-Gate
 
I would love to see hyperrelay network working through wormholes and gates in terms of edict bonuses. Also gates could be able to build from galaxy map and always next to relay and vice versa - relay built from galaxy map should be built next to existing gate or wormhole. Or even better, relays could be upgraded to gates, and gates could work as relays even if no relay/gate is build in system next to it (gates already connects systems)
 
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Has there been any discussion regarding obtaining the Fallen Empire building technologies without going the Cosmogenesis path? Or perhaps even a totally separate technology path that is available only to non-crisis empires?

It feels like if I don't take Cosmogenesis, my empire will hit a technological dead end.
You can in fact get fallen empire buildings without Cosmogenesis, via reverse-engineering minor artifacts.

But yes, you are completely correct in that Cosmogenesis seems way too much like a mandatory option and you are hamstrung without it. There are way too many unique techs tied to it. I would like to see many of the fallen empire techs have a small chance to appear as a normal empire, just to occasionally break up the repeatable grind.
 
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Embracing a Cybernetic Creed no longer forces a template onto your species.
Can this be a choice instead? I have no issue with the traits being applied, I just would like to be able to choose whether I get their traits or not and weight it against my economy at the time and be able to remove them as my economy and access to tech and traits evolves throughout the game.
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).
So basically you can go through the entire conclave sequence and just treat a faction like trash, and they'll never forget it, but if you embrace it you get a little bit more approval with them? Is this just for blind playthroughs with the Creed factions or is it for some other reason? I can't imagine being too excited for an extra 10% faction approval.
Embracing a Cybernetic Creed now awards a unique country modifier for that Creed.
Oh this might make Unified Creed not the best anymore. Neat. I like choices. I hope it isn't just the edicts that we get and turn on and then never turn off, and is something we can combo with that. Maybe something that makes Haruspex better.
Non-Spiritualist pops in a Cybernetic Creed empire now only have the Cybernetic Creed traits removed instead of all Cyborg traits.
Can I just have all of my pops have the Cybernetic Creed trait instead and we just don't have to deal with the ethics shifting? It's a charming mechanic, sure, but it's kind of annoying to have to have one template for pops that are in the Creed, and another template for pops who can't get with the program. Just make it one trait that is applied to all of your pops like Latent Psionic.
 
Cosmogenesis is still a Crisis path. There must be reasons to not always pursue it.
It would be cool if instead of the Galactic Community declaring you a crisis, all Fallen Empires declare a war in heaven on you when you reach Cosmogenesis Level 5. Since they see you as an upstart pretender to their glory, and could also recognize the threat the Horizon Needle poses to reality (which less technologically-advanced empires wouldn't). Would make it an interesting counterpart to the Galactic Nemesis.
 
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Will Democratic Crusaders no longer have the “Is an Oligarchy” negative opinion modifier toward Worker Cooperatives? Especially with their elections now following the democratic norm, hopefully they’ll get an exemption from the Corporate authority.

Good idea!

Weird. I was certain that I had Adaptive Frames there. :confused:

As others have mentioned, you've got the Virtual trait there (and the radio tower icon on your leaders is their Virtual trait).

So basically you can go through the entire conclave sequence and just treat a faction like trash, and they'll never forget it, but if you embrace it you get a little bit more approval with them? Is this just for blind playthroughs with the Creed factions or is it for some other reason? I can't imagine being too excited for an extra 10% faction approval.

Note that by "Embrace the Creed" we mean that you choose for them to become your sole Spiritualist faction. We want all 5 options to feel equally rewarding.
 
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Devs: would you please add a government policy active for Void Dweller empires which prevents or otherwise seriously discourages pops without the Void Dweller trait (Void Dweller or Zero-G Optimised) and/or with the Habitat habitability preference from moving to Artificial worlds?

We're in the bold new age of Auto-modding, and those are honestly a Shoudsend, but there is still a role to play for added gameplay tools for better controlling and managing pop migration and re-settlement.

Many thanks!
 
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What is the benefit of election changes for Worker Cooperative?
Democracy gets cooldown resets on election so having them more often is situationally useful.
Here? There’s no benefit. If you want to re-roll the ruler you have emergency elections.
 
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What is the benefit of election changes for Worker Cooperative?
Democracy gets cooldown resets on election so having them more often is situationally useful.
Here? There’s no benefit. If you want to re-roll the ruler you have emergency elections.
Elections would feel like less of a pain in the ass if rulers weren't simply a worse version of the other councillors. It's the main design flaw of the council system as it currently stands.

Completely removing ruler traits and agendas/mandates was a big misstep when they didn't get replaced with anything. Getting the wrong ruler can be crippling and frustrating whenever it takes away an important leader without giving anything in return, since rulers have zero benefits over other councilors.

I think rulers should either be allowed to work in the field like other councillors, or they need unique perks that make it satisfying to have them. For example, the strength of their council traits could be doubled, or ruler mandates could make a return, giving empire-wide buffs when the leader takes power.
 
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If we are going forward with synths getting access to more features of Modularity and virtual ascension. Perhaps machines should also be able to decide to get aspects of modularity, nano-machine or virtual when they go through ascension situation. This way even if we give Synths access to modularity traits, there are some combinations that are simply not possible with organic synth evolution. Keeping some sense of uniqueness between machines and organic synths.

Example: I decide to go down modularity but I'd rather have virtual leaders for example, I would still get the traits etc of modularity but I'd get virtual trait leaders.
 
Elections would feel like less of a pain in the ass if rulers weren't simply a worse version of the other councillors. It's the main design flaw of the council system as it currently stands.

Completely removing ruler traits and agendas/mandates was a big misstep when they didn't get replaced with anything. Getting the wrong ruler can be crippling and frustrating whenever it takes away an important leader without giving anything in return, since rulers have zero benefits over other councilors.

I think rulers should either be allowed to work in the field like other councillors, or they need unique perks that make it satisfying to have them. For example, the strength of their council traits could be doubled, or ruler mandates could make a return, giving empire-wide buffs when the leader takes power.
(I know what you mean, I just feel compelled to point out): The ruler traits/agendas/mandates were replaced with powerful traits that did similar things. It's just that every councilor got the same traits, so they ceased to be special.

That was fine for the e.g. Head of Research (which used to be 3 scientists doing very similar things), but it made the ruler stop feeling special very quickly.

Just doubling the ruler council traits seems like the best solution. That way you actually want your best councilor to be the ruler.

I would love if they also let the ruler double up as a civic council position ("The elected ruler is also the Archpriest of this Exalted Priesthood empire? Yes, of course he is."). As a bonus, that would undo some of the "I can't actually use all my civic positions" pain that was introduced when Minister of State was added to make the council start with one of each class.
 
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Any updates on if Cybernetic Creed will be able to research A.I. tech without risking a Machine Uprising? Or is that just something they have to deal with as a natural development of trying to get better combat computers for their ships? :(
 
I would love if they also let the ruler double up as a civic council position ("The elected ruler is also the Archpriest of this Exalted Priesthood empire? Yes, of course he is.").
You can do this, but only thanks to a bug. If the imperial heir is on the council when the ruler dies, the heir gets to be ruler while also retaining their previous position.
 
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Any updates on if Cybernetic Creed will be able to research A.I. tech without risking a Machine Uprising? Or is that just something they have to deal with as a natural development of trying to get better combat computers for their ships? :(
Afaik Cybernetic Creed doesn't affect machine uprisings.
If you have enough enslaved Robots (Spiritualists can only enslave or ban them) and the necessary tech, they will eventually rise up in any Empire.
Either don't bother with this unholy fusion of metal and metal or remind them that "selfdetermination" was not part of their programming ^^
 
Afaik Cybernetic Creed doesn't affect machine uprisings.
If you have enough enslaved Robots (Spiritualists can only enslave or ban them) and the necessary tech, they will eventually rise up in any Empire.
I am aware it doesn't affect machine uprisings. Cybernetic Creed and The Flesh is Weak no longer has any protections against a Machine Uprising, meaning they will eventually rise up and the alternative is just having strictly worse Combat Computers than everyone else.

Whereas other Empires or origins have alternatives, Cybernetic Creed needs to be Spiritualist to have the benefits of its origin (Haruspex and Creed traits).

Either don't bother with this unholy fusion of metal and metal or remind them that "selfdetermination" was not part of their programming ^^
Which sucks because then Cybernetic Creed is capped at Advanced Combat Computers since they can't get Precognitive Computers because they can't go Psionic.
 
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