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Stellaris Dev Diary #347 - Stellaris 3.12.5 "Andromeda" Preliminary Release Notes

Hello everyone!

This week the 3.12.4 hotfix (which fixed a crash related to non-latin letters in usernames) has been deployed to non-Steam platforms.

Today I’ve got a preliminary list of changes for the 3.12.5 patch, which we currently have planned for Tuesday, June 18th.

Improvement​

  • Obsessional Directive empires that control a black hole now get an option for safe and secure storage for their commodities.
  • Reworked how Fallen Empires view empires trying to match their technological level. Unless you're a Scion, any FE level tech you acquire will accrue a stacking opinion penalty with them, that is doubled for the materialist Fallen Empire.
  • Added new building icons for the Sensorium and Simulation Sites and their upgrades
  • Species list will not longer show founder species from various contacts that do not even have any presence on any of the planets.

Balance​

  • Constructing an Arc Furnace in a system will now remove all trade deposits to make way for the mining stations
  • Increased the output of Haruspex and Technophants.
    • Haruspex now produce 3 Unity and 2.5 Engineering Research (was 2 Unity and 2 Engineering Research).
    • Technophants now produce 6 Unity and 5 Engineering Research (was 4 Unity and 4 Engineering Research).
  • Spyware Directives now start with Basic Cloaking Fields as a research option
  • Synaptic Subprocessing for Hive Minds now grants Augmentor Drones to Spawning Pools instead of Modular Cybernetics, however the effect on Empire Size from Districts was halved
  • Modular Cybernetics now grants Hive Minds +3 Organic Species Trait Points as they cannot research robotic technologies
  • The AI Emporium Branch Office Holding no longer provides +5% resources from jobs, instead it provides +1 Identity Designer job and +10% Branch Office Value from Roboticists and Identity Designers. This allows the empire in which it is constructed to assemble robots even if they do not have the required technology. However, only one can be constructed in each empire in which you have a branch office and it can only be constructed if the empire has not outlawed robots.
  • The Customer Insights edict now reduces both the energy and influence cost for Branch Offices
  • The Empire Size Effect for Integrated Hives has been reduced from -50% to -33%
  • Empire Size from Pops for OTA Updates has been reduced from -20% to -15%
  • Empire Size from Pops from Harmony and Synchronicity tradition trees have been reduced from -15% to -10%
  • Cetana's relic now provides -50% planetary ascension cost, down from 75%.
  • The job strata bonuses from Synthesization have been rebalanced, moved to the robot assembly buildings, and apply to both regular empires and Synthetic Fertility

Bugfix​

  • Planets which had an anomaly present while an Arc Furnace was constructed will now correctly inherit all the deposits when the anomaly is cleared, if the planet can support mining deposits
  • Updated many anomalies to no longer remove deposits if applicable.
  • Gone Native' event has default text in case none of the other options were appropriate
  • AI Empires will check if they already have an assigned emissary for the galactic community before assigning a new one.
  • AI will assign emissaries to the Galactic Community.
  • AI will check if a federation already has an assigned representative before assigning a new one. Will prevent it from continually switching representatives.
  • Cybernetic Creed start event duplication blocked
  • Fallen Empires created by Cosmogenesis should now no longer sometimes be created tragically without a personality.
  • Federation/Galcom fleet template size is now limited by the corresponding capacity, not by the command limit.
  • Fixed Augmentation Bazaars sometimes not granting the full effects from some Cyberization choices
  • Fixed Expand the Council agenda behavior for savefiles that predate Galactic Paragons DLC
  • Fixed former federation fleets being treated as federation fleets when checking which ship designs can be added to the template.
  • Fixed some logical errors for the Bot Lord, Truth Seeker and Shroud Preacher traits
  • Fixed the concept tooltip for Machine Template System
  • Fixed the nanite deposit scaling
  • Fixed the void dweller origin sometimes trying to spawn a mining station around the habitat central complex
  • Hide Dyson Sphere build option when Machine DLC is enabled
  • Increased the animation speed of Imperial Colossus. Now it has enough time to trigger laser beam animation.
  • New rulers will properly abandon their old council positions.
  • Paradox titan graphics no longer uses the same mesh twice and looks broken.
  • Pre-sapient pop will no longer display colony abandonment cost if only one sapient pop is left on the planet.
  • Psionic species variants can be cyberized
  • Refugees will no longer flee to places where they will be dismantled on arrival
  • Replaced most checks for the Servile, Nerve Stapled, Zombie and Suppressed traits with the can_think trait.
  • Science ships using automation should no longer excavate archeology sites that aren't available to the owning empire.
  • Script error in resort worker job block
  • The Psionic Theory no longer tries to check if your empire has the Psionic Expertise trait, instead it checks if a Councilor has the trait.
  • The tooltip for Diplomatic Weight now states "Delegate" instead of "Envoys"
  • The Victory Score breakdown will now correctly include Victory Score from effects in its Score calculation at the top of the screen.
  • When a country leaves a federation, its federation fleet templates are now transferred to the president.
  • When a federation is disbanded, the president takes control of all federation fleet templates, including ones without a fleet.
  • When a non-president country builds a federation fleet from a template, the template is now transferred to the president along with the fleet.
  • When the GDF changes ownership, GDF fleet templates without actual fleets are now transferred.

Stability​

  • Fixed crash in federation fleet ui entry after resync
  • Fixed crash in federation member UI item when resyncing
  • Fixed crash upon loading a save with faulty owners of megastructures
  • Fixed CTD when technology without tech area is processed by the database
  • Fixes oos related to mining planet megastructure

Modding​

  • Added on_auto_colony_type_changed on_action.
  • Added the Servile trait to the can_think scripted trigger

Barring the unexpected, this is likely to be the final release of the "Andromeda" patch cycle, so your mods are safe until the storms blow them away with the 3.13 "Vela" release coming in Q3 2024.

What’s Next : A Mysterious Visitor, and Upcoming Stellaris Free Weekend!​


Next Tuesday we’ll find out what this is about:

Stellaris Starfish-Hype-9-16.png

We’re also going to have a Stellaris Free Weekend starting on June 20th, running through the weekend.

export example EN.gif

To help our new players out, next Thursday’s dev diary will be "Tips from the Developers".

See you then!
 
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There is a bug in the Diplomacy tree that needs to be fixed. When completing the tree you are suppose to get 2 envoys. I am only getting 1. Another possible bug is the hive empire size reduction not working properly.

Please check the screen shot and verify. I'm suppose to be getting 50% reduction but It doesn't seem that way.
 

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Regarding the free weekend, does that make all DLC free as well or just the base game?

Thanks!
Likely just the base game, that's typically how these work
There is a bug in the Diplomacy tree that needs to be fixed. When completing the tree you are suppose to get 2 envoys. I am only getting 1. Another possible bug is the hive empire size reduction not working properly.

Please check the screen shot and verify. I'm suppose to be getting 50% reduction but It doesn't seem that way.
Make a bug report for the former. For the latter, note that it says "Empire size effect", which reduces the effects of empire size, not the empire size itself. Normally, you get +0.2% tradition and tech cost per point above 100. So at ~300 you would expect 200*.02% = 40% increased cost. You have ~19% increased cost, a 50% reduction.
 
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Reworked how Fallen Empires view empires trying to match their technological level. Unless you're a Scion, any FE level tech you acquire will accrue a stacking opinion penalty with them, that is doubled for the materialist Fallen Empire.

Shouldn't a Chosen of Zarqlan also be exempt from this modifier with the Spiritualist Fallen Empire? After all, whatever they do - Zarqlan wills it.
 
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Likely just the base game, that's typically how these work

Make a bug report for the former. For the latter, note that it says "Empire size effect", which reduces the effects of empire size, not the empire size itself. Normally, you get +0.2% tradition and tech cost per point above 100. So at ~300 you would expect 200*.02% = 40% increased cost. You have ~19% increased cost, a 50% reduction.
There is no need for another bug report.
The bug exists for month now, see here:


It is likely a localisation issue but for most/all languages (at least english and german)
 
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The patch looks promising, but I still don't see a fix for the ship designer blackout bug that affects Plantoid, Cybernetic, and Machine corvettes.

The bug report is here:

  • Paradox titan graphics no longer uses the same mesh twice and looks broken.

Is there also a fix for the other two Cosmogenesis ship models having larger models stacked on top of each other? This affects the Riddle Escort and the Enigma Battlecruiser.
A QA tester said this issue was working as designed, but the bug is clearly present. If the QA tester said this is working as designed, can you please explain why this is the case?
 
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It is a bit funny to see OTA updates nerfed when sovereign guardianship and its equivalents exists. Not to mention the free 10% from being a normal non materialist empire (you know what i am talking about). No, it's not funny at all come to think of it.
 
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Sometimes I wonder about some of the balance changes. I wouldn't disagree about them in general but in my opinion they are not the glaring elephant in the room.

For example, a rather small nerf to Harmony/Synchronicity (5% less) seems more important then making changes to the Aptitude tradition tree. This tree has a really nice opener but the rest is garbage. While there are better, worse and situational tradition trees, i won't ever consider choosing Aptitude in any playthrough.

Same goes for some civics like Heroic Past / Precision Cogs / etc. It doesn't even do something besides it effect which has zero impact. A completely dead civic.
Some ascension perks are in a rough state too, like Detox.

Those are more easy to adjust then some interface improvements (for example when assigning a governor to a planet you go through the unordered list of all your leaders).

Edit2: Or a recent example: Computation Core Focus policy for MegaCorp synthetically ascended Bio. It simply does nothing. The colonies you are working those jobs will have 0-5 clerks at maximum (for example Forge Ecu). And even then it is way more beneficial for each pop to work on another of those specified jobs then as a clerk buffing them.

Edit: Please don't get me wrong. I like the devs dedication and work and see nothing wrong in what is listed in the patch notes. However in my humble opinion it would be nice to sometimes have a broader view about some other issues besides those in the latest DLC.
 
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Shouldn't a Chosen of Zarqlan also be exempt from this modifier with the Spiritualist Fallen Empire? After all, whatever they do - Zarqlan wills it.
Me, a Determined Exterminator who is Zarqlans chosen, being humiliated every decade by the spiritualist FE. Not sure why they're mad at me, Zarqlan, the savior of all sapient life clearly wills its destruction by my hands.
 
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Species list will not longer show founder species from various contacts that do not even have any presence on any of the planets.
So genetic ascension empires will no longer get access to the scavenger and shroud witch special portraits via designing and clonevatting a variant of their species? Sad! :(
 
Federation/Galcom fleet template size is now limited by the corresponding capacity, not by the command limit.

Holy shroud I missed this on the first read but this is a dream come true! If we can finally create and reinforce Fed/gal fleets like regular fleets that’s absolutely fantastic. Literally years of not working!
 
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It is a bit funny to see OTA updates nerfed when sovereign guardianship and its equivalents exists. Not to mention the free 10% from being a normal non materialist empire (you know what i am talking about). No, it's not funny at all come to think of it.
Materialists can get Psionic Theory now, at least if you own Overlord. The Teachers of the Shroud guarantee that everyone gets access (if you never found the Sea of Consciousness planet, which I think is from Distant Stars).
 
Sometimes I wonder about some of the balance changes. I wouldn't disagree about them in general but in my opinion they are not the glaring elephant in the room.
The room is full of elephants, and they pick a few to deal with every time.
For example, a rather small nerf to Harmony/Synchronicity (5% less) seems more important then making changes to the Aptitude tradition tree. This tree has a really nice opener but the rest is garbage. While there are better, worse and situational tradition trees, i won't ever consider choosing Aptitude in any playthrough.
Aptitude is probably in the "let's wait and see" phase, since they just nerfed it a few patches back, IIRC. It used to be a must pick, every round.

Same goes for some civics like Heroic Past / Precision Cogs / etc. It doesn't even do something besides it effect which has zero impact. A completely dead civic.
Some ascension perks are in a rough state too, like Detox.
This is what I mean by "full of elephants". There are many, many more civics than just these that are simultaneously lacking in interesting mechanics and too weak to be useful (so the main reason to pick them is "the name fits my roleplay"). And there are many more where the interesting mechanics are actually weaker than the default options, so you're shooting yourself in the foot if you use it.

They're making progress, though.

Those are more easy to adjust then some interface improvements (for example when assigning a governor to a planet you go through the unordered list of all your leaders).
Interface improvements are substantially harder than changing 0.15 to 0.1 (though, realistically, the majority of the work for that change would likely be designers discussing whether it's warranted).
Edit2: Or a recent example: Computation Core Focus policy for MegaCorp synthetically ascended Bio. It simply does nothing. The colonies you are working those jobs will have 0-5 clerks at maximum (for example Forge Ecu). And even then it is way more beneficial for each pop to work on another of those specified jobs then as a clerk buffing them.
A clerk on an ecu is useful job when, instead of making 4 TV/4 amenities/1% TV (realistically, another 1 TV), it's instead 4 TV/4 amenities/3.9 alloys (0.5% of 6.5*6*20=780 base alloys from 20 foundry arcologies)/1% TV (now 2 TV, since you're hiring a bunch of clerks instead of it just modifying the base).

A job making +0.5% alloys from jobs would be terrible, but it keeps the rest of its yields; that's in addition to the other things it makes.

Edit: Please don't get me wrong. I like the devs dedication and work and see nothing wrong in what is listed in the patch notes. However in my humble opinion it would be nice to sometimes have a broader view about some other issues besides those in the latest DLC.
Just wait till a Custodian patch, when they flip the entire game on its head with 100 different balance patches and 6 civic reworks.
 
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Holy shroud I missed this on the first read but this is a dream come true! If we can finally create and reinforce Fed/gal fleets like regular fleets that’s absolutely fantastic. Literally years of not working!

If only we could also just...... build Federation/Custodian/Imperium fleets the normal way. And not have the ships immediately run individually headfirst into the nearest 25x crisis fleet on completion. That's a far bigger issue in my opinion, and has always been. You have to babysit your shipyards CONSTANTLY if you want your ships to not suicide themselves. I once lost 6 titans at the same time this way. It's even worse now that reinforcing ships are no longer clickable on the galaxy view. Always a constant suicide prevention scramble in multiplayer where pausing all the time isn't fun for anyone. You can designate systems to be automatically avoided, but this isn't a solution because which systems are dangerous constantly changes during a major war or crisis

I never use the fleet manager because it's so unreliable and historically buggy and takes away control over where ships are built and what they do when completed. But there's no way to turn off this ill-advised automated behaviour on Federation/GalCom fleets, which is quite frustrating.
 
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A clerk on an ecu is useful job when, instead of making 4 TV/4 amenities/1% TV (realistically, another 1 TV), it's instead 4 TV/4 amenities/3.9 alloys (0.5% of 6.5*6*20=780 base alloys from 20 foundry arcologies)/1% TV (now 2 TV, since you're hiring a bunch of clerks instead of it just modifying the base).

A job making +0.5% alloys from jobs would be terrible, but it keeps the rest of its yields; that's in addition to the other things it makes.

Afaik a "+Ressource from Jobs" is always applied to the base yield and stacks additively with every other of those modifiers. Depending on combination of any of those modifiers available I think a valid mid/lategame output for alloys is anywhere between 15 and 45 per pop after all modifiers applied. Iirc I'm usually in the 20-25 range, not really optimised.

Afaik base yields for alloys range from 3 / 3.75 (Individual, HiveMind / Individual, HiveMind with Catalytic) to 4 / 5 (MI / MI with Catalytic).
The government form is only availably to Bio ascended Synths, therefore base yield is either 3 or 3.75

This base can be further buffed with
Alloy Foundries (max upgraded): 2 / 2.5
Orbital Ring Structure: 1 / 1.25

=> 6 Regular / 7.5 Catalytic Base

Therefore +0.5% ressource from jobs is 0.03 Regular or 0.0375 additional alloys per job for each clerck.

For Ecus Districts:
1 Residental District provides 3 Clerks
1 Foundry District provides 6 Metallurgists

Buildings:
You have 12 Slots. In a standard game I assume you occupy at least half of them with basic stuff, maybe more.
Iirc the only other Non-Cosmogenisis standard building probiding more Clerks are Commercial zones. 4 per upgraded zone x 6 building slots = 24 Clerks.

Assuming a common Ecu with ~30 available districts (e.g. something arround 23-25 planet size plus a combinations of orbital ring, traditions and AP to get to 30).
Usually you don't have to build residental districts on Ecus and you should only do it, if in this case Clerks are beneficial to the output in this case, but i doubt it.

30 districts x 6 jobs + 6 jobs from Alloy Building = 186 metallurgist jobs

Either 0-24 additional clerks or every not used clerk works another metallurgist job anyhwere else (probably another Ecu)

Not-Clerk Buffed 210 Metallurgist multiplied with min 15 / max 45 alloy per pop = 3150 / 9450 alloy output
Removing 24 Metallurgist result in a loss of min 360 / max 1080 alloys

24 Clerks add 0.03 (or 0.0375) x 186 metallurgist = ~134 (or ~167.5) total output.
Or in other words, 24 clerk add 0.72 (or 0.9) additional alloy per metallurgist.

There will be probably a better optimal sweet spot with more/less clerks but i think if someone provide a whole graph ranging from zero to max clerks possible vs max to min metallurgist possible, the result would probably be zero clerks are best for optimum output.

You are right. The clerks also additionally still provide their usual base output of (probably with Mercantile) 4 TV / 4 amenities but you won't put them on an alloy Ecu either but rather on a colony focussed on trade and stacked with trade multipliers.

And last not least, you have to set the policy to one choice. While I only did the math on alloys in this case, you won't find an usecase more suitable for this. If Corporate Sapience gets its Computation Core Focus policy removed it would loose absolutely nothing.

PS.: If for whatever reasons, the policy works differently then I assumed, e.g. "globally" it may be a different case (and people would find a way to abuse it).


Edit: It seems i left out the Pre-FTL Tech which yields 0.5 more base alloys. However that would barely change the whole math anyways.
 
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Afaik a "+Ressource from Jobs" is always applied to the base yield and stacks additively with every other of those modifiers. Depending on combination of any of those modifiers available I think a valid mid/lategame output is anywhere between 15 and 45 per pop after all modifiers applied. Iirc I'm usually in the 20-25 range, not really optimised.

Afaik base yields for alloys range from 3 / 3.75 (Individual, HiveMind / Individual, HiveMind with Catalytic) to 4 / 5 (MI / MI with Catalytic).
The government form is only availably to Bio ascended Synths, therefore base yield is either 3 or 3.75

This base can be further buffed with
Alloy Foundries (max upgraded): 2 / 2.5
Orbital Ring Structure: 1 / 1.25

=> 6 Regular / 7.5 Catalytic Base

Therefore +0.5% ressource from jobs is 0.03 Regular or 0.0375 additional alloys per job for each clerck.

For Ecus Districts:
1 Residental District provides 3 Clerks
1 Foundry District provides 6 Metallurgists

Buildings:
You have 12 Slots. In a standard game I assume you occupy at least half of them with basic stuff, maybe more.
Iirc the only other Non-Cosmogenisis standard building probiding more Clerks are Commercial zones. 4 per upgraded zone x 6 building slots = 24 Clerks.

Assuming a common Ecu with ~30 available districts (e.g. something arround 23-25 planet size plus a combinations of orbital ring, traditions and AP to get to 30).
Usually you don't have to build residental districts on Ecus and you should only do it, if in this case Clerks are beneficial to the output in this case, but i doubt it.

30 districts x 6 jobs + 6 jobs from Alloy Building = 186 metallurgist jobs

Either 0-24 additional clerks or every not used clerk works another metallurgist job anyhwere else (probably another Ecu)

Not-Clerk Buffed 210 Metallurgist multiplied with min 15 / max 45 alloy per pop = 3150 / 9450 alloy output
Removing 24 Metallurgist result in a loss of min 360 / 1080 alloys

24 Clerks add 0.03 (or 0.0375) x 186 metallurgist = ~134 (or ~167.5) total output.
Or in other words, 24 clerk add 0.72 (or 0.9) additional alloy per metallurgist.

There will be probably a better optimal sweet spot with more/less clerks but i think if someone provide a whole graph ranging from zero to max clerks possible vs max to min metallurgist possible, the result would probably be zero clerks are best for optimum output.

You are right. The clerks also additionally still provide their usual base output of (probably with Mercantile) 4 TV / 4 amenities but you won't put them on an alloy Ecu either but rather on a colony focussed on trade and stacked with trade multipliers.

And last not least, you have to set the policy to one choice. While I only did the math on alloys in this case, you won't find an usecase more suitable for this. If Corporate Sapience gets its Computation Core Focus policy it would loose absolutely nothing.

PS.: If for whatever reasons, the policy works differently then I assumed, e.g. "globally" it may be a different case (and people would find a way to abuse it).
The question is whether you can make more total TV and alloys with a mixed use ecu (where every clerk is making a free 3.9, or more, alloys) than the same number of pops working separately on a trade colony and a forge ecu, with the amenities coming from entertainers (and all the clerk/traders amenities going to waste).

If a clerk is effectively making 1/4 of a metallurgist, then you can repurpose some of the metallurgists to have ~33% more pops working trade and still get the same output (using now zero upkeep, instead of 12 minerals each). And every 3 clerks replace 1 entertainer (so maybe another 12 pops repurposed for traders and/or clerks). That will help you more than the Urban designation will.

ex. 8 clerks boost the 25*6=150 metallurgists enough to free up 2. Not needing 2 metallurgists in upkeep frees up 2 miners. And the 8 clerks produce 32 amenities (24 of which are unused), so they take the place of 2 entertainers as well. So they're missing out on the 20% bonus from being on a Urban world, but they freed up 6 pops.

City districts aren't great, but filling the building slots with commercial zones instead of having them on a dedicated colony will get you more.
 
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The 'tech' malus for researching FE tech, does that apply to Dark Matter Engines and other things you get through the Dark Matter Insight Agenda? How about Psychic techs?

Or is it just those done through Cosmogenesis?
 
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