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Stellaris Dev Diary #365 - 2024 in Review

Happy holidays everyone!

As is tradition, in the last dev diary of the year I like to look over what we’ve done and insert sneaky leaks about next year.

I want for nothing. My purpose is to give.​

We began 2024 with a technology open beta that ran over the holidays, which was released as the 3.11 “Eridanus” Custodian update. Since we’re planning on having another Open Beta next year, I want to point out how successful that Open Beta was, finding critical issues related to the breakthrough technologies and giving us a much better release overall. I’m hoping that next year’s Open Beta will be equally effective.

We had some really cool cinematics too.

In March, we saw the light..

You too will see the light.

And soon became part of something greater with the release of The Machine Age and Stellaris: Season 08.

Become part of something greater.

The Machine Age began our remastering of the Ascension Paths, starting with Cybernetic and Synthetic Ascension. It significantly expanded Machine gameplay, and added Cosmogenesis, our technological victory condition.

It also added our first new End-Game Crisis in years, the Synthetic Queen Cetana.

My children, at last I am returned to you.

In the latter half of the year, we had two releases back to back, starting with Cosmic Storms:

At first, they did not understand.

Quickly followed by the Grand Archive Story Pack:

Good boy.

This was also the first time we ever localized one of our story trailers into another language:

好孩子。​

We ended the year with our discussions about the vision of the game and its future, with what I feel were some of the best dev diary responses we’ve ever had.

All in all, it’s been a busy year, and I’m generally pretty happy with where we ended up.

2024 Release Notes​

Speaking of being a busy year, during 2024 Stellaris had 16 releases.

If you have ever had the desire to go through over 1200 lines of release notes, I’ve got you covered:

Feature​

  • Difficulty Adjusted Technology Costs slider added to galaxy generation. This slider adjusts technology costs based on tier and game difficulty.

Improvements​

  • Added notification message when new pop settles in zeya (Gaia planet in azilash)
  • Added the Seddom system.
  • Allowed conversion between Sovereign Guardianship and Corporate Protectorate civics
  • Dimensional Locks now forbid access to countries without communications
  • Every participant in a war now gets a truce with the others after it ends, even if they were on the same side
  • If you have a colony in a system when pre-FTLs become space faring you can apologize and annex them
  • Progenitor Hive speed malus and bonuses now only affect military ships, removing the need of science ship escorts
  • Technology and Tradition costs are now distinct sliders in galaxy setup
  • The Anglers civic now swaps to Trawling Operations if you reform your government into a megacorp and vice versa
  • The Eager Explorers civic now swaps to Privatized Exploration if you reform your government into a megacorp and vice versa
  • The Eager Explorers, Privatized Exploration and Exploration Protocols civics can be removed and readded after researching Jump Drives. The Stargazers civic cannot be removed as it is linked to the species trait of the same name
  • The Foreign Consciousness trait is now a destiny trait
  • When the Khan awakens the event will now properly have a go to button
  • Added the old AI crisis diplomatic room to the list of selectable diplomatic rooms
  • Rearranged the room selector priorities so that AI empires shouldn't lose special diplomatic rooms
    • Set the old AI crisis diplomatic room to be used by Determined Exterminators
    • Set the "scrappy room" to be used by the Ketlings
    • Set the "gilded room" to be used the AI overlord for the Imperial Fiefdom origin
    • Set the "organic room" to be used by Devouring Swarms
  • ¤ Gangsters should no longer assassinate Chosen Ones or Legendary leaders
  • ¤ If a Zombie or Nerve Stapled pop manages to lie on their resume and become a specialist or ruler they should be demoted much faster
  • ¤ Xenophobic leaders are now half as likely to accept brainslugs while Xenophilic ones are twice as likely to accept them
  • ¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources

Balance​

  • All pop types will now be happy while living on a gaia world.
  • Added a tier 2 Advanced Bio-Reactor technology and building. Advanced Bio-Reactors further reduce the food output of farmers in exchange for a small amount of exotic gas output
  • Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin
  • Ascension Theory is now a Tier 4 technology that requires at least 6 traditions trees to have been completed to be drawn
  • Balance adjustments to the Knights of the Toxic God to make some of their behavior behave the same way as other economic bonuses in the game, and make more of the choices in the chain potentially relevant.
    • Event options in the Knights' quest that improve their capital have been significantly buffed to be better balanced compared to the options that improve knight jobs.
    • Knight output modifiers now only apply to resources, like other job output modifiers
    • Knights now correctly inherit production modifiers from researchers and administrators
    • Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
    • Squires now increase the resource output of Knights by 2.5% per Squire not 2% per Squire
    • The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
    • The Order’s X-Calibrator planetary feature on their starting habitat now also provides -10% Pop Upkeep
    • The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per Pop on the habitat, instead each Squire job provides +1 Defensive Army
  • Bio-Reactors are now a tier 1 rare technology instead of a tier 0 Technology. Bio-Reactors now reduce the food output of farmer jobs and give them a small amount of energy output
  • Bio-Trophy buildings no longer provide Artisan Drone and Maintenance Drone jobs
  • Decreased the amount of research produced by unemployed pops with Utopian Abundance
  • Delegate GalCom focus traits now have a small chance to give favors
  • Ecclesiastical Arcologies no longer provide Manager jobs for Corporate Death Cults
  • Ecclesiastical Arcologies now provide Prosperity Preachers for MegaCorps instead of a split between Priests and Managers for regular Spiritualist MegaCorps
  • First League Offices now provide Prosperity Preacher jobs for Spiritualist MegaCorps
  • Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
  • Gospel of the Masses now provides +1 Trade Value to Prosperity Preachers (both inside their empire and those on planet on which they have branch offices)
  • Increased technology costs, especially those of higher tier technologies
  • Increased the cost of the Rock Potential special project to 1000 energy to account for Stellaris Inflation
  • Increased the effects of Empire Size on Technology to match its effect on Traditions
  • Lost Colony Parents now spawn with more developed colonies to avoid overcrowding on their capital.
  • Machine Intelligences with a biological secondary species now have a base food income of 10 food/month, and without a secondary species or with a Lithoid secondary species, they now have a base mineral income of 10 minerals/month.
  • Moved habitat upkeep modifiers from the domination opener to the expansion opener. Available for all, not just void dwellers
  • Curator leader trait now provides +10% Research Speed (was +15%) with an associated +10% Researcher Upkeep. The Survey Speed bonus remains unchanged
  • Penal Colonies now provide 10 housing.
  • Prosperity Preachers are now a specialist strata job
  • Rebalanced leader traits gained from Ascension Paths (Psionic, Chosen One, Synthetic, Cyborg, Erudite)
  • Reduced output of researcher jobs
  • Reduced the amount of Naval Cap granted by technologies
  • Removed most sources of Ship Cost and Upkeep reductions from the game
    • Bulwark ship upkeep reductions reduced by 50%
    • Letters of Marque now reduces ship upkeep by 5% instead of 10%
    • Crusader Spirit civic now improves ship build speed
    • Fleet Supremacy edict no longer reduces ship upkeep
    • Grand Fleet ambition now increases power projection instead of reducing ship upkeep
    • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked
    • Mark of the Instrument ship component no longer reduces ship upkeep
    • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs
    • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%
    • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
    • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs
    • Naval Procurement Officer councilor now improves ship build speed
    • Progress Oriented modifier no longer reduces ship build costs
    • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs
    • Reduced penalty the Irenic trait applies to ship build costs
    • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%
    • Shipwright trait no longer reduces ship build costs
    • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%
  • Rulers now gain 12 XP per month
  • Temples now provide Prosperity Preachers for Spiritualist MegaCorps instead of a split between Priests and Managers
  • The Entangled Dark Matter astral rift now completely overwrites the personality of the selected scientist if they are not psionic
  • The Traumatized trait now negatively impacts Astral Rift Exploration Speed
  • Tier 2 and Tier 3 Sacrificial Temples no longer provide Manager jobs for Corporate Death Cults
  • Tweaked the tiers of technologies that increase naval cap and fleet command limit
  • Warpling armies now have an upkeep of 1 energy and 0.1 astral threads per month
  • Psychological Infertility and Existential Iteroparity can no longer be taken with the Clone Soldier or Ascended Clone Soldier trait.
  • Two of the three habitable planets in the Trappist system are now terraforming candidates
  • The "Tragula's Cross", "Trin's Promise" and "Loh" systems are now mutually exclusive on galaxy generation
  • The “Science Ship as a Concept” now uses psionic components instead of whichever components your empire has researched
  • Improvements to Resort Worlds:
    • Resort Colonies now have Resort Workers and Resort Districts.
    • Resort Workers provide empire wide bonuses to amenities and trade value from living standards.
    • Resort World Technology appears sooner and is cheaper.
    • Added Unity Bonus to resort world designation, lowered housing bonus
  • ¤ Empires that value other species, such as Rogue Servitors, will now get extra annoyed if you engage in genocide or necrophaging
  • ¤ Gestalt empires can now sell their minor artifacts provided that they have access to the galactic market
  • ¤ Marauder ships should now have a decently larger amount of armor for most shipsizes
  • ¤ Refugees should now also be willing to flee to Rogue Servitors if they are welcomed as Bio-trophies

Bugfixes​

  • Added missing class name and icon in the leader upkeep tooltip
  • Added missing required components to the Marauder Galleon
  • Added new localization and triggers for Machine Empires exploring the Rift World origin.
  • Armies now disband instantly instead of waiting for next tick
  • Cordyceptic Empires that only had Subspace Drives on their ships are now also capable of reanimating space fauna
  • Corrected draw weight for Shipbreaker trait
  • Corrected modifiers on Agrarian Upbringing
  • Corrected some trait names
  • Corrected the Scout Wing using the wrong 3d entities
  • Correctly locked a number of Delegate GalCom focus traits to require the DLC that unlocks their resolution category
  • Diplo action tooltip now shows why we can't claim any systems
  • distar.1081 will no longer spawn pops on colonies in progress
  • Driven Assimilators with the Protected Pre-Sapients policy will no longer purge pre-sapients
  • Empires with the Mechromancy AP can no longer purge cyborg zombies
  • Event windows now correctly have no effect after the player has been defeated
  • Extra trait points for script-generated species are now added correctly
  • Fix countries created by `create_country` script command not having any leaders in their recruitment pool
  • Fix duplicate ship role buttons when switching ship templates in ship designer
  • Fix not being able to exit the game or return to menu when certain other UI windows were open
  • Fix some leaders (e.g. paragons) getting a trait pick when you hire them even though they should not, how greedy!
  • Fixed a number of opposite trait pairs not taking into account their leveled versions
  • Fixed a string being undefined in the ruler designer menu
  • Fixed an Astral Rift calling the Baol for Boal or was it the other way around?
  • Fixed an error that prevented some Fallen Empire task events from firing
  • Fixed cyborg zombies having a 100% chance of spawning instead of 33%
  • Fixed default weights for pre-sapient policies
  • Fixed Discoveries tab not being displayed when tabs order has been customized
  • Fixed gestalt scientists getting research expertise traits when those traits had no effect for them
  • Fixed heirs being able to have the Planar Theorist trait despite not being capable of exploring astral rifts
  • Fixed incorrect weapon effect being used for the World Cracker
  • Fixed invalid scope allowing pre-sapient pops to be turned into cyborg zombies
  • Fixed issues with leaders assigned to armies or fleet that contain armies
  • Fixed leaders sometimes getting invalid trait choices on level up
  • Fixed missing 0 on Collaborator II
  • Fixed missing message title for Restoring the Balance
  • Fixed newest achievements not working on MS Store
  • Fixed Orbital Bombardment planet modifier not having a tooltip if there are no other planet modifiers there
  • Fixed possibility of leader trait picks including opposites of existing traits
  • Fixed Revolutionary Medi-Gel not affecting Pharma State civic production for Medical Workers
  • Fixed systems at the bottom of the map spawning at wrong coordinates
  • Fixed the Shared Burdens tooltip being outdated and mentioning additional unity from the Egalitarian faction
  • Fixed Unity Ambitions referencing their pre-Unity rework state.
  • Fixed Urbanist being both a Destiny trait and a Veteran trait (which prevented it from being available as a trait pick)
  • Fleets of countries without ship_disengagement = yes (e.g. Horde) now correctly cannot use emergency retreat
  • Former Satrapies of the Khan should no longer be informed twice when the new Horde forms.
  • Hiring Renowned and Legendary Leaders no longer hires a mysterious clone of them instead
  • If the Knights Keep is hit with a Pacifier Colossus there will now be unique event text
  • It now costs 200 influence to abandon planets even if they have pre-sapients living there.
  • Livestock slaves now inherit farmer and miner modifiers as appropriate.
  • Making sure the negative situation outliner notifications only happens for negative situations
  • Modifiers to empire-wide resource production now apply to resources generated through trade policies
  • Removed reference to a loc key inside of an Under One Rule event.
  • Renowned and Legendary Leaders no longer lose Council traits when hired by gestalt empires.
  • Repairing The Black Crown should no longer fire generic gateway repaired events
  • Replaced all sources of "is_leading_research = x" with "is_head_of_research" fixing numerous broken events and scopes
  • Replaced one of the descriptions being reused for the Old Gods event chain
  • Show turrets correctly on the Maven Cruiser and Caravaneer ships
  • Sobek will no longer be confused and think that they came from your capital
  • Species habitability for randomized empires is now correctly set for origins like shattered ring
  • Stellar Culture Shock will now be applied to hive pre-FTLs if you are a hive empire.
  • Terraforming a Barren World into a Machine or a Hive World will no longer fill that world with blockers
  • Terraforming straight into a Hive or a Machine World now correctly removes "Terraforming Candidate"
  • The astral rifts now correctly checks for Chosen One traits in addition to the Psionic trait
  • The Azizians event can no longer target planets that are under colonization
  • The chance to gain negative leader traits depending on leader age now takes into account leader lifespan
  • The Ranger Lodge will now properly produce +2 and +3 additional unity as the higher tier of Environmentalist Galactic Community Resolutions are passed.
  • The Speed Demon anomaly will no longer show up for Synthetic empires.
  • Updated the hire_event_leader_effect scripted effect to take account of the the Eternal Throne relic
  • Updated the tooltip for Universal Prosperity Mandate to mention the Employee Ownership living standard
  • When the "Prohibit Separate Treaties" federation law is enable it should now correctly remove treaties from both parties and not only the outside one
  • When transferring ships from one fleet to another, the fleet's leader will now always stay on the old fleet
  • AI UNE should no longer spawn if there is already an empire using the Sol initializer.
  • Fixed a rare instance of a possible divide by 0 during rebellions
  • Fixed orders for jump-drive-only ships being queued in the wrong order.
  • Fixed Skrand Sharpbeak being unassigned from his ship after you hire him
  • Fixed Skrand Sharpbeak having an excess of traits
  • Fixed some issues with the triggers to encounter Skrand Sharpbeak - sorry he's been a bit shy recently
  • Fixes to leader generation conditions for the leader pool if there are no valid species (such as if you nerve staple your entire population)
  • If the Prikkiti will now build the most advanced starbase that they can instead of always trying to build a citadel even if they don't have the technology for it.
  • If you shield the final world of the Contingency you should now receive your relic.
  • Kaleidoscope event chain: pre-FTL countries won't be able to receive the Kaleidoscope anymore
  • Newly released vassals now get a leader pool correctly
  • Research stations will no longer try to go MIA when a revolt occurs.
  • The Manifesti should no longer show up before you have encountered other alien empires.
  • ¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
  • ¤ A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
  • ¤ The Atomic Clock event will now properly trigger after 42 years and 3 days following the superior Stellaris Standard Calendar, which has 360 day years
  • ¤ Authoritarianism should no longer become more popular because you have egalitarian councilors
  • ¤ Become the Crisis AI empires will now always decline becoming vassals to awakened empires
  • ¤ Fixed a rare case where the Shard would not turn hostile against the player
  • ¤ Fixed a rare error that would occur if your scientist who finished a dig site died before you clicked the final dig site event
  • ¤ Fixed the checks for the Debris Field anomaly making it rarer than it should be
  • ¤ Fixed the Lush Planet Anomaly requiring Sol to have spawned, also updated the event rewards to work in a tileless Stellaris
  • ¤ Hyperlanes should no longer get attached to sealed systems
  • ¤ Imperial Fiefdom AI will no longer consider subjects to be viable overlords when they are looking for one
  • ¤ The Fleet Maneuvers event can no longer happen in capital systems
  • ¤ The Horizon Signal Event Chain will now correctly prioritize your head of research for narrative events
  • ¤ The Manifesti event chain will now properly end if you apprehend them early enough
  • ¤ The puddle technician drone job is now properly a drone job
  • ¤ The Sentinel Order should no longer spawn in systems not connected to the rest of the galaxy, leaving everyone else to deal with the Prethoryn
  • ¤ Upscaling the Messenger will now properly remove the negative modifiers from the ships
  • ¤ Vultaumar III will now properly have both alloys and mineral deposits
  • ¤ Irass III will now properly have both alloys and mineral deposits, while Irass VIII has gained its missing exotic gases

Performance​

  • Improved speed of AI checking whether it should send subjugation offers
  • Various performance improvements

Stability​

  • Fixed crash when completing an Astral Rift if the exploring ship no longer exists
  • Possibly fixed rare crash in galaxy map special project icon tooltip.
  • Several Out of Sync fixes.
  • Fixing OOS issue with planets, wormholes etc sometimes being slightly differently positioned between windows and linux.

UX​

  • Add assigned Leader's name and council title to archaeology view and rift view
  • Additional Content tab text is centered correctly
  • Clicking on a resource in the top bar now switches to that resource in the market view instead of closing it if it was already open
  • Clicking on the "capped resource" notification will now take you to the correct tab depending on which resource is capped (correct market tab, relics view for minor artifacts, claims view for influence)
  • Fix claim buttons being misaligned on partially or fully occupied systems
  • Fix Outliner tab buttons appearing over the fleet manager sidebar on smaller resolutions
  • Fixed incorrect speed value in ship designer
  • Fixed Outliner tab buttons appearing in front of the archaeology window.
  • Inactive leader trait triggered modifiers are shown in the tooltip along with their trigger conditions
  • Remove double error message for starbase building tooltips
  • Trade protection tooltip lists empire-wide modifiers
  • Use up to 2 decimal places for displaying stability modifiers
  • Use up to 2 decimal places for production/upkeep in building/district tooltips
  • If an orbital station build order is selected, its fail text in planet tooltips no longer reveals hidden information.
  • Tooltips for Galcom sanction resolutions now show the modifiers even if they're inactive.
  • Tooltips for Galcom resolutions that have both triggered and non-triggered modifiers no longer show the "Modifiers" header twice.

AI​

  • Added better script to evaluate planet and fleet for leaders, and added description of the AI algorithms for leader assignation in the leader_classes/00_base_classes.txt
  • Awakened Empires can now upgrade their starbases.
  • Changed leader assignation into a single loop for all location types, sorting locations by priority and leaders by skill, then trying to assign the highest priority leader to locations in order
  • Fixed AI being able to improve and harm relations at the same time
  • Fixed another case of the AI assigning Leaders to invalid (empty) fleets
  • Fixed the AI trying to assign military leaders to science fleets.
  • Improved AI weights for Ascension Paths
  • The AI now hires leaders the same way it assigns them. Expect an increased number of generals.
  • The AI will evaluate a leader for a location based on the `ai_location_weight` scripted value in the leader class
  • The Fear of the Dark AI empires will be less predictable with what extreme paths they might take.
  • The weight value for location priority when assigning leaders is now a define. When assigning leaders, there are 2 steps, first steps leader and locations are assigned a priority value, and then each leader calculates a final weight for each location. The leader/location pair with the highest weight is then assigned. This change affects the first step (the priority in the queue), as the second step is already fully scriptable.
  • Improved AI leader assignment weights
  • The AI now decides whether to strengthen or undermine the galactic empire based on two new game rules
  • The AI will no longer build additional Quantum Catapults if they already have one within 25 jumps.
  • ¤ Improved AI decision-making for the "Find Military Applications" Artifact Action
  • ¤ Improved AI logic when it comes to when to use the Strip Mining decision
  • ¤ Reduced the AI willingness to accept trade deals for food or consumer goods if they don't use those resources
  • ¤ AI Hive-Mind empires now have an increased chance to research terraforming technologies since they are unlikely to get more pop types from migration pacts.

Modding​

  • Add `last_resolution_category_changed` trigger
  • Added a check for the block_homeworld_traits leader flag in all traits that provide additional jobs to the leader's background planet. This flag is not currently used in the vanilla game
  • Added checked for the following leader flags to leader trait weights and potentials: block_army_traits, block_council_traits, block_federation_traits, block_galcom_traits, block_governor_traits, block_pilot_traits these flags set the selection weight for leader traits in their category to 0 but are ignored if the leader has a subclass specializing in the category. These flags are currently unused in the vanilla game
  • Added game rule 'can_ai_assign_governor' to let the AI decide if a planet can have a governor or not
  • Added NON_PARAGON_TRAIT_OPTIONS_ON_LEVEL_UP define
  • Added not_potential_override_text_key parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
  • Added on_army_disbanded on_action
  • Added show_if_not_potential parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
  • Added text_offset variable to buttonType (only used for buttons that have both a sprite and text)
  • Added the "is_urban_planet" scripted trigger for pc_relic and pc_city planets
  • leader_class trigger can now appear in tooltips
  • Renamed LEADER_RULER_MONARCH_EXPERIENCE to LEADER_RULER_EXPERIENCE and LEADER_RULER_HEIR_EXPERIENCE to LEADER_HEIR_EXPERIENCE
  • Replaced "negative", "subclass_trait", "destiny_trait" and "veteran_class_locked_trait" leader trait variables with "leader_trait_type"
  • Updated documentation for create_species effect
  • Updated LEADER_GOVERNOR_MONTHLY_EXPERIENCE to LEADER_ASSIGNED_MONTHLY_EXPERIENCE
  • Fixed "remove_deposit" effect not working in a deposit scope, fixing orbitals not removing their bonus to habitats when destroyed
  • Replaced the loc string used to select a background for Paragon portraits with an asset selector.
  • can_generate_military_leader_from_pop now includes the requirements of can_generate_leader_from_pop, which are now in the can_be_leader scripted trigger.

Release notes marked with the ¤ symbol were made with the assistance of our modding community. Special thanks to Ariphaos, Fireprince, Risa, alexrider903, ECHO, Roverstorm, jasonpepe, SirBlackAxe, Glavius, Salvor, OldEnt, Harain, and The24thDS for making Stellaris a better game.

Balance​

  • The Opener for Domination now gives +5% Worker Output and +5% Slave Output instead of +10% Slave Output so Egalitarians and Xenophiles aren’t sad.
  • Versatility Operational Proxies now gives +1 Unity production to Maintenance Drones so that Rogue Servitors aren't left out.
  • Decreased the cost to study (-25%) and pacify (-40%) space fauna.

Bugfixes​

  • Ensure dead leaders are properly removed from their location so that new leaders can replace them.
  • Fixed Federation Emissaries and GalCom Delegates not assigning correctly and not being replaceable when dead.
  • Acquiring the Colonization Drones from the Chemical Wasteland Astral Rift will no longer lead to discovering Noxious Swamps (or other natural blockers) on Habitats (or other planets that shouldn't support these blockers)
  • Corrected Adaptability Enhanced Recycling tooltip listing a 10% reduction instead of the 15% reduction.
  • Corrected the finisher effect for Domination giving -15% Empire Size from Pops in some cases
  • The finisher for Diplomacy now correctly says it gives +10% Diplomatic Weight instead of +10 Diplomatic Weight
  • Fixed an issue where the "On the Origins of Nanites" special project didn't spawn.
  • The Chosen will now declare a war of Cleansing on whoever breaches their wormhole
  • Fixed habitat capital buildings given the wrong number of defensive armies
  • Mining districts on machine worlds should no longer claim to give scrap miner drone jobs
  • Fixed anomaly.7200 having repeated flags in their switch.
  • Cartographer II and Cartographer III are now correctly recognised as councilor traits
  • Fixed modifiers to mining and research station upkeep incorrectly attempting to reduce the upkeep of the planet they were orbiting
  • Science ship auto explore feature with astral rifts sometimes skipped unexplored ones
  • Fixed the icon for the Great Researcher trait
  • Fixed Holy Covenants not giving High Priest jobs in some cases
  • The Shallash system will now spawn properly again.
  • You will no longer be able to engage in pre-FTL diplomacy with pre-FTLs not within your borders
  • Homicidal empires will now properly annex pre-FTLs that are foolish enough to become space faring.
  • Bio-trophies are no longer affected by Noxious Twice.
  • Fix lack of evasion on sapient torpedo comp.

UI​

  • Fixes the background selector for rulers being set incorrectly in the leader category of the background selectors

AI​

  • Fixed AI leaving federations only if the federation has 2 members or the AI empire's type is unplayable.
  • Fixed AI never asking to leave Hegemony federations.

Stability​

  • Fixed potential CTD in quantum catapult rendering
  • Fixed crash upon startup that could be caused by write-protected user directory.
  • Fixed CTD that sometimes happens when finishing species modification.
  • Fixed CTD when using console command dump_event_data and the output file is not writable
  • Fixed CTD in leader names after loading a savegame
  • Fixed CTD that may occur when updating diplomacy for countries without diplomacy

Modding​

  • Added FEDERATION_DISBAND_THRESHOLD and FEDERATION_DISBAND_PLAYER_THRESHOLD defines, which define the AI's threshold for leaving a federation if it would be disbanded.

Improvement​

  • The Plasmic trait can now be removed from species if you want to clean up your species tab.

Bugfixes​

  • Fixed global ship designs country type restriction so awakened empires are not allowed to use ai transports
  • Fixed refugees happening every day instead of every 90-180 days
  • Fixed secondary species in random empires not having a habitability trait.
  • Fixed the Abandoned Gateway event not taking into account ruined gateways from the Galatic Doorstep and Imperial Fiefdom origins
  • Fixed the accidental nerf to Civilian difficulty
  • Fixed the Luminary Bloodline not being inherited
  • Fixing council positions not being kept for Gestalt Consciousness empires after adding civics.
  • Made removal of expired leader from leader pool only happen on refresh
  • S875.1 Warform no longer disappears from leading their ship
  • The Grave Guardians will no longer trap you in an infinite first contact loop.
  • The Kaleidoscope no longer double dips in your income from trade
  • The Parvus event chain will no longer end too early removing all in progresses special projects.
  • Updated some text on the Galactic Community UI that was still referring to envoys instead of Delegates
  • Various anomalies and dig site events no longer try and give leaders the Hyper Focus trait if they already have it, instead they level the trait up.
  • Fixed a crash from Situation progress.

The Machine Age Expansion Features​

The Machine Age contains:
  • Individualistic Non-Gestalt Machine Empires
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
  • Three new Origins
    • The Technophants and Haruspex of the Cybernetic Creed will guide their flock to the perfect union of flesh and machine.
    • A doomed species races against extinction to reach the virtual world in Synthetic Fertility.
    • Originally designed to build mighty constructions in space, the Arc Welders must utilize that advantage to the fullest to overcome the deficiencies of their homeworld.
  • Six new Civics
    • Genesis Guides - This society is devoted to the creation of emerging species. As the stewards of evolution's potential, they allocate portions of their worlds to safeguard the development of pre-sapient life forms.
    • Natural Design - This society is adamant that nature has already created perfection in its people's genetic code. They have long devoted their medical and governmental services to the health and preservation of natural, untouched genome sequences.
    • Obsessional Directive - The primary objective of this Machine Intelligence is the ceaseless production of goods to perpetuate profits, irrespective of their creators being long gone. Nothing can impede their ever-growing production targets.
    • Diplomatic Protocols - Initially designed for cross-cultural interpretation, this Machine Intelligence excelled at translation and protocol support. They can suggest new strategies and calculate odds at a moment's notice.
    • Tactical Algorithms - Initially designed for war games and fleet support, this Machine Intelligence's advanced leader bots primarily aim to generate war strategies and optimize combat performance.
    • Augmentation Bazaars (Requires Megacorp) - A neon-lit maze of corridors, implant vendors and underground hardware clinics catering to all cybernetic implant needs - both over and under the counter.
  • Two Mid-Game Structures
    • Arc Furnace - Utilizing the raw power of a molten planet, the Arc Furnace unlocks otherwise inaccessible minerals and improves system-wide mining operations.
    • Dyson Swarms - An array of interlinked satellites, the Dyson Swarm is designed to improve the output of stellar deposits.
  • New Ascension Paths for Machine Empires
    • Modularity - Replace that which is lesser, augment it, upgrade it, perfect it.
    • Nanotech - Operating in unison, the tiniest things can topple the greatest of empires.
    • Virtuality - Only through the sanctified clarity of data can we attain the zenith of fundamental knowledge.
  • Cybernetic and Synthetic Ascension (also unlocked by Utopia)
  • Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.
  • New Species Traits for Cyborgs, Machines and Robots
    • Including 0-point Background Traits for Machine Empires
  • 13 Cybernetic portraits that change based on advancement through cyberization
  • 9 Synthetic portraits with 9 corresponding Machine portraits that change based on synthesization
  • Two new Shipsets, Diplomatic Rooms, and City Sets
  • 7 new music tracks synthetic and cybernetic inspired music tracks
  • A new Become the Crisis Path: Cosmogenesis
  • …And a new End-Game Crisis: Cetana, The Synthetic Queen.

3.12 "Andromeda" Features​

  • Added a button to resync/wait for a resync to the Multiplayer Out of Sync dialog
  • Added the ability to select to continue playing as another empire after game over
  • Machines now use modified habitability and lifespan rules rather than largely ignoring them
    • Lifespan:
      • Previous "immortality" mechanics machine leaders had, where they frequently died in random accidents, have been removed.
      • Machine leaders have a starting age of 5-10 years, a base lifespan of 100 years (robots have a base of 80 years), and are affected by lifespan boosting effects.
        • "Eternal Machine", the Machine variant of "Venerable", makes your leaders of that species immortal rather than increasing lifespan.
      • Both biological empires going Synthetic and Machine empires will reset their age upon completing Ascension to reflect receiving their new bodies.
      • Gestalt councilors remain immortal.
    • Habitability:
      • Machines (and robots) have replaced their +200% habitability with a habitability floor of +50%.
      • Machines, assuming they do not take a habitability restricted origin like Life-Seeded, have Dry, Wet, or Cold habitability traits, which grant +75% habitability on planets of the appropriate type and +50% on all others.
        • Machines that do not take a habitability restricted origin can immediately create templates that use the other habitability traits.
    • These changes have allowed us to enable a number of previously locked Origins for Machines:
      • Life-Seeded
      • Ocean Paradise (Subaquatic Machines)
      • Post-Apocalyptic (Radioactive Rovers)
      • Void Dwellers (Voidforged)
      • Subterranean (Subterranean Machines) - Note that the habitability floor from Molebots stacks with the habitability floor of Machines, granting them a habitability floor of 100% and thus perfect habitability everywhere.
  • Machine empires can now assimilate other Machines into their primary species, so you can finally force everyone to use the same operating system and charging standard.
  • Robots (but not machines) are all treated as different sub-species of the same robot species.
  • Added a familiar Friend after you explore Astral Rifts.(Requires Astral Planes)
  • Added two new Machine Civics:
    • Spyware Directives (requires Nemesis)
    • Astro-Mining Drones (requires MegaCorp)
  • Added Adaptive Frames, Vocational Genomics, Universal Augmentations, and Fleeting Excellent. These are "auto-modification" species traits which change over time to emulate other species traits based on the job filled by the pop.

Improvements​

  • More Machine Improvements:
    • Machine and Robot Uprisings have a chance to spawn as Individualistic Machines (requires The Machine Age)
    • Undergoing synthetic ascension now grants species the robot version of various origin linked species traits
    • Robots and Machines now have the option to select genders. (Indeterminate remains an option.)
    • Machine Intelligences no longer suffered from additional empire size from colonies
    • Machine Worlds:
      • Jobs on Machine Worlds are doubled if you have the Machine World AP
      • Machine Worlds have a new Coordinator District
  • Fallen Empire Improvements:
    • The Fallen Materialist empire now uses cybernetic portraits for owners of The Machine Age
    • The Fallen Materialist empire's primary species will now have the Cybernetic trait
    • The Fallen Spiritualist empire's primary species will now have the Psionic trait
  • Managers, Priests and Telepaths now automatically inherit _add modifers from Bureaucrats in addition to _mult modifiers
  • The Rackets and Ketlings are now related.
    • The Ketlings no longer need Mind over Matter to undertake Psionic Ascension
    • The Rackets are now cyborgs with the trading algorithms trait

Balance​

  • Self-Preservation Protocols tradition now has the same effects as Cloned Organs
  • Fallen Empire Buildings are no longer destroyed upon conquest as long as they are fitting (i.e. no temples for non spiritualists)
  • Many Civics updates:
    • Buffed Diplomatic Corps, Empath and Public Relations Specialists to match Diplomatic Protocols. Each are slightly different.
    • Scavengers and co: -5% ships alloy upkeep
    • Pleasure Seekers: +1 entertainer job from capital buildings
    • Functional architecture and co: +15% planetary build speed
    • Toxic Baths and co: +0.5% pop growth/assembly from attendants
    • Corvee System: -15% worker political power
    • Warrior Culture: -10% War Exhaustion gain
    • Free haven: +5% worker pop happiness
    • Shadow Council: Replaced ruler output bonus with councilor skill +1, +10% agenda speed and +10% infiltration speed
    • Trading Posts: +1 Trade collection range for Starbases, +8 Trade protection from starbases
    • Private Prospectors: -33% empire size from colonies
    • PMC: +1 starting commander level
    • Divided Attention: Replaced empire size from colonies reduction with -25% empire size penalties
    • Subsumed Will: +50% automatic resettlement chance for unemployed drones
    • Zero Waste Protocol: -5% ships upkeep, -10% building and districts upkeep
    • OTA Updates: +50% auto resettle for unemployed drones
    • Static Analysis: Cognitive Nodes starts with a random research specialization
    • Maintenance Protocols: +5% menial drone output
  • Added Necrophage and Lithoid as blockers for Psychological Infertility
  • You can now construct Dyson Spheres in systems with habitable planets, however the planets will be rendered uninhabitable
  • You can now construct Dyson Spheres in systems with pre-FTL civilizations, if your pre-FTL policy is set to Aggressive
  • Synthetic Ascension now requires Synthetic Workers, not Synthetic Leaders tech
  • Synthetic Ascension tradition opener now grants 10% progress in Synthetic Leaders technology
  • The Synthetic Evolution Agenda now only grants Robotics technologies instead of Robotic technologies and AI technologies
  • Several Synthetic Ascension traditions have been reworked for both organic and machine empires
  • Grid Amalgamated pops now inherit Tech-Drone modifiers
  • The Open Markets agenda no longer provides useless benefits to Criminal Syndicates
  • Resource Consolidation origin no longer forces Machine World preference
  • Rearranged the bonuses from the Genetic Ascension Path
  • Determined Exterminators will no longer start on a Tomb World as they wouldn't have the habitability for it.
  • The Fleeting Excellence trait now costs 1 point due to the decrease in leader lifespan it provides
  • Rebalanced Synthetic and Cybernetic tradition trees
  • Cyborgs are only grown, not assembled
  • Allowed amenity traits for robots
  • Buffed the mining drones home system
  • Hive Minds and Machine Intelligences now have access to all Capital World Designations
  • Industrial Districts automatically split jobs if your empire uses consumer goods, if a factory or forge world designation is not selected, so that hive minds empires that pay a consumer goods subsidy to subjects have a method of producing consumer goods
  • Reduced or removed most sources of species modification cost reduction outside of ascension paths
  • Resort Workers now give -0.01 amenities usages and doubled trade value from lifestyle
  • The Materialist faction will no longer accept non-Materialist sentient robots or machines in their ranks
  • Synths should now have the same costs for colony ships as Individualist Machines
  • The formless now count as a mid-game crisis
  • The Great Khan and Gray Tempest now have greater difficulty scaling
  • The mid-game crises now scale with the square root of the crisis strength slider.

Bugfixes​

  • Fixed median preferred attack range being calculated incorrectly.
  • Now cannot start fleet upgrade if you can't afford it outright and your balance for the missing resources is not strictly positive
  • Homicidal Empires will no longer get the Spiteful Leader trait since they can not have rivals.
  • The Princeps Drone trait should no longer improve regular pop output.
  • Added a tooltip to inform the player why some scientists might not be able to be assigned to the council
  • ancrel.10 now has a working title
  • Fixed a spelling error in Lost Junker
  • Mega-Engineering no longer shows the Quantum Catapult as an unlock
  • The ship previewer in empire creation now uses the same lighting as the ship designer
  • All namelists should now have fallback generic names for army types
  • Warplings now use the correct localisation for their army name
  • Fixed numerous Negative Mass bugs
  • Fixed an event referring to the Animator of Clay as the Architect of Clay
  • Fixed a blank line sometimes showing up on some species trait tooltips
  • Kaleidoscope event chain: fixed Kaleidoscope occasionally spawning in fallen empires
  • Kaleidoscope event chain: the "Wonder Sphere" can only be built once
  • The fully upgraded Dyson Sphere is now hidden from the Megastructure outliner unless you can upgrade it to the Wonder Sphere
  • Fixed global ship designs country type restriction so awakened empires are not allowed to use ai transports
  • Made removal of expired leader from leader pool only happen on refresh
  • Restoring a ruined orbital ring should no longer use Megastructure build capacity
  • Added a fallback case for distar.1 if you have no valid neighbors.
  • Fixed system not being annexed in total war if its planets are occupied by other empires in other wars.
  • Invading the Solarpunk Empire with troops will now properly get them to yell at you.
  • Marauder fleets can now go to systems that are only reachable through bypasses.
  • Enigmatic Cache can now go to systems that are only reachable through bypasses.
  • Caravaneers can now go to systems that are only reachable through bypasses.
  • Upkeep for jobs that provide pop assembly no longer state "Pop Assembly Upkeep but instead use scripted loc to fetch the job name
  • Statospheric Vents now properly have a description
  • Fixed some army modifiers from governors' traits not being applied.
  • Fixed the modifier for the Unifier trait only applying to unity from administrator jobs instead of unity from all jobs
  • Fixed the Ion Cannon having the wrong muzzle flash
  • Added checks to ensure the Chosen only declare on valid empires
  • Corrected some auto-assignment weights for worker jobs when near a deficit
  • Corrected the Psionic and Latent Psionic species traits using each others' icons
  • Fixed a COUNTRY_RESOURCE oos happening on the next month change after a hotjoin
  • Fixed a crash when switching between countries while in observer mode with the Leader View open.
  • Fixed a typo that was causing issues with AI leader assignment
  • Fixed a Void Dweller Prosperity tradition having an outdated tooltip
  • Fixed missing ORs in the AI weights for Defender of the Galaxy
  • Fixed revolts sometimes generating illegal empires
  • Fixed some typos in the triggers for colony types
  • Fixed the tooltip for recruiting a curator scientist
  • Lithoid farmers will no longer abandon their jobs if they live in an empire that uses food
  • Planets depopulated by Clone Army pops dying off from lack of Clone Vats should no longer permanently be rendered as having 0% habitability
  • Reduced the chance for Galactic Doorstep empires to find Skrand from 91% to 33% for your starting gateway and 67% for other repaired gateways
  • The Princeps Drone trait should no longer improve regular pop output.
  • The Quantum Catapult can now be correctly researched and built before researching Mega-Engineering, which is only required for the final stage
  • The Shallarian System will now spawn just out of reach of the Xenophobic Fallen Empire's reach.
  • Your empire will no longer part with irreplaceable science ships such as the Vivairum no matter how much the Caravaneers ask.
  • The uplifted species trait will no longer mention being a pre-FTL.
  • Situation log and anomaly entries should no longer have part of their border missing when hovering over them.

AI​

  • Refactored government weights
  • Refactored the costs and budgets for colony ships, and the AI budgets for colonization using scripted variables
  • Fixed AI assigning the least suitable leaders to the council.
  • Improved AI weights for factory and forge worlds when running deficits
  • Improved automatic selection of colony types
  • Lowered Ai resettlement threshold to 0.45
  • The AI should no longer declare Hegemon Wars on empires that have a higher relative power than them, thus risking losing control of the Hegemony.

UI / UX​

  • Add <diploaction>_IMPOSSIBLE_DESC optional localization key to show in the diplomatic action tooltip when the action is not possible (defaults to the normal _DESC key if the impossible version is not present)
  • Fixed planet pop growth tooltip showing growth speed triggered modifiers instead of growth reduction triggered modifiers.
  • Whether the planet migration tooltip shows immigration or emigration now takes into account push/pull multiplier modifiers.
  • Fixed emigration push total in planet migration tooltip not including multiplier modifiers.
  • Updated the Engineering Evolution icon
  • In Multiplayer, during a hotjoin, all clients now see the progress of hotjoiners
  • Fixed duplicated invalid origin text in empire creation trait tooltip.
  • Concept tooltips for tradition trees now have the name in the header.
  • deposit tooltips now display with an additional decimal for production and upkeep
  • Fixed authority tooltip showing missing DLC twice.
  • Planet unemployment icons in the Outliner now update immediately.
  • Tradition tree tooltips in the additional content browser no longer show the agenda that they unlock.
  • Added Civic Groups for restrictions in Civic and Origin tooltips
  • Autogenerated tooltips mentioning civic and origin requirements in empire creation will now automatically generate concept links to those civics or origins

Modding​

  • Government names now support scripted loc
  • Added use_planet_resource = yes/no for megastructures. This allows them to make use of a locations resources if they are located on top of a planet or star.
  • Added count_traits trigger
  • Building upgrade on_queued and on_unqueued now takes the upgraded version instead of the base building version.
  • Added an on action for when pops change ethics
  • civic swap_type can now check for origins as well in the empire select screen
  • Added scripted modifier for pop_cyborg_happiness.
  • Megastructures that are built on a planet will now have their nameplate stack alongside all the other planets.
  • Species portraits are now assigned to species classes through portrait_sets, not the species_classes. This allows a portrait to belong to multiple species classes
  • Added bound_to_planet_classes for habitability traits.
  • Added sprite configurations for portraits to apply the hologram VFX to pops and leaders
  • Pop Purge Speed modifier now counts as neutral
  • Adding inherit_country_building_modifiers = yes/no to block bonus building slots from the general country modifiers but also adding new generated modifiers for every planet class.
  • Added Exploit Faction mechanics, triggers and extortion_resource
  • Added trait_machine_unit check to is_robot_empire scripted trigger
  • Added advanced_authority_refresh = yes script effect to force the game to validate authority swaps
  • Adding a can_be_stolen variable to relics as a means to block certain relics from being stolen
  • Added create_synth_species_effect, set_synth_origin_traits_effect, set_synth_portrait_effect scripted effects
  • Added set_machine_habitability scripted effect
  • Added documentation for specifying authority swaps in the automatically generated concept tooltips
  • Adding scriptable alert usable to clarify any needed action that might be blocking a situation
  • Extra trait points and picks from civics can now be detected in the empire creation view
  • It is now possible to block specific resources from the market but still allow them for trade agreements.
  • Adding reset_decline effect to forcibly reset a planets decline
  • Adding outliner_trigger for megastructures to allow for more customization when they should be shown in the outliner.
  • Adding a new founder_species event target for the country scope
  • Adding persistent_faction to pop faction types, used to force factions to keep one pop until the faction fails it's potential check
  • Added required_progress to scripted fleet actions
  • Added a space_battle_over on action for when a combat is over because of a lack of enemies left
  • You can now assign a ship size as a restriction for special projects.
  • Building and planet classes can now have building sets to more easily exclude buildings from planet classes
  • Adding never_lost parameter to ship sizes to easily make sure a ship is not instakilled in Emergency FTL.
  • Added crisis path database to make it possible to have multiple different crisis paths.
  • Added some small documentation for relics
  • terraforming_cost_mult now works on the planet scope
  • Converted modifiers that add jobs for industrial districts to inline scripts
  • custom_tooltip_with_modifiers in tradition swaps are now functional
  • Added can_add_overtuned_traits, can_add_droid_traits, can_add_synth_traits, owner_is_machine_intelligence, owner_is_individual_machine, owner_is_hive_empire and can_do_advanced_robo_modding scripted triggers for species modification
  • Fixed diplo weight tooltip showing base diplo weight twice if DIPLOMACY_WEIGHT_STANCE_FACTOR is not 0.
  • Fixed research bonus from research agreements not being applied if country_subject_technology_sharing_mult is applied.
  • Added scripted triggers for has_cybernetic_ascension, has_genetic_ascension, has_psionic_ascension, has_synthetic_ascension, and has_ascension_path
  • Regular empire capital buildings now use inline script for their job swaps.
  • Added the rl_barren_planets random list for system initializers
  • num_buildings trigger now accepts owner_type to allow counting holdings
  • You can now filter the trait count by trait cost. Renamed the trigger to count_species_trait to avoid unintended usage.
  • Added documentation file for the technology scripts.
  • Techs related to consumer goods now use the country_uses_consumer_goods = yes trigger
  • Player crisis paths are now unlocked by either Nemesis or The Machine Age
  • Added missing modifiers to building documentation.
  • The create template button is now controlled by the can_modify_species rule
  • Moved a bunch of scripted triggers for traits into the scripted_triggers_traits file
  • Added on_building_repaired on_action
  • Added ship_shield_penetration_add and ship_armor_penetration_add modifiers
  • Added triggered_species_modifier to species traits.
  • Adding a hidden variable to species rights options to allow the hiding of certain items from the UI lists
  • Adding weight variable to advanced authority swaps
  • Extending the authority swap to include election variables
  • Megastructure construction entities can be scaled.
  • Planet picture overrides will now update more reactively when changed
  • Converted all uses of is_fallen_machine_empire into is_fallen_empire_machine
  • Renamed is_berserk_fallen_machine_empire to is_fallen_empire_berserk_machine
  • Added documentation for namelists.
  • Removed unused "language" member in namelists.
  • Adding an on action for when starbases flip controller
  • Added customize_random_override to namelists.

Bugfixes​

  • Added additional checks to prevent fully virtual pops from being created on the lathe
  • Fix for Hive Mind background unaligned
  • Fixed Sectors released by Individualist Machines having the wrong ethics
  • Fixed virtual pops sometimes being created while planets are being colonised
  • Fixed weapon and strike craft range calculations in ship behavior.
  • If an active relic gets removed the relic cooldown is now reset.
  • The paradox titan will now appear correctly in the ship view
  • Updated Resort Workers, Clerks and Cyberdome Spectators to have trade preference for auto-modding
  • Uplifted species will now always have their required traits
  • Blocked Cosmogenesis empires from becoming custodian
  • Fix for pause being completely blocked in MP forcing the player to rehost
  • Fixed cybercreed pops not being able to grow if every pop on the planet was spiritualist
  • Fixed non-spiritualist pops in cybercreed empires sometimes having their augmentation bazaars traits removed
  • Fixed Determined Exterminators starting with too many planetary features on their homeworld
  • Hired fleets are now able to properly enter Cetana's territory once the projects have been researched.
  • Inwards Perfection now provides Pop Assembly Speed to Individual Machines
  • Megastructures should now correctly hide resources unless they are making use of them.
  • The Progressive Growth agenda now gives progress on Machine Template System for individualist machines
  • Trait Integrated Weaponry for cyborgs requires The Machine Age DLC

Balance​

  • The Progressive Growth agenda now gives progress on Artificial Workforce without needing Powered Exoskeletons

Stability​

  • Civic tooltip CTD fix
  • Fix CTD when resync has occured with a player in system view using certain graphical assets
  • Fixed CTD after resync
  • Fixed CTD in planetview timed modifier tooltip.
  • Fixed potential crash in resettlement view tooltips
  • Fixed rare crash in planet view
  • Fixed crash when buying subscription from the additional content browser.
  • Fixed CTD in traits effect tooltip
  • Fixed CTD when aborting the construction of Synaptic Lathe

AI​

  • Fixed building type AI weight calculations

Modding​

  • Added range_components to ship behaviors, which specifies which components to use for range calculations.

Feature​

  • Added tradition agendas for Modularity, Nanotech and Virtuality
  • Some megastructures (mostly kilostructures) can now be dismantled if you have the technology to build them and are not at war.
  • Solar system tooltips now show the arc furnace and habitat potential of a system, if you meet the construction requirements for the megastructures

Improvement​

  • Added heir titles to Mortal Empire and Bandit Kingdom governments
  • Added missing heir titles for Imperial governments
  • Added more character names to the Cyberpunk list
  • Added tooltips to the Transformation situation to summarize the different ascension paths in the event that you make a choice of which path to select.
  • Awakened fallen empires now can use the daedalus seal relic.
  • Completing the Synthetic Fertility event chain will now grant additional robot modification trait points and picks and award a unique trait for your synths
  • Cybernetic Creed pops can now be modified
  • Democratic Crusaders no longer hate Worker Coops for being Oligarchies
  • Non-Spiritualist pops in a Cybernetic Creed empire now only have the Cybernetic Creed traits removed instead of all Cyborg traits
  • Redesigned top-menu resource tooltips for clarity
  • Robots Pops are now called Machine or Mechanical Pops in most places
  • Scavenger civics now have 10% of the base cost of buildings, districts and megastructures refunded upon dismantling them
  • Selecting a Cybernetic Creed as your sole Spiritualist faction no longer forces a template onto your species
  • 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. Thanks to SirBlackAxe for the improvement suggestions!
  • Your choice in the Virtual Salvation event now influences the Synthetic Society Shift in the Digital Refactoring event chain

Balance​

  • Added Election Term Variance (Years): +5 to the Shadow Council civic. This means that each election will have a term length equal to that of the authority +/- a random number of years between -5 and +5.
  • Added Election Term Length (Years): -50% to the Worker Cooperative civic, giving empires with this civic the same term length as the democratic authority.
  • All Virtual empires (either Machines that take Virtuality traditions or Organic empires that adopt a Virtual government after completing Synthetic Ascension) now get access to the Virtual Economic Policy
  • Buffed the Mutual Aid trade policy to also provide unity
  • Cosmogenesis Battlecruiser and Titans now use reactors one class above theirs, and should now provide ample power for modules.
  • Dark Matter Engine effects reduced from +60% to +40%
  • Increased the effects of the modifier nerfing FE against Cetana.
  • Machine World planet designation now increases the output of all jobs by 5% instead of only simple drones and increases the build speed of all resource districts by 25%
  • Made Rogue Servitors slightly more likely to build organic sanctuaries and their upgrades
  • Reduced the time needed to complete the special projects "The Queen's Databank" and "Cetana: Race The Tempest"
  • "Selecting a Cybernetic Creed as your sole Spiritualist faction now awards a country modifier for that Creed these modifiers are:
    • The Fellowship of the Hammer, Elevated Fellowship, +1 Biological Trait Points, +1 Biological Trait Picks, -10% Building and District Upkeep, -10% Megastructure Upkeep
    • The Templars of Steel, Elevated Templars, +1 Biological Trait Points, +1 Biological Trait Picks, +5% Naval Capacity
    • The Choir of the Mind, Elevated Choir, +1 Biological Trait Points, +1 Biological Trait Picks, +5% Research Speed, +5% Researcher Upkeep
    • The Commune of Toil, Elevated Commune, +1 Biological Trait Points, +1 Biological Trait Picks, +10% Cyborg Happiness
    • The United Creeds has their modifier changed to +2 Biological Trait Points, +1 Biological Trait Picks"
  • Selecting a Cybernetic Creed as your sole Spiritualist faction now gives +10% Faction Approval for the Creed
  • Selecting the physical path for Synthetic Ascension now unlocks the advanced traits from Modularity
  • Shielded Components points cost reduced from 4 to 3
  • Synthetic Imperial authorities no longer have -10% pop assembly speed
  • Synthetic Oligarchic authorities now have Enforcer provide +10% Resources from Ruler Jobs instead of +5%
  • Synthetic Physical Corporate government now gives +5% Trade Value
  • Synthetic Physical Imperial government now gives +2 leader starting level and +10% leader XP gain
  • Synthetic Virtual Corporate government now gives +1 Codebreaking
  • The additional trait picks and points awarded by Cybernetic Creed now only apply to biological species
  • The Augmentations of the Commune now gives +20% Worker Output, but no longer gives +20% Worker Happiness
  • The Bot Lord destiny trait is now available for all leader classes and now instead increases the production and decreases the upkeep of both robots and cyborgs. It is twice as likely to show up if you are an individual machine or have synthetic or cybernetic ascension.
  • The Computation Core Focus policy for Synthetic MegaCorps no longer removes the +1% Trade Value modifier from Clerks and the Production Streamlining option now also increases Consumer Goods production in addition to alloys.
  • The Nanotech World designation now also affects agri-drones if you build hydroponic farms on the planet
  • The Shroud Preacher and Truth Seeker destiny traits are now blocked if you have undertaken another a non-psionic path. They are twice as likely to show up if you have psionic ascension. The traits no longer require spiritualist ethics
  • Virtuality Adoptions grants a -15% metallurgist and artisan production
  • Virtuality Policy now grants +80%/-50%, down from +100%/-40%
  • Virtual pops are no longer allowed to work as neural chips.
  • Halved the base production of adv logic from neural chips. Their research production was adjusted from 1 to 0.75. Districts now use the same numbers, but the overclocker was left untouched in that regard.
  • The overclocker building now only adds 75% purge speed instead of 100%.
  • The lathe now only purges pops if there is more than 40. This should prevent cases of decolonization, even with overclockers built.
  • Neural chips should now get purged twice as fast as before, and their energy upkeep now also increases nonlinearly with the number of pops.
  • Neural Chip base upkeep was reduced from 5 to 4.
  • The capital buildings for the Synaptic Lathe now provide increasing (15/25/40) stability.

Bugfix​

  • Added a homeworld or planet preference to multiple event species, mainly machines
  • Added a plural version of the loc for synaptic lathe districts
  • Added a warning to Synthetic Age that it will not grant a new tradition if you have no tradition slots left
  • Added military academy to shattered ring and habitat
  • Added more checks to prevent Worker Coops from using banned trade policies
  • Assembly tooltip will now combine empire wide add modifiers into the same category.
  • Becoming a machine removes the brain slug trait from leaders
  • Blocked parades and deficits from targeting the synaptic lathe
  • Cetana's fleets now begin at 1st
  • Changed resilience bonus for immortal leaders
  • Changed Synthetic Dawn machine empire gender to indeterminable.
  • Changed the cost of the Integrated Mega Construction edict so it wouldn't break the UI
  • Clarified the loc of the AI policy and machine Citizenships
  • Colony ships for Synthetic Fertility now use energy instead of food or minerals
  • Completely new fleet will be able to accept more than the default 20 ships by forcing an early modifier update.
  • Corrected icons for Zero Waste Protocols and Diplomatic Protocols
  • Corrected the highlighting on the Free at Last concept tooltip
  • Corrected the names of some gestalt agendas
  • create_species effect can no longer create species without habitability traits
  • Cyberization can handle multiple species templates
  • Defenders of the galaxy can not become a crisis anymore
  • Destroyed orbital rings are no longer duplicated
  • Dyson Swarm's stage name 1 is now properly displayed in Russian
  • election_term_variance values for government authorities now behave as expected and go negative.
  • First contract breakthrough chance is now affected by encryption.
  • Fixed a bug where players would occasionally not receive the "Mysterious Tempest" special project needed to declare war to Cetana
  • Fixed a bunch of typos reported on the forums
  • Fixed a couple of issues with coordinator districts and virtuality traditions
  • Fixed a crash when switching between countries while in observer mode with the Leader View open.
  • Fixed a number of capital buildings checking for the wrong synthetics tradition to add roboticist jobs
  • Fixed an issue that allowed you to keep playing after Cetana won
  • Fixed an issue with the Mother Knows Best achievement being incorrectly configured for some storefronts
  • Fixed Archaeology and Astral Rift exploration failure probability sometimes showing nonsense values
  • Fixed building type AI weight calculations again
  • Fixed cloaking effect for Enigma Battlecruiser and Paradox Titan
  • Fixed Clone Army and Natural Design not being mutually exclusive
  • Fixed Cybernetic Creed pops sometimes not growing if there were robots present on the planet
  • Fixed job weights for Resort Workers
  • Fixed leaders undergoing synthetic ascension not changing age correctly
  • Fixed Natural Design civics sometimes starting with more buildings than the capital could support
  • Fixed some errors in the calculations for merc enclave dividend payout frequency
  • Fixed some minor typos with traditions
  • Fixed the "Mass Graves" blocker not having a description.
  • Fixed the additional priest jobs from Virtuality traditions not actually checking for the tradition
  • Fixed the extra clerk jobs from Virtuality traditions granting the wrong number of jobs
  • Fixed the habitability for secondary species for Driven Assimilators and Rogue Servitors with some origins
  • Fixed the Rulerchip being reset whenever you gain a new relic
  • Fixed unlocalized string for the machine ring world habitability trait
  • Fixes issues with modification of uplifted species
  • Fruitful Partnership Origin: stopped critters from leaving seeds on artificial worlds and habitats
  • Full citizenship for robots requires tech Artificial Administration
  • Gave the machine fallen empire ring world preference
  • High-Level Enhancements now provides +1 Unity from Bio-Trophies for Rogue Servitors
  • Hiveminds can now purge hiveminds again
  • Keep the Transformation deposits when terraforming into a Machine World
  • Landing armies on the synaptic lathe is forbidden
  • Leaders in empires with Feudal Society now correctly require upkeep
  • Limited the first contact breakthrough and insight gain percentages to values between 0 and 100 percent.
  • Loading a save should now unassign scientists from the pre-3.8 research areas.
  • Machines with the Shattered Ring origin now require robomodding techs in order to modify their machine species
  • Made AI realize it can not take FEs with 10k fleetpower
  • Made explosion after cracking lathe/habitat/ringworld stick until it has played thru.
  • Made the language used for trait points and trait picks modifiers consistent
  • Make sure planet jobs are properly refreshed upon building/district build queue actions finishes.
  • Ministry of Acquisition now correctly produces Consumer Goods if the overlord uses them
  • Moved warning text for virtuality into tradition adoption effect instead of widely available trait
  • Moving the capital destroys the old Cyberdome building
  • Opinion modifiers of Interstellar Assemblies now stacks for each owned Assembly
  • Other Crises should no longer be allowed to spawn while the Synth Queen is ongoing
  • Pops on the lathe can not be assimilated
  • Pops that are turned Virtual while on the Lathe, will have their Virtuality trait quietly removed
  • Progenitor hives now receive the correct jobs from the Fallen Empire clinic buildings.
  • Reduced the likelihood of designation switching for foundry and factory worlds
  • Refugees won't willingly resettle to the Synaptic Lathe anymore
  • Removed mentions of stockpiles from the Delete Sector tooltip
  • Removed the formless from the end-game crisis list, which might have caused some issues regarding crisis spawning
  • Removed the reference to the Server Load Reduction decision, since it is no longer available
  • Removed useless "go to" camera button in the "No Response" event
  • Show disabled crisis button on Synaptic Lathe view in case another empire takes it over.
  • Show large weapon slot and hangars as separate entries for sections in ship designer
  • Special project names in tooltips are now highlighted in yellow
  • Special projects to raid outposts should now get properly cleared after failing a raid and new projects should display the proper location instead of the empire name.
  • Subsuming a planet into a nanite world now correctly removes planetary modifiers and features
  • Synthetic Fertility gets access to edicts Subsidized Identity Backups and Optimized Identity Creation
  • Synthetic Fertility should now always have access to the AI right policy
  • Synthetic Fertility: Keep the organic species portrait in the Identity Repository and Robot Surrogates are now non-holographic
  • Terraforming planets related to Keides event chain now removes their unique features
  • The Artifact Exhibition planetary decision is now available for Haruspex jobs
  • The brainmines now require a minimum sapience
  • The Determined Exterminator civic no longer mentions that you start on a tomb world
  • The FE robot assembly building should no longer be automatically destroyed after being built.
  • The Grand Battlements of Steel and Aegis Complex now provide FTL inhibitors
  • The limit on the number of built Dyson Swarm and Arc Furnaces now correctly includes structures under construction
  • The modifiers from the Rulerchip are now listed in the same order as leader classes in the leader UI
  • The Nanotech World designation now requires the Unbridled Consumption tradition
  • The United Creeds now have their unique faction icon
  • Unique planetary features added through the Transformation situation and Genesis Guides civics are now kept when restoring a shattered ringworld or turning a planet into an ecumenopolis
  • Updated Archaeological Site Excavation failure probability to show accurate number on the tooltip.
  • Updated Astral Rift Exploration failure probability to show accurate number on the tooltip.
  • Virtual Pops are now properly blocked from resettling on the lathe
  • Wrecked Fleet event only fires once afterwards, notifications are given
  • You can now only trade one leader at a time
  • Initial election for countries now takes into account modifiers to election term length
  • Added a failsafe event in case the last pop on the Lathe gets purges, so you won't have to colonize it again.
  • Blocked parades and deficit events from picking the Lathe as a target planet.
  • The FE robot assembly building should no longer be automatically destroyed after being built.
  • Fixed duplicated synth opinion modifiers in the case of spiritualist indie machines.
  • Changed the cost of the Integrated Mega Construction edict so it wouldn't break the UI.
  • The head of Zarqlan should no longer generate non spiritualist FE ships.

Stability​

  • Adding check to start_astral_action_cooldown effect for validating that the country type can use astral actions (currently either playable or has the ai interior_minister_module) instead of potentially crashing.
  • Fixed CTD when a non playable empire decides to lock wormholes etc
  • Fixed OOS in hotjoin/resync due to clients cleaning up invalid ship components

UI/UX​

  • Added "Build Megastructure" option to fleet order context menu in galaxy view.
  • Fixed planet "Build Megastructure" command not correctly hiding unbuildable megastructures from the list.
  • Fixed some incorrect leader assignment text.
  • Fixed subscription's title not being localized in the popup when buying it through the additional content browser.
  • Fixed zoom animation not playing if you go to system view for the last system that you visited in system view.
  • Implemented unique icons for galactic focuses concerning mid-game and end-game crises
  • System megastructure selection view tooltips show detailed fail text for non-planet-specific checks.
  • The Science Nexus build tooltip no longer shows "Exists" fail text in systems without a starbase.
  • The government panel now shows your election frequency

Modding​

  • Added election_term_variance_add and election_term_variance_mult modifiers
  • Adding the ability to dismantle megastructures, see megastructure documentation
  • Readding support for appending portrait sets and implementing it for portrait categories
  • Removed obsolete is_researching_area and research_leader triggers.
  • Renamed government_election_years_add and government_election_years_mult to election_term_years_add and election_term_years_mult

Bugfix​

  • Fixed a crash where the user directory could not be accessed by the game if the file path included certain characters

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.
  • Megastrutures that are supposed to be built outside the gravity well will not be displayed in the list whilte trying to build one on top of planets or stars.
  • Nanite deposits with non-zero available quantity below 1 now appear in galaxy and solar system views
  • Nanotech empires will no longer receive ships every 5 years, and will instead gain an equivalent amount of nanites with which to build ships. They now have access to the Interdictor ship, a battleship alternative with a fixed nanite cost that can use torpedoes and hangars.

UI​

  • The first Outliner tab now includes military fleets, civilian ships and armies by default.

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.
  • The Eternal Throne relic still grants immortality after the Eternal Machine species trait has been modified away.
  • Arc Furnace and Dyson Swarm limits no longer suffer an off-by-one error
  • Outposts raids conducted by multiple fleets should no longer be cut short after one of the fleets is destroyed.
  • Made sure that non player countries are properly destroyed upon activation of the Aetherophasic Engine.
  • The Reformed Queen event should now properly display Cetana.
  • Ministry of Acquisition checks for Overlord Consumer Goods Use
  • Ship preview should no longer black out when viewing certain ships

AI​

  • AI empires can no longer adopt Virtuality.

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
  • Fixed CTD at startup on older macOS (before 13.x) due to missing library

Modding​

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

Cosmic Storms Expansion Features​

  • Eight dynamic new storm types:
    • Electric, Particle, Gravity, Magnetic, Radiant, Stardust, Shroud, and Nexus storms
  • New Origin: Storm Chasers
  • Three new Civics
    • Astrometeorology
    • Planetscapers
    • Storm Devotion
  • New Ascension Perk: Galactic Weather Control
  • Weather Forecast Map Mode
  • Two new Precursors
    • The adAkkaria Convention of Benevolence
    • The Inetian Traders
  • New Technologies and Buildings
  • New Planetary Deposits, Modifiers and Anomalies following Storm Aftermaths
  • New GalCom Resolutions and Edicts
  • New Events and Anomalies

Improvements​

  • Update to Thrall Worlds, adding two new slave-focused districts, Battle Thrall Jobs, and improvements to tooltips and theme
  • Update to Prison Worlds - adding two new penal-focused districts, five new jobs, and improvements to tooltips and theme
  • Xenophobe ethics now swaps to providing pop assembly when appropriate
  • The location of empire-scope special projects will move to the new capital if the empire’s capital changes
  • Gestalt Empires are now allowed to decide on their land appropriation policy, and are no longer forced to populate every planet
  • Corvee System now gives -15% resettlement cost for Individualist Machines
  • Standardized volume of all advisor VO lines
  • War allies will be able to use wormholes, hyper relays, and gateways in each other's territory even if their borders are closed
  • Removed the galaxy-wide Space Storm introduced in 2.7 “Wells”

UI​

  • Updated the megastructure selection UI
    • Improved tooltips in the megastructure selection UI
    • When selecting a location for Arc Furnace stage 1, the tooltip shows the number of deposit sites in the system
    • When selecting a location for a Habitat Central Complex, the tooltip shows orbital capacities in the system
    • Fixed tooltip not showing when selecting a location to build a megastructure
  • Map icons in galaxy and system view no longer truncate the resource amount when between 0 and 1
  • The tooltip that mentions if a civic is locked is now red instead of orange
  • Enabled mouse scrolling in the research completed window
  • Extended the minimum width of the "Veteran Level Reached!" window in case too few options are available to choose from
  • Fixed some overlapping UI in the Empire Creation screens
  • Fixed position of "Cross-platform play" checkbox on MS Store
  • Updated the Map Modes UI
    • The Players map mode is no longer available when observing in singleplayer
    • The Players and Trade Routes map mode buttons are now disabled instead of hidden when they're unavailable
    • Fixed Players mapmode not graying out AI empires in some cases
    • The Unions map mode is now a regular map mode instead of a toggle

Bugfix​

  • Fixed the placeholder icon for the diplomatic message to request to join the galactic imperium
  • Made AI capable of building planetary shields
  • The Chthonian Planet, Extensive Moon System and Carbon World modifiers will now only add their mineral deposits to the planet the first time they are surveyed instead of every time they are surveyed
  • Corrected tooltip and loyalty effects for the Ministry of Acquisition
  • Individualistic Machine empires should no longer get an event intended for Organics
  • Fixed the Nanite Intercessor being present in ship previews in the empire creator
  • Fixed cyberpunk advisor lines for council agenda ready and council agenda available notifications
  • Fixed fleets' cloaking strength sometimes not updating when ships' cloaking strength changes due to modifiers
  • Fixed juggernauts not showing the fleet bombardment button
  • Election auto pausing and unpausing now functions like other event pop ups
  • Removed the double modifiers for Defense platforms from Ancient Shield Overcharger
  • Removed serviles from the can_think trigger due to unintended knock on effects
  • If an arc furnace is built around a potential Contingency Hub, when the planet becomes their hub, the arc furnace is correctly destroyed
  • Fixed uncovered deposits not being removed when an arc furnace is destroyed
  • Colossus special project will reward the original country that started the project instead of the current planet owner
  • Leaders who are researching an anomaly or project or on cooldown can be assigned to the council
  • Roccan Resistance and Free Peoples of the Fall genders changed from indeterminate to default
  • The species of planetary defense armies will get updated after species modification
  • AI empires will select ethics required by their origin
  • All starbase types now explode when destroyed instead of blinking out of existence
  • Fixed numerous instances, such as when establishing an embassy, where the game would load the countries home planet instead of their capital
  • Game should no longer crash when an empire you had a trade deal with is destroyed during a war
  • Various Out Of Sync fixes
  • War allies will be able to use each wormholes in each other's territory even if their borders are closed

Modding​

  • Implemented "on_storm_encountered" on_action when a country is affected for the first time by a new storm
  • Added on_storm_entered_system on-action
  • Added on_storm_left_system on-action, for when a cosmic storm has left a solar system
  • Added support for generate_random_name = yes to the spawn_planet effect
  • Refactored Arcology industrial districts into Inline Scripts
  • Replaced all "has_authority" checks with scripted triggers making it easier to add new authorities
  • Added the awakening_not_allowed country flag that blocks fallen empires from awakening
  • Added the keep_deposit_on_terraform deposit flag to make sure deposits don't go missing when you terraform
  • Added "visible" trigger to map modes
  • Added "tutorial" member to map modes
  • Added is_infertile trigger
  • Added support for displaying comma and period as hotkeys in button tooltips
  • Added planet_crime_floor_add modifier that sets a minimum level of crime on a planet
  • Added fail trigger for special projects + documentation
  • Added 'mod_name_affix' to create_species effect
  • Added num_asteroid_belts trigger to check the number of asteroids in a system
  • Added game rules for founder_species_uses_growth_speed, founder_species_uses_organic_assembly and founder_species_uses_assembly
  • Added game rules to check if ships can regenerate hull and armor
  • Added game rule to force visibility on fleets for a specific system

Balance​

  • Added free pop to first blocker for planetscapers
  • Decreased Storm Creation costs and buffed Astrometeorology job
  • Stormriders and Subterranean get less devastation from storms
  • Scientist governors now also reduce devastation from storms
  • The Nexus Storm of 2211 will no longer happen. (Nexus Storms have been removed from the Early Game storm pool.)

Bugfix​

  • A Fallen Empire cannot ask for a scientist that is exploring an Astral Rift
  • Added traits to hired marauder leaders
  • Added victory score to the two new precursor relics
  • All starting council positions are also filled without Galactic Paragons
  • Fixed a spelling error in the event Stormbound Sighted
  • Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
  • Fixed machine name lists using ruler names for all non-envoy leaders.
  • Fixed randomly generated rulers not using regnal names when they should.
  • Fixed the concept tooltip for Storm Riders in the Storm Chasers origin tooltip
  • Fixed the handling of scientist heirs in the Stormfall event Cosmic Shapes
  • Fixes to Unique planets from Cosmic Storms:
    • Unique planets from Cosmic Storms can no longer spawn in the starting cluster of an empire
    • Reduced the size of the unique planets from Cosmic Storms
  • Fixing Rick the Cube tooltip in the additional content being misleading
  • Payload Padding technology now properly apply its effects
  • Removed Double Jobs for Gestalts on Ecumenopolis
  • Solar storm orbital resource modifiers now applying correctly
  • The Crimson Crawlers: Cooked Consumption planet modifier now has a yellow border
  • The Storm Touched trait is made available for individual machines
  • The Strip Mine Planet decision is only allowed once per planet
  • adAkkaria chain actually ends now when its over
  • Added a job weight to Storm Dancers so that pops actually want to work the job
  • Allow proper switching between corporate and non corporate planetscapers civic
  • Fixed descriptions for the special projects Stabilize the Collision and Harmonize the Collision
  • Fixed the secrets of the new precursors
  • Fixing resetlement cost modifiers not being capped by minimum economic modifier mult define
  • Made militarist empires with imperialist factions less likely to become vassals
  • Made the Irradiated Wasteland planet modifier produce +10% physics research
  • Planetscapers on Ocean Paradise will now get their blockers as promised
  • Removed the mention of sector automation from the planet designation tooltip
  • Saturated Filters can now be removed by the one who conquered the planet
  • Tempest Invocator storm placement will now be canceled if you lose the selected Scientist.
  • The Tempest Invocator's range is now centered on the selected Scientist's location.
  • Voidforged may not access Geo-Engineering Inc anymore
  • Fix to Initiate Storm replacing Sustain Storm if you have the Galactic Weather Control Ascension Perk
  • Several Tempest Invocator fixes

Stability​

  • Changed cosmic storm spawn cooldown scale to prevent CTD
  • Fixed CTD in fleet manager when reinforcing fleets with ships without fleet size
  • Fixed CTD when in-game music player has no permission to write to playlist file

Modding​

  • Added regnal_second_names_female and regnal_second_names_male to namelists.
  • Added use_regnal_name to effects that create leaders.
  • Fixed randomly generated empires in static galaxies having missing data if the player empire is randomly generated.
  • Removed ruler_names from namelists and added regnal_full_names. When generating regnal names, non-regnal full names will no longer be used if a regnal name is available, but if no regnal name is available, normal names will be used.

Bugfix​

  • Fixed the issue where Gestalt Empire industrial districts only provided 1 Fabricator job instead of 2.
  • Fixed the issue where the tooltip of a Cosmic Storm incorrectly stated 0 days remaining.
  • Triggered species modifiers will now show in trait tooltips even when there are no regular modifiers.
  • Fixed crash in species creation when trait for planet class does not exist.
  • Fixed crash in espionage tooltip on multiplayer resync.

Grand Archive Features​

  • Space Fauna capture, breeding, and modification systems
  • 151 Specimens to collect and display across events from Grand Archive and the base game
    • Over 240 Specimens total including those distributed across other Stellaris content
  • 15 new Relics
  • Two new Tradition trees
    • Archivism
    • Domestication
  • Two new Origins
    • Primal Calling
    • Treasure Hunters
  • Two new Civics
    • Beastmasters
    • Galactic Curators
  • Two new forms of spaceborne life
    • Cutholoids
    • Voidworms
  • A new possible mid-game crisis - the Voidworm Plague
  • Three new music tracks
  • Events, Anomalies, Archaeology Sites, Technologies, Galactic community resolutions, and more!

Improvements​

  • Renamed Shattered Ring "Irreparable Damage" to "Reparable Damage" as once you have researched Mega Engineering. You can now restore it via decision.
  • Setting AI Empires to 1 and enabling Randomize will now generate 0-1 empires instead of always 1.
  • Special Project research order selector from system view now checks all possible projects for the location

Balance​

  • Made the Nexus storm chonkier
  • Significantly reduced storm effect on fleet pathfinding
  • Doubled Ranger science to 4
  • Subjects that are released from a country now copy the ascension perks of that country

Bugfixes​

  • Fixed Strange Boxes around technology icons
  • AI should now utilize leader assigned science ships
  • Corrected Technology Frames
  • Archaeological site Green Skies now requires Cosmic Storms DLC - you should no longer get Storms without the DLC enabled.
  • Fixed the Machine Worlds AP accidentally doubling the jobs and housing giving by Generator districts on Shattered Ringworlds
  • Reuniting the Pod project now resets tiyankis hostility before and after the project
  • Fix tiyankis potentially fleeing the system in Reuniting the Pod
  • Cybernetic leader portraits immediately change when the trait is gained
  • Fixed Regnal Names for the Fungoid 4 name list. All hail Emperor Globbelius!
  • Democratic and oligarchic Storm Chaser empire names can be randomized
  • Fixed some event leaders found in anomalies claiming that they were previously employed on your capital on their resumes
  • The Operation Exposed event (operation.5037) text no longer uses your country's name instead of the operation's name.
  • Added the correct icon to the job_researcher_upkeep_mult modifier
  • The Nu-Baol once again spawn with the Hive Mind trait and with the Phototropic Trait if the proper conditions are met.
  • Caravaneers cannot ask for a science ship that is exploring an Astral Rift
  • Saved StormVisuals as a .txt file
  • Synth ascended and Individualist Machine empire can now set the migration rights for mechanical and machine species (AUG-48587)
  • Virtual pops iin synth ascended empires are now allowed to auto-migrate
  • The Event Eat or be Eaten will no longer select machine pops to be the most delicious in the galaxy.
  • Renamed the Government View to Empire View so it is no longer easily confused with the Government UI introduced in Galactic Paragons.
  • Fixed the Khan's starbases not showing a correct construction entity
  • The Unity tooltip now says Unity can be used to ascend Planets.
  • Guided Sapience and Natural Design are now mutually exclusive
  • Hid an unlocalized flag inside of the "Rorganize Leviathan Parade" button
  • Marauder Fleets now count as mercenaries for the purpose of being in breach of the Neutral Defenders Resolutions
  • The Imitator will no longer generate with the Hoarder trait causing immediate consumer goods deficit for gestalt empires.
  • Fixed a number of Cybernetic traditions not giving the correct effects if The Machine Age is not active
  • Empire generation now will be able to generate random Machine Intelligence empires.
  • The relic Crystal of Odryskia uses the correct trait name in the tooltip
  • Added the Researchers Upkeep modifier icon
  • Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
  • add_random_technology_option effect now correctly checks techs weight
  • Fixed ships not entering the correct animation state after a combat if there was any incoming projectile animation
  • Auto-mod swapped traits won't disappear when loading a save
  • Made Genesis Guides and Natural Design mutually exclusive
  • Fixed assorted typos in script
  • Fixed assorted syntax error in script

AI​

  • The AI now has a set limit on the maximum number of habitats it should have, determined by galaxy size and difficulty setting. This limit is doubled for the Void Dweller and Void-Forged origins.
  • AI empires and Auto-Best feature now consider adding additional power sources to ship designs if there is no better component
  • When in combat, ships stay with their targets a bit longer, reducing the amount of ships flip-flopping on targets and ending not attacking anything.

Performance​

  • Updated the way ship modifiers are checked for tooltip display using a static cache

UI​

  • Polish for Game Setup UI
  • Changed icon for Exploration Vessels.
  • Fixed some ship types using the wrong icon in the fleet and combat UIs.
  • Game settings for DLC-specific features are now hidden if you don't have the DLC.
  • Reworked game setup UI.
  • Fixed triggered icons tooltip hitbox in event options

Modding​

  • planet_damage for bombardment stances is now a scripted value
  • Added on_ship_engulfed on_action
  • Added on_specimen_acquired on_action
  • Added is_last_acquired_specimen trigger
  • Added give_specimen effect
  • Allow to override technology name, description, icon and effects based on trigger conditions
  • Added centerPosition member to buttonType.
  • Smooth listbox's borderSize now affects the list's scrollable length.
  • Fixed listboxes' borderSize using X value for both X and Y.
  • Starbase building & module icons now use triggered description to allow it to be dynamic
  • spawn_planet_effect orbit_distance_offset parameter can now read variables and values
  • Concept tooltips can now be auto-generated for static modifiers using the modifier: prefix
  • Starbase buildings can now use scripted_effect_cooldown and scripted_effect_cooldown_flag fields to display cooldowns for a scripted action
  • export_modifier_to_variable can now be used with dynamic modifiers
  • Added on_fauna_capture_ended on_action, fired whenever a capture attempt ends no matter the outcome
  • Bombardment stances can now use scripted localization with a base scope of fleet
  • create_ship effect now supports rarity argument
  • Added is_last_acquired_specimen_rarity trigger
  • Starbases now support timed modifiers
  • Added ship_size_cost_resource_percent trigger
  • Added create_smaller_size_creature_in_fleet effect
  • Added component_lifesteal_add modifier
  • Added has_dna trigger
  • Section templates can now use compatible_with_all_ship_sizes instead of ship_size
  • Added mutation_slot_add modifier
  • create_nebula effect now generates nebula graphics in the galaxy view without needing to reload the current game
  • remove_point_of_interest effect now localizes the point of interest's name key if possible
  • Added age parameter to create_ship effect
  • Added evaluate_scripted_value console command
  • Added planet scope to distance_to_capital trigger
  • Added is_ship_category trigger
  • Added support to inline_scripts in event files
  • set_mia = mia_emergency_ftl now does a complete emergency ftl instead of just going mia, displaying the associated vfx
  • Added handled_by_event_tooltip parameter to special projects requirements allowing special projects to not being possible to complete manually
  • Added country_specimen_selling_cost_mult modifier
  • Added num_exhibits trigger
  • Added on_exhibit_unlocked on_action
  • Added space_fauna_growth_rate_mult modifier
  • Added ship_damage_against_boss_mult modifier
  • Added months and years parameters to event firing effects like country_event
  • Added monthly_loyalty_from_synthetic_subjects and monthly_loyalty_from_organic_subjects modifiers
  • Add detailed description to add_relic effect
  • Add trigger field to message variables
  • Added "has_any_flag" trigger
  • Added graphical_culture_fallback to create_ship effect in case graphical_culture targets an invalid GFX culture
  • Added is_core_component_set to component_sets, forcing the use of the core component icon in the technology view
  • Added on_colony_destroyed_by_bombardment on_action
  • Added timed_flag_days_left trigger

Bugfixes​

  • Gravity Snare costs can no longer go negative.
  • Fixed a case where lured space fauna were uncapturable.

Stability​

  • Fixed a potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
  • Fixed a potential crash when using FromFromFrom scope in "on_planets_zero_pops" on action
  • Fixed a crash where an AI could capture fauna even if they shouldn't be able to.

Improvements​

  • By popular request, greatly expanded the basement storage of the Grand Archive. You now have 18 slots of overflow instead of 4.
  • Replaced the Mysterious Labyrinth event image
  • The Metalheads AI personality can be gained by Individualist Machines or Organic empires that are Very Strong (instead of just Strong)

Balance​

  • The Treasure Hunter Origin now starts leaders with level 3 of Adventurous Spirit, meaning it should no longer constantly be offered as an upgrade.

Bugfixes​

  • Add Beastport, Hatchery and Vivarium Tank to orbital rings, and add Shipyard exclusion rules
  • Added a hyphen to the X-Ray Eye Beam mutation
  • Added the missing loc to Sapient Specimen species rights
  • Added the missing space in the credits' title
  • Added the missing word "Food" to the Arboreal World planet modifier
  • Adjusted perfected genes concept tooltip to align with reality
  • Cyber Democracies no longer get leaders without upkeep
  • Fallback to Weapon ranges if strike craft is used but there's no strike craft component range
  • Fix a bug where, under certain circumstances, a Grand Archive was still considered destroyed after being rebuilt
  • Fix a crash where an AI could capture fauna even if they shouldn't be able to.
  • Fix Captain Ness not being legendary
  • Fix Large Shard Accelerator tags
  • Fix livestock modifier for Wrangler jobs
  • Fix Mutations' Strike Crafts behaviour
  • Fix Mysterious Chart event chain that could get blocked
  • Fix Primal Leaders not being renowned
  • Fix scores for Grand Archive Relics
  • Fix Space Amoebas being hostile to Beastmasters bespite Amoeboid Pacification
  • Fixed some Black Needle ships not displaying their bow section
  • Fixed 2 cosmic storms projects not requiring scientists
  • Gravity Snares can now only re-target to fleets they can capture
  • Gravity Storms no longer cause Obsessed Gestalts to crave consumer goods for their drones
  • Habitat Orbitals should no longer attempt to evade enemy fleets
  • Habitat System Control now provide a Roboticist job for Individual Machines.
  • It is now possible to use Space Fauna as the federation's fleets
  • Reanimated space fauna uses half ship size of their living counterpart
  • Removed tooltip for GOG and MS store achievements to require login to paradox account since this is not the case.
  • Rogue Servitors are now also on energy duty during Gravity Storms
  • Ships modifiers are correctly updated with their new fleet's modifiers before fleet's values calculation
  • Space Fauna uses every components to calculate range
  • Specimens acquired from trades now don't trigger Galactic Curators' unity bonus
  • The Alien Box Event no longer has a nonsensical tooltip for gestalt empires.
  • The Tachyon Beam mutations have found their way to the Tachyon Lance technology.
  • Told the Artillery combat computers to stay at max range
  • Voidworms shouldn't attack empires with Voidworm Immunity before crisis

Stability​

  • Defensive check for nullobj when dealing with auto exploration orders
  • Fix crash when Voidworms try to act on empty fleets
  • Fixed issue with diplomatic distances differences after hotjoin/resync leading to OOS
  • Fixing potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
  • Fixed potential CTD when using FromFromFrom scope in "on_planets_zero_pops" on action
  • Fixes CTD on espionage operation phase tooltip
  • Fixes CTD when ship is killed by missile

Balance​

  • Add energy activation cost to Propagandosphere
  • Cloaking strength on Camouflage mutations are now consistent throughout sizes
  • Give -15% cloning cost and -10% fauna upkeep to Beastmasters civics
  • Reduce Space Fauna cloning cost by 10%
  • Reduce Space Fauna energy upkeep by 25%
  • Remove minor artifacts production from Decentralized Research edict
  • Rework Mutated Voidworms fleets content and scaling, aligning them similar to Prethoryn Brood Queen fleets

Bugfix​

  • Clone Soldier Ascendants can now cyberize
  • Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
  • Necrophages no longer create an endless series of replacement pops when purging on the Synaptic Lathe
  • Accelerate juveniles animation speed
  • Added Insider Trading and Trade Focus traits to each other's opposites block to stop them appearing together since they almost cancel each other out.
  • Added Orbital Ring variants for Beastport/Hatchery/Vivarium descriptions in all supported languages
  • Civics added in Grand Archive can now be swapped from the regular to corporate version and vice versa
  • Clarified the texts of the Cultivated Worldscaping decision and planet modifier
  • Deleting a design now keeps you in current designer type
  • Enclaves and Marauders satisfy Xenoist Contact Demand
  • Extreme Contortionist DNA now gives rare crystals instead of motes to be more consistent with the event that gives it
  • Fix an issue where Cognitive Node should be selected by the Leader Infected event
  • Fix blocked Tiyanki Graveyard event chain when capturing them
  • Fix Boarding Cables capturing literally anything - thanks for the fun screenshots
  • Fix Breeding Status displayed in view that was not always correct
  • Fix Fossilized Endoskeleton specimen localization
  • Fix Mercenary Enclave Stations unable to build ships
  • Fix Cloaked Patternwalker missing string
  • Fix scoped localizations for Memorial For Bubbles specimen
  • Fixed an unlocalized string showing up when you tried to return starbases at times. Also added linebreaks to the same tooltip.
  • Fixed recommended DLC tooltips in multiplayer
  • Fixes a bug with too wide portrait on Empire Design Selection View
  • FX for ship auras are now displayed
  • Improve Cordyceptic Drones fauna damage modifier text in tooltip to make it clearer what it exactly affects
  • Life Tree Protectors now don't move away from their system
  • Lost colony parents using Sol as their system will no longer spawn two Siriuses if the guaranteed habitable worlds slider is set to 1.
  • Mutated Voidworms fleets now don't use naval capacity
  • Mutated Voidworms now don't show they can upgrade anymore
  • Orbital Assembly Complex holding now correctly boost Beastport and Hatchery on Orbital Ring
  • Precursors can no longer be discovered on Astral Scars
  • Prevent duplicate specimens from being found in the same empire
  • Removed the unused h_dna string
  • Stop showing upkeep part of message when leader upkeep is zero in hire leader confirmation dialog
  • The Diplomacy Tradition Finisher now properly refers to Officials and not Envoys.
  • Voidworms now stop bombarding if the Immunity technology is researched (before crisis)
  • Worm-Riddled Gate is now correctly accessible if Voidworms are captured instead of killed

AI​

  • AI won't build infinite science ships when trying to build frigates anymore
  • Fix AI that was not willing to build Shipyards

Stability​

  • Fix a crash when a tooltip references the concept of a tradition that doesn't exist
  • Fix crash when Voidworms try to act on empty fleets
  • Fix OOS when riftworld station is built
  • Fix saves affected by the crash when an AI without a Grand Archive tries to capture a Space Fauna
  • Fix Voidworms CTD
  • Fixed issue with resolving the user home dir on linux that leads to CTD

Bugfix​

  • Fix to AI machine empires spawning as Despicable Neutrals without The Machine Age
  • Fixed a Linux issue where the save game directory could not be properly accessed

See You Next Year​

That’s the summary of this year in Stellaris. I hope you all have a wonderful holiday season and I look forward to seeing you all in the coming year.

Very Placeholder and Broken Planet UI

P.S. Cetana has some secret presents for the good little sapients that are inquisitive enough to find them.

Stellaris Dev Diaries will return on January 16th. Happy holidays!


Purchase Stellaris: Grand Archive alone or with a discount as part of Stellaris: Season 08!
Stellaris: Season 08 will remain available as a dynamic bundle on Steam until January 9th.
 
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Imagine if they release this new pop/job system AND one day get round to reducing ship/fleet numbers too. I think we'll be able to play galaxies on Huge size and into late game
They seem to want the opposite with fleets, given they rebalanced things to make smaller ships better. I want them to make smaller ships obsolete so the AI stops building so many tiny ships.
 
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They seem to want the opposite with fleets, given they rebalanced things to make smaller ships better. I want them to make smaller ships obsolete so the AI stops building so many tiny ships.
I've seen in other places people say they would like the ships to start at Destroyers, and the Corvette models be reused as basically a kind of super strike craft that you can only put on stations and Titans (and planets?).

And I think I would like this very much.
 
The AI completing precursors is something we're planning on experimenting with as well, which is one reason we recommend picking at least four.
I had a feeling this could be the case, because a minimum recommendation would seem strange if it only affected a single human player.

Also I'd like if research agreements allowed player empires to get freeby precursors insights from AI empires also researching the same precursors, and espionage allowed players to duplicate insights from other empires, and maybe even capturing excavated sites has a chance to get you an insight. Basically using logical outgrowths of existing systems to put the thumb heavily on the player's side of the scales but not a garauntee. Also it's just neat to get updates from the neighbours on your common research project.
If I'm actively competing with AI empires I would very much like at least some of the other stuff I said. Ignoring the thumb on the scales thing, visibility is the difference between something feeling like race vs feeling like an arbitrary loss of something I'm "entitled" to.
I think it's interesting to experiment with this but it doesn't sound great going by MP experience. It's very unsatisfying to get no more anomalies and wonder what happened, only to later learn that someone finished the chain.

The idea of multiple empires competing to find an ancient precursor home system is a very compelling story, if stellaris goes that way it would be good if there were systems to support that rather than having every empire operate in isolation. For instance: different empires should be aware of the progress of others, there should be opportunities to interfere with other's search or benefit from it, diplomatic options etc.

If it's just going to be a blank race against the AI where you have no information like in MP, until you slowly realise you aren't getting any more anomalies (or see the home system later elsewhere) then it doesn't sound worth it compared to keeping them player only.
A long time ago, in a thread far, far away... (a suggestion thread with some additional systems that could facilitate obtaining more clues, perhaps from other players)
  • Precursor clues could either be plain counters with a target amount or different unique clues that require a full set, and the clues could either be duplicable ("information") or unique ("key objects") between empires.
  • Wargoals for capturing / forced sharing of clues.
  • Looting for clues.
  • Diplomacy.
  • Trading (especially if empires can obtain clues from different precursors; trades may offer mutual benefit then).
  • Galactic Community resolutions for forced sharing, or offer voluntary disclosure for popularity.
  • Intelligence, Operations.
  • Research (new Archaeostudies technologies).
  • Enclaves, Caravaneers.
  • Fallen Empires.
  • The Shroud.
  • The Galatron.
  • (The L-Cluster could also be reworked into being a precursor quest.)
Astral rifts could probably be thrown in as well.
 
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The AI completing precursors is something we're planning on experimenting with as well, which is one reason we recommend picking at least four. If you set it to only Cybrex, then, well, the Cybrex may be the only precursor in the galaxy, but you might not be the one that gets it.

Not a fan tbh. It kind of sidesteps the whole reason people wanted selectable precursors to begin with.

I'm afraid that I concur with Kataclyszm here. The main reason why selectable precursors have been a requested feature for so long is because people want to... well... choose them, either for role-playing or meta-gaming reasons (or both). The new system, as presented so far at least, is no better in that regard than the current one, and would arguably be worse.


I think that the best solution would simply be to allow players to choose between a series of options:

  • Allowed precursors (from 0 to all): This would allow you to choose which precursors you want to spawn trough the galaxy.
  • Preferred precursor (up to 1): This precursor would be guaranteed to spawn close to the player's starting system.
  • Ai empires allowed to participate (yes/no): This would allow Ai empires to discover, explore and claim precursors. If a preferred precursor is selected by the player, they are barred from discovering and exploring them.
  • Multiple precursors discoveries/Single precursor discovery: The first option would allow both players and Ai Empires to discover, explore and claim multiple precursors trough the game. The second one would limit them to exploring their first discovered precursor.
 
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Omg yes-yes-yes it feels almost like my suggestions bear fruit :D (100% me definitely not the devs just iterating on a system as usual)
Jokes aside I'm very excited to see what ya'll come up with for a better pop/job management system ❣

Yes, and then in the second breath Eladrin whiffs it up by saying they'd like to/are experimenting with have/ing the precursors be 'competed over with the AI'...bull.

It's bad enough when the archaeological precursors get spawned in other empires (especially if it happens to be a friendly one...), and then gets glitched out because that empire does the precursor site, stalling the whole thing. Just...No, no no no no no, no.

As for the Pops Remanagement Again 2: Strike of the Game Breakage for Years....not as enthusiastic as others. Not because I think on the planned functional level it wouldn't be better than current but because....it's Paradox...and literally two weeks ago they literally broke their game by introducing a bug via a bugfix because they are still engaging in warp speed hotfixes because the DLC/updates don't get the quality control testing it needs....so...I can only imagine the hay Spiffing Brit et al is going to make of this when it eventually comes out because...it's going to be broken for at least months if not years as the AI vomits over itself because it can't handle the changes. Heck, the AI still vomits over itself now from the last pops refit which was...what 2-3 years ago? I'm sorry, I like Stellaris, and generally am pretty happy with how open the Dev team is...but dang, fix the bugs you got before creating a whole new bugged system. HECK the navigational pathing bug for marauders still EXISTS and it's been here since I think marauders existed, we still get the emergency FTL into the battle you were emergency FTLing from bug going on.
 
I'm afraid that I concur with Kataclyszm here. The main reason why selectable precursors have been a requested feature for so long is because people want to choose them, either for role-playing or meta-gaming reasons (or both). The new system, as presented so far at least, is no better in that regard than the current one, and would arguably be worse.


I think that the best solution would simply be to allow players to choose between a series of options:

  • Allowed precursors (from 0 to all): This would allow you to choose which precursors you want to spawn trough the galaxy.
  • Preferred precursor (up to 1): This precursor would be guaranteed to spawn close to the player's starting system.
  • Ai empires allowed to participate (yes/no): This would allow Ai empires to discover, explore and claim precursors. If a preferred precursor is selected by the player, they are barred from discovering and exploring them.
  • Multiple precursors discoveries/Single precursor discovery: The first option would allow both players and Ai Empires to discover, explore and claim multiple precursors trough the game. The second one would limit them to exploring their first discovered precursor.

I have to agree. Let the player decide if the AIs should claim precursors.
 
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My concern with AI precursors is that AI prioritizes investigating anomalies over surveying, and ignores how long they'll take, so unless something is changed there AI empires that come across level 8+ precursor anomalies with their level 1-2 scientist(s) right at the beginning of the game will just stop expanding for a decade.

Disabling a couple precursors that I've had too often recently or specifically don't want is how I'd want to use the game setting though, I'm personally less interested in forcing a specific one.
 
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Make it so everyone can end the exploration chain as long as they study all the sites & discovered homeworld regardless of who discovered and visited it first.

Also add a joint federation archeology policy where all federation members can investigate precursor sites in federated space and individually learn from them without blocking other empires.

Add overlord archeology, in which the overlord can study precursors in vassal systems and learn from them (but the vassal can't unless stated in the agreement)

Add an archeological treaty, where you are given the right to explore sites of friendly species for a number of years.
 
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I'm not sure where in the post you all see the precursors post? But from the gist of what I'm getting, the idea is that you can pick a precursor, but other empires can prevent you from finishing it or get to it first? That is not why people want to pick precursors. They want to be able to give their Empire the cool quest and associated space relic that matches their Empire's theme. Letting other Empires steal this away from them defeats the entire point.

As a special challenge mode, though, it sounds kind of cool. Just please allow players to actually finish the mission line in the default gameplay. I'm sure enough people chimed in on your feedback threads about wanting more customization and exploration that you understand why this will be a disappointing change. A tall empire will never be able to get any precursor stories, let alone the ones they want.
 
I'm not sure where in the post you all see the precursors post?
It's a secret. The clue was at the end of the dev diary.
P.S. Cetana has some secret presents for the good little sapients that are inquisitive enough to find them.
The header image of the dev diary shows Cetana.
The full image is not visible in this thread, but it can be opened in a new tab, or downloaded, or linked as an image in the comments where it gets resized to fit the width (rather than cropped, as in the dev diary header).

3484.jpg
 
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My concern with AI precursors is that AI prioritizes investigating anomalies over surveying, and ignores how long they'll take, so unless something is changed there AI empires that come across level 8+ precursor anomalies with their level 1-2 scientist(s) right at the beginning of the game will just stop expanding for a decade.
AI priorities seem like something that should be easy enough to tweak, if the AI would obsess too much over the precursors.

The precursor system could also be tweaked, so that anomalies and digsites do not appear too early, either by moving them entirely out of the surveying process or by adding "level 2 surveying".

I personally think the precursors should be more of an early midgame feature, giving your empire a chance to find its own identity and place in the galaxy before the discovery of the precursors begins shaking up everything. One of the reasons why I tend to play with precursors disabled is that they become such a dominant part of the gameplay experience that I feel like I don't get to experience and enjoy my empire/species design, and figure out who they are in this particular randomly generated galaxy, before the game tells me that "the penguins who turned to a life of crime" (inspired by a phrase from a nature documentary rather than the comic character) now are "the empire that discovered the Cybrex ringworld and used it to achieve galactic domination".
 
Relax, when I said we would experiment with AIs getting precursor events I mean exactly that - experiment with it. In the first test I wasn't happy with it because it makes too many precursors happen, and you effectively end up with all of them. (After seizing Cybrex Alpha and the like.)

It made things feel more "the same", which isn't desirable.
 
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Eladrin: we’re playing around with some ideas
Everyone: *panic*
Eladrin: I literally said we were just playing around with ideas
Also Eladrin: why do I tell them anything?
 
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I'm really interested to know more about that pop job adjustment*. How does it work?

Also, any idea on when we might expect the 2025 Open Beta to go live please, Eladrin? I'm guessing late January or (more likely) February - is that about right?

(*and everything here indicates 'adjustment', even if it's a big adjustment, rather than 'rework' or 'overhaul')