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Stellaris Dev Diary #366 - Announcing Stellaris 4.0

Happy New Year! It’s good to be back!

I want to start by welcoming all of the new Stellaris players who joined us during the Winter Sale, and to our Chinese community, which has grown so much over the last year, 欢迎光临。

Next, I want to draw your attention to several feedback threads that have been running for the past few weeks. These threads have forms you can fill out to share your thoughts.
Your feedback is essential in shaping Stellaris's future, and I’m extremely grateful for the strong response we’ve received so far.

For some time I’ve been hinting that the Custodian team has been working on something big, so now let’s look at what they’ve been up to and what we’re planning for the first half of 2025.

A Moment of Prophecy?​

A long, long time ago, I was asked when we would move on to Stellaris 4.0, and I answered “Definitely not until we get to release Update 3.14”.

Psionic Event Art

Little did I know how prophetic that joke really was.

Announcing Stellaris 4.0​

The Q2 Stellaris release, currently expected sometime around our Anniversary in May, will be the Stellaris 4.0 ‘Phoenix’ update.
It will be released alongside our major expansion for the year.

While designing the plan for the Stellaris 4.0 release, the Custodian team had the following major priorities:
  • Performance Improvements
  • New Player Guidance and Game Pacing
  • Quality of Life Improvements
As much of this is still very deep in active development, I don’t have too many screenshots to show off yet, so I’ll go over some of what we have planned and provide more in-depth details in future dev diaries. As they get closer to completion, some of these features will likely change as we iterate on them, and it’s possible that some may end up very different from how they were described in this dev diary, be delayed, or even cut altogether - these are some of the risks of sharing plans in an early stage, but I feel that the benefits outweigh any potential drawbacks.

Performance Improvements​

Stellaris has many moving parts, and an incredible number of calculations are performed every month. Many of those calculations rely on others, forcing them to be performed sequentially rather than in parallel. This causes the game to slow down as the number of calculations increases throughout the game and is especially noticeable in large galaxies - more planets and empires means more pops filling more jobs, producing more resources, with more pathfinding for the fleets, and so on.

Pops and Jobs​

The Pop and Jobs system introduced in Stellaris 2.2 ‘Le Guin’ have always had major performance implications in the late game, and we’ve been working on incremental improvements ever since.

The Tech Pope Speaks

Last year I mentioned that we were exploring a Pop Groups prototype, and showed you a horrifying placeholder screenshot in the last dev diary of the year. Our initial experiments have been promising, so in the Stellaris 4.0 ‘Phoenix’ update, we’re changing the way Pops fundamentally work. Pops will be grouped together into Pop Groups based on species, strata, and ethics, and these Pop Groups will produce Workforce that is used to fill (or partially fill) Jobs. As part of this change, we’re changing the overall scale of Pops - most things that previously affected or manipulated 1 Pop would now affect or manipulate 100.

These changes will significantly impact other systems, such as Pop Growth, Migration, and many others. I’ll dedicate a full dev diary to more details before the Open Beta.

Trade​

The current Trade system, with its constant calculations around pathing and pirate generation, is another that has a disproportionately high impact on performance compared to the benefit. We’re simplifying that one significantly and making Trade act as a standard resource. Trade will also be used to represent general logistics capability and as such, will likely become available to gestalt empires for these logistical purposes. Again, we’ll cover this in a future dev diary.

Additional Comments​

Fleets are the remaining system I’d highlight for having a major performance impact. While 4.0 will have some general fixes, we’ve got our hands full with these changes so we’re expecting to focus more on them in a future update.

New Player Guidance and Game Pacing​

Much of the feedback we’ve received from newer players indicates that Stellaris has become overwhelming in the early stages of the game, providing a flood of decisions and a seemingly endless barrage of notifications. They have trouble identifying which of these choices are important for long-term growth versus which are primarily flavor, and the constant interruptions make it difficult to form both short-term and long-term goals.

More Meaningful Events​

The Content Design team has been reviewing events and notifications to ensure that any interruptions are meaningful. Events should generally not be purely informative – you should have a choice that has an impact. A substantial number of purely informational events, such as the discovery of Terraforming Candidates or new Strategic Resources, have been converted into toasts or notifications.

As an example, during your first steps to the stars you’ll find evidence that life is surprisingly common out in the galaxy. While this used to simply have an acknowledgment, you’ll now have choices based on the nature of your empire.

Simple Forms of Alien Life event, now with potentially useful event options

Event options should help guide the way your empire grows.

Anomalies are a wonderful content delivery vehicle during the exploration phase, but having a window pop up in your face every time one of your science ships finds anything interesting is decidedly less wonderful. We’re moving the popup to a Toast - you can click it or a notification to open the full anomaly window, or get to it through the Situation Log.

Anomaly Toast, including difficulty and flavor text

Anomalous readings registered!

Certain event chains that are not particularly loved have had (or will have) a bit of adjustment as well.

The Divine Glory-class Battleship from the Radical Cultists event chain

Radical.

Message Settings​

Speaking of Toasts and Notifications, the Message Settings system has been expanded to give you more control over how different messages should appear.

Message Settings configuration: Notification, Toast, Popup, and Auto-Pause can each be toggled

We’re doing a pass on the default settings for each as well.

The new Message Settings should allow you to customize your notifications to suit your preferences – whether you want a popup that automatically pauses the game or to turn certain notifications completely off.

Leader Trait Frequency​

Empire Leaders were cited in your feedback as feeling very needy, like they’re constantly clamoring for attention to select new traits if you owned Galactic Paragons. We’re looking at merging the first two tiers of leader traits and reducing the number of levels that you make trait selections at - this has the net effect of increasing the overall power of leaders a bit (as they’ll start with what was formerly a tier 2 trait, and if you select a new trait at level 3 instead of upgrading their starting trait, you’ll have two formerly tier 2 traits), but makes the experience with them a bit smoother.

Fewer trait selections do put you at greater mercy of the random selection of options, so we’re increasing the number of option draws by 1. This should reduce some of the risk of getting a “dead trait” without diminishing the benefit of +1 Leader Trait Option effects too much.

Galaxy Generation Updates​

As Stellaris has grown, so has the number of pre-scripted systems. Many of these unique systems were set at extremely high weights to appear, causing most of them to appear in every game you play. Since these special systems usually contained one or more habitable worlds, it inflated the number of such worlds well above the expected number, especially since they did not respect the Habitable Worlds slider from your settings.

We’ve done a normalization pass on the weights of these systems - many should still appear in each game, but it shouldn’t try to stuff all of them in. They also now respect the Habitable Worlds and Pre-FTL sliders from galaxy setup if appropriate, and should generally no longer appear in the immediate vicinity of Empire homeworlds.

This change yields general benefits to game pacing and indirectly, an improvement to performance in general.

Empire Focuses​

The Focus Trees in some of our other Grand Strategy Games do a great job of outlining possible ways you could take your country. In Hearts of Iron, for example, you already know the general “plot” - the different factions will behave as you expect until World Tension reaches a certain level, after which the world descends into war. The differences that will occur from game to game are largely due to how the events play out, and your interference in history lets everything spiral out into an alternate resolution. The Focus Trees not only provide a great way to create butterflies that can change history but are fantastic at providing new players with short and medium-term goals.

We decided that static Focus Trees were not appropriate for Stellaris though - our sandbox and 4X nature with a mysterious universe require any such systems to be more adaptable to what’s happening in this galaxy. Instead of trees, we’ve decided to go with suggested tasks that fall into Conquest, Exploration, or Development aspiration categories - these can range from investigating an anomaly to building a Dyson Swarm, or at the highest ranks, even becoming Galactic Custodian. You’ll be able to select your empire’s focused aspiration, which will skew the offered tasks towards your choice.

Completing these tasks gives no immediate reward, but progresses you down Conquest, Exploration, and Development tracks, and if you get a task that you’ve already completed that’s fine - it’ll immediately complete and you can get a new one. We don’t want you to sit there waiting to build your Interstellar Assembly, after all. Reaching certain milestones will grant abilities like Form Federation (which will be moving out of the Diplomatic Traditions), or give guaranteed research options for critical technologies, reducing your reliance on random pulls from the technology deck for techs like Cruisers, Colonial Centralization, or Mega-Engineering.

Veteran players already know how to play the game and are already adept at forming their own goals. We expect that you’ll already be completing these tasks naturally as you play - they’re primarily intended to teach new players how to play like you and guarantee that you’ll be able to force access to those important technologies.

Empire Timeline​

Accessible via a new tab within the Situation Log, the Empire Timeline is a real-time chronicle of your empire’s journey. From humble beginnings on your homeworld to the heights of galactic dominance (or the depths of ignominious defeat), the timeline will automatically document key events and milestones as they occur.

We aim for the Timeline to serve as a practical ledger, allowing you to retrace the pivotal decisions and moments that have shaped your game. It will also provide a rich narrative framework, transforming your gameplay into a story worth remembering.

We look forward to sharing more details on the Empire Timeline in a future diary. For now, we invite you to prepare your empires for posterity – and to ensure that your name echoes across the stars.

Quality of Life Improvements​

Many of the other changes also fall into Quality of Life Improvements, but two I want to highlight in particular include improvements to the Species Modification process and the Colonization flow.

Colonization Process​

Colonizing worlds had a few quirks that we’re smoothing out to make for a better experience, especially if you use Colony Automation. We’re changing the “Colony” designation to a modifier that will exist for some time after initial colonization, and letting you pick a Colony Designation and even turn automation on when you give the colonization order. This should prevent a common situation in the mid to late game where you would colonize a planet, but would have to pick and choose between using automation or losing out on the amenity and stability bonuses of the default designation.

The new flow also helps out Automation significantly since you won’t end up in a situation where Colony is no longer a valid designation and it falls back to an auto-designated selection.

Species Modification and Assimilation Targets​

We’ve gone through the genetic modification process to remove many pain points and make the overall flow much smoother. You’ll also be able to set a template as the species default, and can set sub-species variants to automatically integrate over time into the species default template.

New Species Tab showing Sub-Species Integration Species Rights

The Species tab is generally more helpful as well.
Note: This branch does not include the pop changes.

Ship Designer​

As we did with Species Modification, we’ve gone through the Ship Designer to improve the general process of creating new ship designs.

Ship Designer, showing Ship Roles selection window

And the Auto-generate designs checkbox won’t stop you from saving a new ship design!

The Next Few Weeks​

There’s a lot more going into this update as well - I’m hoping to challenge Lem for the Patch Note Crown.

Next week we’ll go into more detail about some of the changes coming in the Stellaris 4.0 ‘Phoenix’ update that are possible to show, including some things I didn’t go into above like Precursor Selection and the Stellaris Databank.

See you then!
 
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Pls reconsider the Focus Tree feature. Stellaris is not an arcade but a grand strategy. We don't need to be led by hand :(
"This game is completely impenetrable and I have no idea what is going on" is the response I've gotten from all of the friends I tried to get into Stellaris.

We'll see what specific form this takes, but I'm pretty sure "If you don't need to be led by the hand, then don't let these simple tasks lead you to anything" will apply. Just play the game.
 
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Pls reconsider the Focus Tree feature. Stellaris is not an arcade but a grand strategy. We don't need to be led by hand :(

We don't know what it's going to be yet but given the devs outlined why static focus trees wouldn't fit the game and have stated that experienced players will likely do them as part of their normal play why not give them the benefit of the doubt for now? There will be more info coming and a beta after all.

Potentially a system like this would be less "arcady", if you're using that term to mean the mechanics feel more like a game than something natural. Unlocking federations after focusing on diplomacy and doing some diplomacy tasks does feel less gamey than accumulating some culture points to unlock it, even if you've spent the entire game in isolation.
 
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"This game is completely impenetrable and I have no idea what is going on" is the response I've gotten from all of the friends I tried to get into Stellaris.

We'll see what specific form this takes, but I'm pretty sure "If you don't need to be led by the hand, then don't let these simple tasks lead you to anything" will apply. Just play the game.

The databank they've mentioned should help too. From the 4.0 video that was released it seems like it's going to be something akin to the civilopedia from the civ series.

 
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We don't know what it's going to be yet but given the devs outlined why static focus trees wouldn't fit the game and have stated that experienced players will likely do them as part of their normal play why not give them the benefit of the doubt for now? There will be more info coming and a beta after all.

Potentially a system like this would be less "arcady", if you're using that term to mean the mechanics feel more like a game than something natural. Unlocking federations after focusing on diplomacy and doing some diplomacy tasks does feel less gamey than accumulating some culture points to unlock it, even if you've spent the entire game in isolation.
I don't want "missions". Stellaris is already silly enough, this will make things worse.

I think that the idea to grant techs and features through these gamey missions is horrible. These missions are not the part of gameplay, just a gimmic to make the game more accessible.

It should be optional.
 
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I don't want "missions". Stellaris is already silly enough, this will make things worse.

I think that the idea to grant techs and features through these gamey missions is horrible. These missions are not the part of gameplay, just a gimmic to make the game more accessible.

It should be optional.

Why don't we wait and see what they're like before demanding they're removed or be made optional? Could be that you're right and the beta shows they don't make sense, feel too railroady, or are otherwise not fun. Could be that they work really well and complement the rest of the game systems.

I disagree that the very concept is gamey and seemingly we're not going to see eye-to-eye on that if you think it's more gamey than mana.
 
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Why don't we wait and see what they're like before demanding they're removed or be made optional? Could be that you're right and the beta shows they don't make sense, feel too railroady, or are otherwise not fun. Could be that they work really well and complement the rest of the game systems.

I disagree that the very concept is gamey and seemingly we're not going to see eye-to-eye on that if you think it's more gamey than mana.
Are you not able to visualize things based on a description? I am able. And I do not like the premise of the Focus Tree gimmic at all, because it is not a part of the gameplay.
 
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Technically, you are right, but since we both don’t know how this "Do Task -> Unlock Federation" mechanic is going to look, we can only evaluate how it is done currently and extrapolate.

Unity is the mana collected, based on how much focus on "cultural" development we have, to cast the "Upgrade Tradition" spell. If we choose that our empire has the tradition of Diplomacy, and further development focusing on the tradition of diplomacy, it unlocks the idea of a federation. But we still need to do engage with other empires to have positive relations to form a federation.

As I expect the bare minimum to avoid being disappointed again by how this design ends up, I would guess we now double-dip federations by getting a random TASK that says, "Get another empire to like you (threshold 400 like points)," which then unlocks the federation we can immediately use to create one with the empire we did the task with.

In my eyes, one depicts the development of an empire's identity by the culture it fostered, while the other is just a stat check or grind quest that anyone could achieve without any investment that feelt like a decision.
Instead of trees, we’ve decided to go with suggested tasks that fall into Conquest, Exploration, or Development aspiration categories - these can range from investigating an anomaly to building a Dyson Swarm, or at the highest ranks, even becoming Galactic Custodian. You’ll be able to select your empire’s focused aspiration, which will skew the offered tasks towards your choice.

Completing these tasks gives no immediate reward, but progresses you down Conquest, Exploration, and Development tracks, and if you get a task that you’ve already completed that’s fine - it’ll immediately complete and you can get a new one. We don’t want you to sit there waiting to build your Interstellar Assembly, after all. Reaching certain milestones will grant abilities like Form Federation (which will be moving out of the Diplomatic Traditions), or give guaranteed research options for critical technologies, reducing your reliance on random pulls from the technology deck for techs like Cruisers, Colonial Centralization, or Mega-Engineering.

Veteran players already know how to play the game and are already adept at forming their own goals. We expect that you’ll already be completing these tasks naturally as you play - they’re primarily intended to teach new players how to play like you and guarantee that you’ll be able to force access to those important technologies.
This lays it out pretty well. There'll be three tracks; one for development, one for conquest, and one for exploration. Progressing down these tracks will provide fixed benefits at fixed points. One of the fixed benefits is Federations.

There'll be a window off somewhere with various tasks/benchmarks/whatever listed in it. If you do something (or have already done something) that matches one of the available opportunities/goals/whatevers your rank/score/experience/whatever in the appropriate track increases by one and a new watershed/cornerstone/whatever becomes eligible for completion. If you spend all your time warring you'll speed down the Conquest track, if you spend all your time building stuff you'll speed down the Development track.

If you have a specific goal in mind and have selected it as an aspiration then the tasks will be more likely to be appropriate to your aspiration. e.g. if you have Megastructures as an aspiration you're more likely to get Build a Dyson Swarm as a task. So the more Megastructure things your Megastructure empire does the faster you'll speed down the tracks. Do a bunch of Megastructural violence and you'll go down the Conquest track real fast, but since federations won't be in the conquest track you can't use your murder gains to suddenly pivot to friendlytown.

There's a bunch of very narrow specifics that aren't mentioned, like how many tasks will be available at once, what happens if you get a task you have no intention of ever doing, whether the three tracks will be entirely seperate or if e.g. unlocking Federations will require a minimum level in both tracks, but the basic outline is pretty clear. And I agree - one depicts the development of an empire's identity by the culture it fostered, while the other is just a stat check or grind quest that anyone could achieve without any investment that felt like a decision... but again, we're at complete odds as to which is which.

Oh, and Eladrin specifically called out that if you've already completed a task naturally before it becomes "available" then as soon as it does become available you'll complete it immediately - which is a huge indicator that they've put thought into how to make it as minimally "gamey" as possible. No holding off scanning planets waiting for Planetary Survey to proc or postponing your first Dyson Swarm because you don't have a checkbox for it yet - yoy can completely ignore the task screen and just play naturally and you'll get the credit when you get it.
 
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Are you not able to visualize things based on a description? I am able. And I do not like the premise of the Focus Tree gimmic at all, because it is not a part of the gameplay.

Lol I can and I have, conveying multiple different visions for how it could play out given what the dev diary has described. You're not really responding to my points mate so much as repeating yourself and throwing out insults. So I think we can end it there, seems like nothing more constructive is going to come out of this chat.
 
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This all looks great! I want to ask for a very simple feature that would really help those that are a bit OCD like me...

Can planetary buildings be sorted? I don't really care how they are sorted, just that all buildings are consistently sorted once built. Currently, I find myself replacing buildings regularly to try get planets to have the same layouts, even if I have open building slots. This shouldn't cause any performance issues, as it can only happen when a building is added or removed.

Please, pretty please, do so.
 
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This all looks great! I want to ask for a very simple feature that would really help those that are a bit OCD like me...

Can planetary buildings be sorted? I don't really care how they are sorted, just that all buildings are consistently sorted once built. Currently, I find myself replacing buildings regularly to try get planets to have the same layouts, even if I have open building slots. This shouldn't cause any performance issues, as it can only happen when a building is added or removed.

Please, pretty please, do so.

This used to be a thing IIRC. It used to be that if you built a lab it would sort with the labs, but at some point it was changed. I vaguely recall someone saying it was for balance based on the order in which bombardments destroy buildings.

But regardless of if that's true, or even if my memory has failed me, I completely agree and would love them to sort or be reordered. Same with fleets and their random ordering which drives me up the wall.
 
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"This game is completely impenetrable and I have no idea what is going on" is the response I've gotten from all of the friends I tried to get into Stellaris.

We'll see what specific form this takes, but I'm pretty sure "If you don't need to be led by the hand, then don't let these simple tasks lead you to anything" will apply. Just play the game.
Yeah, it seems like tasks are going to be something you can use as targets or metrics. For a new player they're useful as targets, basically a bunch of breadcrumbs to follow as you feel your way around the game. For an experienced player they'll just be metrics - you warmongered a bunch so a bunch of warmongering themed tasks have been quietly ticking themselves off in the background and oh hey you hit rank 15 in warmongering so your scientists have earmarked all the parts of their physics books that are good for murdering people since they figured you'll probably be wanting them at some point.

And if you are an experienced player who's crushed half the galaxy and are looking for something to do while waiting for the crisis to show up, why not check in on the tasks window, see what your people are clamouring for you to do today.

As I'm typing this I realise I can see a huge benefit here for factions. Instead of just getting mad that you don't have robots your materialist faction can shove a "hey, build us some robots!" task into your task list and if you do then hey, free stuff! And if they were about to do that and see that you already have a bunch of robots then hey, free stuff anyway!
 
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Yeah, it seems like tasks are going to be something you can use as targets or metrics. For a new player they're useful as targets, basically a bunch of breadcrumbs to follow as you feel your way around the game. For an experienced player they'll just be metrics - you warmongered a bunch so a bunch of warmongering themed tasks have been quietly ticking themselves off in the background and oh hey you hit rank 15 in warmongering so your scientists have earmarked all the parts of their physics books that are good for murdering people since they figured you'll probably be wanting them at some point.

And if you are an experienced player who's crushed half the galaxy and are looking for something to do while waiting for the crisis to show up, why not check in on the tasks window, see what your people are clamouring for you to do today.

As I'm typing this I realise I can see a huge benefit here for factions. Instead of just getting mad that you don't have robots your materialist faction can shove a "hey, build us some robots!" task into your task list and if you do then hey, free stuff! And if they were about to do that and see that you already have a bunch of robots then hey, free stuff anyway!

Certainly seems like there's good scope for all players, and for integration for future systems. So long as the tasks themselves are sensible/broad enough to not constrain role play options.
 
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This lays it out pretty well. There'll be three tracks; one for development, one for conquest, and one for exploration. Progressing down these tracks will provide fixed benefits at fixed points. One of the fixed benefits is Federations.

There'll be a window off somewhere with various tasks/benchmarks/whatever listed in it. If you do something (or have already done something) that matches one of the available opportunities/goals/whatevers your rank/score/experience/whatever in the appropriate track increases by one and a new watershed/cornerstone/whatever becomes eligible for completion. If you spend all your time warring you'll speed down the Conquest track, if you spend all your time building stuff you'll speed down the Development track.

If you have a specific goal in mind and have selected it as an aspiration then the tasks will be more likely to be appropriate to your aspiration. e.g. if you have Megastructures as an aspiration you're more likely to get Build a Dyson Swarm as a task. So the more Megastructure things your Megastructure empire does the faster you'll speed down the tracks. Do a bunch of Megastructural violence and you'll go down the Conquest track real fast, but since federations won't be in the conquest track you can't use your murder gains to suddenly pivot to friendlytown.

There's a bunch of very narrow specifics that aren't mentioned, like how many tasks will be available at once, what happens if you get a task you have no intention of ever doing, whether the three tracks will be entirely seperate or if e.g. unlocking Federations will require a minimum level in both tracks, but the basic outline is pretty clear. And I agree - one depicts the development of an empire's identity by the culture it fostered, while the other is just a stat check or grind quest that anyone could achieve without any investment that felt like a decision... but again, we're at complete odds as to which is which.

Oh, and Eladrin specifically called out that if you've already completed a task naturally before it becomes "available" then as soon as it does become available you'll complete it immediately - which is a huge indicator that they've put thought into how to make it as minmally "gamey" as possible. No holding off scanning planets waiting for Planetary Survey to proc or postponing your first Dyson Swarm because you don't have a checkbox for it yet - just can completely ignore the task screen and just play naturally and you'll get the credit when you get it.
It is a pinnacle of "gamey" - a totally separate from the gameplay system that gives you bonuses out of thin air.

We have enough "rewards" presented in the form of relics, and other things. They are at least woven in the gameplay, unlike that Focus Tree.
 
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"This game is completely impenetrable and I have no idea what is going on" is the response I've gotten from all of the friends I tried to get into Stellaris.

We'll see what specific form this takes, but I'm pretty sure "If you don't need to be led by the hand, then don't let these simple tasks lead you to anything" will apply. Just play the game.
What is so impenetrable in the game? You colonize planets and build districts and buildings. That's all.

Maybe your friends are just not into the genre and it is a polite way for them to express it?
 
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It is a pinnacle of "gamey" - a totally separate from the gameplay system that gives you bonuses out of thin air.

We have enough "rewards" presented in the form of relics, and other things. They are at least woven in the gameplay, unlike that Focus Tree.
"The feature that isn't implemented yet and we haven't seen so much as a hand-drawn UI prototype for isn't integrated into the game" isn't the insight you think it is.

We need to actually see literally one single Task:Reward match before making any statement on whether it's gamey or sensible. I haven't seen any such thing.
 
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What is so impenetrable in the game? You colonize planets and build districts and buildings. That's all.

Maybe your friends are just not into the genre and it is a polite way for them to express it?
The sheer quantity of buttons and numbers is the impenetrable part.

People open the game the first time and go "WHAT TF IS GOING ON, AND WHAT TH AM I SUPPOSED TO DO???", then close it and never come back because of how overwhelmed they felt.

New players don't know what is used for what, what leads to what, and many of them do not use external guides, for any number of reasons.

You might know that districts and buildings are important, but how are new people supposed to? How should they know how much of what to build? When to invest in an army? What if they think trade and piracy protection is much more important than it actually is?
 
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If I may, I have a suggestion: combine both mining and research station construction buttons in the construction ship's panel.
I don't think that they should be merged on the star map, but in the ship UI itself two buttons for basically two equivalent civilian stations that are deposit-dependent anyway feel unnecessary.
This will also free space to move non-station constructions from the "Build Megastructure" button to its own button for space infrastructure. Things like habitats and hyper-relays, maybe even orbital rings and wormhole gates.
 
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