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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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This thread has more love emotes than the latest Tinto talks post. That's quite a step.

Though I want to say, I think its great how the direction its going. I personally think you're doing a great job Eladrin and co. I think there's still a couple of big things still to do, such as a Megacorp revamp but maybe that will partly be solved by trade being it's own resource.
 
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Probably a very unpopular opinion here but 'streamlining' (interchange with with dd-word if you prefer) POPs is the worst news I have heard from Paradox regarding Stellaris as POPs are the best thing in whichever game Paradox has them in. There's no acceptable benefit that's worth the trade-off from them being a lesser version of themselves. Much less performance which isn't even a gameplay issue. Why should I care if the game can run 100 years in 10 seconds if the quality of the simulation is effectively worse? It's like generating an AI image which is non-serviceable but is faster to generate. Who cares if I can generate ten times the amount when none of them can offer the quality one had before?

I'd rather hear the news of "no more patches" than "here's a patch that will offer a lesser experience". I'll see what they do with this 'POP groups' but I'm not holding my breath. You don't want to hold back the computation power from where the game needs it. Vic3 made that mistake and ended up with non-sense things like POPs consuming what's produced most instead of what's cheapest. If we end with an amalgamated mess of POPs that don't properly portray diverse properties, it'll harm what's being tried to do with the POP system. Every POP already simulates a bunch of the population grouped together, it's not representing one singular entity. I don't see how they can be grouped even further without diluting their meaning.

What quality about pops do you think will be diluted? From the, admittedly very early build, picture we’ve seen of a planet screen we’ll still see pops working jobs. The most significant difference will be how they’re grouped for calculation purposes which not only helps performance but lays potential foundations for culture and internal politics reworks.

Any chance we get an AI ship design rework along with the new ship designer changes? The AI is still pretty bad at designing their ships and fleets

An AI planet management pass would be good too, especially as the pop economy is getting reworked. I know the AI benefits from bonuses that could change its decision making but it’s painful taking over planets that nearly instantly collapse because of unemployment/housing issues. Even in the best case scenario their worlds are often worse than the automated options players have.
 
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The job system was a huge improvement over the tiles. I hope the pop group system will be a similarly large step forwards.
I really can't agree that jobs was better than tiles, but this DOES look like it has the potential to be better than either. At least, from what little I see and understand of it. We shall see.
 
I wanted to touch briefly on the trade-as-resource aspect of this.

With this, I hope that the Trade resource becomes the exchange resource in the Markets. Trade policies could then be changed from 'this is what Trade turns into' to 'this is what you're allowed to convert to/from trade'. The logistics part of this suggests that it's currently planned to be able to create Naval Capacity with Trade (logistics support). That could be, e.g., a Militarist / Gestalt trade policy. Meanwhile, a Materialist trade policy might allow conversion to research, Spiritualist to unity, Egalitarian to Consumer Goods, and similar.

If the Naval capacity idea is there, we could get similar things like getting Diplomatic Weight with Xenophile ethics, as one example.

Anyway, I'm really looking forward to this.
 
I mean something that exists in the game universe. Pops, Jobs, Planets, Techs, Anomalies. And what makes sense.
There's a whole bunch of fancy language for describing different kinds of game mechanics and the relationship of game mechanics the universe depicted by the game, but the plain fact is that by any normally accepted definition of the English-language phrase "game mechanics", the proposed Focus Trees system is a game mechanic.
 
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I mean something that exists in the game universe. Pops, Jobs, Planets, Techs, Anomalies. And what makes sense.

(Though Unity shenanigans are weak in this domain and would be nice to have it reworked)

The "waypoints" do not represent anything exisiting, they are mere bonuses for your actions that come out of nowhere. Thus I say they do not represent any in-game mechanic.
That what I thought you meant, which is why I was asking about game pieces/pawns etc. I don't really have much to add to what @Abdulijubjub said. From what the OP listed as potential rewards this is really just exposing a part of the tech system that's always been there, but making it a bit more reliable and adding some hooks to pull other mechanics into. As I said, I would really like to see some of the waypoint "originating" from factions.
 
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That what I thought you meant, which is why I was asking about game pieces/pawns etc. I don't really have much to add to what @Abdulijubjub said. From what the OP listed as potential rewards this is really just exposing a part of the tech system that's always been there, but making it a bit more reliable and adding some hooks to pull other mechanics into. As I said, I would really like to see some of the waypoint "originating" from factions.
From the (vanishingly small) detail we have, it sounds like it will essentially give concrete rewards like guaranteed techs for doing things that mean you're trying to develop in that area - rather than the current model where doing things doesn't necessarily mean the game will give you the tools to continue your strategy.

It IS possible that some rewards and/or tasks will be too gamey, but we just don't have enough information. What it sounds like they're trying to do with it is stop or soften some of the points where you're carrying out a particular strategy, but spinning your wheels because you just can't draw the tech you need to continue. That's good, even if I don't know yet whether the first version of it will be good. I'm particularly hopeful for such RNG-hell items as Ascension Theory, Mega-Engineering, Thrall Worlds, and the various job throughput buff buildings.
 
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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.

This is an excellent addition. I am a player who prefers to play the turn-based game that Stellaris is under the skin. I.e., I pause every time I make almost any kind of decision, as opposed to playing it more like an RTS, where you play it more or less unpaused the whole time. Sadly, it often feels like my playstyle is mostly invisible. I don't think I've ever seen anyone talks about playing it the way I do, but accommodations are frequently talked about or made for the opposite playstyle (like apologizing for pop-ups, "overly frequent" leader trait decisions, taking away the "building complete" sound notification*, or other things that don't mesh well with playing in real time).

That said, this is an opportunity to add in pop-ups/messages for many, many more things in the game. (like it was in, say, the early Hearts of Iron games) I'd never be able to get away with asking this without the new message settings screen, as it would anger the real-time players, but if these can be off by default, then no harm to those players.

Specifically, I'd like to ask for notifications for all the various things that expire, come off cool-downs, or otherwise complete. Such as the cooldown finishing on using minor artifacts, distributing luxury goods, organizing festivals, fleets arriving at their destinations, buildings being constructed, being allowed to change policies, the leader pool refreshing, and many more. It's a lot to have to remember to check, and I frequently lose track of many of these things, to my frustration. It would feel like a huge QoL improvement to not lose track of these things anymore.

Thank you for your time, and looking forward to 4.0.




*which was, admittedly, too nonspecific to be useful, but the fact that it wasn't replaced with a more useful form of notification supports my point.
 
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From the (vanishingly small) detail we have, it sounds like it will essentially give concrete rewards like guaranteed techs for doing things that mean you're trying to develop in that area - rather than the current model where doing things doesn't necessarily mean the game will give you the tools to continue your strategy.

It IS possible that some rewards and/or tasks will be too gamey, but we just don't have enough information. What it sounds like they're trying to do with it is stop or soften some of the points where you're carrying out a particular strategy, but spinning your wheels because you just can't draw the tech you need to continue. That's good, even if I don't know yet whether the first version of it will be good. I'm particularly hopeful for such RNG-hell items as Ascension Theory, Mega-Engineering, Thrall Worlds, and the various job throughput buff buildings.
That's an extremely bad game-design to have systems that are doing opposite things:
- random techs to make playthroughs less straightforward.
- Focus Tree to make playthroughs more predictable.

The devs could make all subsequent techs appear as options. That would be a good compromice.
 
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By "Trade will also be used to represent general logistics capability and as such, will likely become available to gestalt empires for these logistical purposes."

I would be very interested in planets needing Trade to make their economy work, having trade make things function especially on larger planets and potential trade ships go between planets and be pirate/raider/etc. Interceptable ships going from non-military ship and bringing to needed make factories work would be divine. I.E. manufactory planets need food, and 3 food traders need to come each month, if it doesn't have enough logistic handling capability, then people on that planet will starve and get unhappy. In return, it brings minerals to the main planet, which holds them for other planets.

Trade ships would be non-produced and handled but they could have speed and size and maximum distance. Planets could have locations to hold supplies and extras would go to these locations get trade ships. Those locations would get more people growth to handle that. A trade hub(s) might get huge supply and demand with workers handle the work and more trade Star Base to bring logistics one the planet, more food would be needed, and larger bases might be required. Manufacturing to levels and technology would also require supplies. So making a level 5 battleship needs more stuff to arrive at its build location or it would be delayed. Pirates could be paid off to leave the location, pirates that are paid off or intercept enough trade ships would be able to grow, and large enough growth would result in pirates forming their own nations.

I SO would be on with that... :p
 
That's an extremely bad game-design to have systems that are doing opposite things:
- random techs to make playthroughs less straightforward.
- Focus Tree to make playthroughs more predictable.

The devs could make all subsequent techs appear as options. That would be a good compromice.
That would be too much information for new players and too strong for experienced ones simultaneously.

The combination of these two mechanics with respect to tech drawing (we already know at least one non-tech thing the focus tree enables) is that the system is random with no investment, and for certain major strategic keystones (such as megastructures) you can go through some effort to mitigate the RNG, either in general or in response to being RNG-screwed. These aren't contradictory, because the baseline is a degree of randomness and with player investment in specific areas they are rewarded with lower RNG in those areas.

It remains to be seen how much of this is operating that way, however that is what they've said it is for and we have almost no information so I assume that is how it will actually work until I see information indicating otherwise.
 
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Except for the fact that if the buttons were merged, building research/mining stations to a system would have a much larger starting cost since you were building both at the same time. This is major in the early game when you have negligible mineral production. In the early game I often have to balance very carefully what I build and where personally..
I think you misunderstood me. Having both civilian stations be merged to one button shouldn't affect picking stations one-by-one, because context menu (the right-click one both in system view and on star map) shouldn't be affected by it. Rather, the button would highlight both resource deposits and science deposits as eligible targets to build stations in system view, which you'll click in the order you want them to be built anyway. I didn't see a celestial body that both had resource and research deposits together, but I think this would be a very rare edge case.
 
That's an extremely bad game-design to have systems that are doing opposite things:
- random techs to make playthroughs less straightforward.
- Focus Tree to make playthroughs more predictable.

The devs could make all subsequent techs appear as options. That would be a good compromice.
I don't entirely disagree. I quickly grew tired of the stellaris card draw system. But given that that's not going anywhere that's part of why I like this - we're getting little a bit of a real tech tree, as a treat.

Speaking of I wonder if federations will also end up as a garaunteed tech rather than being straight given to you.

e: the mechsnic itself is also going to be a combo of shaped and random given that it sounds like the tracks will be fixed across playhroughs but the actions you get credit for will be a weighted random draw. One game might immediately award exploration points for blitzing a bunch of planetary surveys while another may not provide a checkmark for that for years afterwards.
 
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Regarding the whole focus system (I have yet to play a Paradox title with those):

> There is a mission system in the game already, faction demands. It didn't hurt the experience at all if you ask me. In fact, if the system ends up feeling too gamey, you can always combine those two and turn those empire focuses into a reworked version of faction remands & rewards

> If it gets too strong, it will railroad players. If it gets too weak, it will be yet another redundant system to ignore like espionage. It will need a ton of fine-tuning, especially when it comes to the design and unlocking sequence of missions

> I really think that the focus system has far more potential for a way to spice up the middle game lull and fine-tune other systems (such as RNG tech draw, or Federation unlocking) rather than a means to guide new players (a step-by-step narrative tutorial campaign a la "the rise of the UNE" would work much better, IMHO)

> Another thing to take into account would be how many "active" missions you can have at once or you might choose from, so you are never "stuck" with one mission that is important to you yet has zero relation with how you play the game blocking you from progression. Having more than one option per tree could be necessary in order to make it work

I do think that this system holds quite a lot of promise, so I can't wait to see its execution!
 
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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.

This change has the potential to be seriously frustrating, as it might lead to even more frequent use of "observe mode" and restarting games. The number of pre-scripted systems should really be configurable through a slider, with an additional option to force spawn all of them for those of us who enjoy these unique systems. For example, I don’t want to start a game and find that there’s no Sol, Deneb, or Trappist. On the other hand, some players might prefer starting a game with no pre-scripted systems at all. Please give us these options!

Additionally, many origins allow you to start in Sol but not in Deneb. It would be a nice quality-of-life improvement if this flexibility were extended to other iconic systems like Deneb as well.

Thanks for your consideration!
 
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