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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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I have a few questions about the leader change :
As I understood it you go from 10 abilities at level 10 to 5 by removing ability gain on even levels.
Would the parangon ability shift to 7 or 9 or be an extra ability ?
Will the basic traits transformed to advanced ones or just removed ? I ask because I found that for basic ressourse production worlds the basic traits of officials are more useful than advanced ones... but maybe It will just mean I'll have to shift to commanders that have great advanced traits for basic ressourse production.
 
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What an exciting update! I'm very much looking forward to Empire Timeline and Empire Focus, as these already sound like they will be incredibly helpful in plotting the course of a playthrough and tracing the steps that have been taken. Thanks, devs!
 
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Hey, if we're taking the time to rework notifications, can we add a toggle for specific audio notifications too? At mid to late game having the advisor say a new space fauna was spotted every other day, somewhere in your network of systems and vassals and allies is both useless and really annoying.
 
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Interesting to hear the news, but I'm... cautious and not necessarily optimistic.

The chances that you're going to get it right first try are low. Please do something about preserving the state of the game as it is. There is room for optimization, yes, but keeping a snapshot of what you have right now, even if just for historical reasons would be nice. There is a solid chance, or more of a guarantee that whatever you do, someone won't like it and they would prefer to play [old version], the question is rather how big that percentage of the player base is, and not if it happens at all.

I know total war warhammer does something with applying "unlocked content" from different versions and different DLCs for different games and somehow rolling it all into one.

Idk.

Could be good, could be bad. We'll see.

Definitely not the good news I was hoping for after those detailed feedback surveys.
 
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Please do something about preserving the state of the game as it is.

We've had old versions of Stellaris available for years.

If you're on Steam, they're available as Beta branches, though if you want access to ones older than 2.1.3 there's a process to go through to be GDPR compliant.

Hey, if we're taking the time to rework notifications, can we add a toggle for specific audio notifications too? At mid to late game having the advisor say a new space fauna was spotted every other day, somewhere in your network of systems and vassals and allies is both useless and really annoying.

You can disable that notification entirely very easily if you desire.

As I understood it you go from 10 abilities at level 10 to 5 by removing ability gain on even levels.

We're not actually removing every even level, in our current iteration you'll still get your veteran class at level 4 and destiny at 8.
 
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Could we please also do some proper balance rework of all Empire Ethics & Species traits?
 
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Any chance we could get a redesign pass on starbase and defense platform management? It'd be really nice to finally be able to just set a desired template and click a button or toggle to have the game handle refit/replacement of the starbase components and defense platforms without having to manually click into each system's base and spam the build button 70+ times after each attack.
 
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Any chance we could get a redesign pass on starbase and defense platform management? It'd be really nice to finally be able to just set a desired template and click a button or toggle to have the game handle refit/replacement of the starbase components and defense platforms without having to manually click into each system's base and spam the build button 70+ times after each attack.
On this too. Is it possible that the new pop system can better reflect station living, as of right now it's pretty abstract till you get habitats. Which I can understand from a performance end but it does help make systems "less valuable" in the eyes of a player.
 
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Any chance we could get a redesign pass on starbase and defense platform management? It'd be really nice to finally be able to just set a desired template and click a button or toggle to have the game handle refit/replacement of the starbase components and defense platforms without having to manually click into each system's base and spam the build button 70+ times after each attack.

Would be so much better if defence platforms worked like fleets and you could just hit reinforce to queue them up, either across your empire or on specific starbases.

And while I don't necessarily care about a starbase designer I'd rather have one if the starbases are going to autodesign so poorly. Stacking shields and antishield weapons in a system whose star inhibit shields is painful, as is the odd mix of weapons you sometimes get like bypass vs non bypass (though personally I'd also like a balance pass on ships and weapons to reduce the number of bypass, which admittedly seems beyond the scope of Phoenix).
 
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With leaders, rather than merging tier 1 and 2 traits and trait picks every other level, another approach could be that we assign a leader’s archetype at level 1 rather than 4.

Then either boost the archetypes in power, or make it so that archetypes get certain traits automatically as they level up (survey speed and anomaly finding traits for exploration archetypes). Then make trait picks solely at levels 4, 7 and 10, with these traits being large powerful traits.

Net result, 4 choices per leader rather the 10 of the current system. You can make a choice as to what a leader is going to do and be specialised into when you recruit them and because the archetype should get generically useful traits for that role, you don't end up with leaders with traits doing nothing. And the 4 choices (recruitment archetype, levels 4, 7 and 10) are all meaningful.
 
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I was there Three thousands (9) years ago for Stellaris 1.0 and now a new age (Large Patch) is upon us!

Stellaris is definitely one if not the favorite sci-fi game i play (being a little more of a classic/medieval/fantasy guy myself) and i have put down a decent amount of hours to it. But eventually you get to a sandbox game when you feel that you played most of it, changing the colour of a flag or having some new flavour is not enough, and you start to crave for something more, like new gameplay! And perhaps sadly that is how i start to feel on the current state of Stellaris.

I welcome 4.0 with open arms \o/ ! I feel excited for the things they have mentioned, i feel excited for the things the surveys have talked about, for the announcement of Stellaris season 09 and the general official hints the devs have given us (yes i need space nomadic gameplay!:D )

I am almost surprised that i am still so invested in Stellaris and I am really looking forward for what 2025 have in store for this Fantastic Game! :)
 
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love the focus tracks idea! tying key techs into it makes it seem like the choices you make really build your empire. do you think becoming and overlord can be tied into this system too, like federation forming? could reduce vassal spam
 
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love the focus tracks idea! tying key techs into it makes it seem like the choices you make really build your empire. do you think becoming and overlord can be tied into this system too, like federation forming? could reduce vassal spam
Yep exactly. Diplomatic subjugation should be locked behind a milestone too. Military subjugation can remain as is.
 
While addressing QoL can you 1. add the Wormhole Exploration Automation that was talked about so long ago on science ships? 2. Add logic to science ships that are exploring while cloaked to not attempt to explore systems with higher cloaking detection and closed borders than they have cloaking level? It's so tedious to have to block all ships from Fallen Empire Systems and AI empire systems with high detection because my science ships repeatedly try to fly through the system only to go missing for a few years and then repeat the same mistake over and over.

Everything you listed sounded like music to my ears. Also Branch Office Planner :) Thanks!
 
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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 seems like something the AI could benefit from, is there any possibility they could receive a similar incentive/guide system?
 
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They are unfortunately, a huge source of lag and micromanagement for what is basically an extra energy income that occasionally attracts pointless diversions (pirates) that cease to be anything more than pests after the first 50 years or so
I'd prefer they'd have improved them and made them more impactful rather then doing away with the concept. Guarding trade routes and prioritizing lucrative parts of an empire for attack or defense are core parts of grand strategy. Trade was also a unique way to play the game for empires that focused on it. I hope that making trade into a resource doesn't dimish that, but I suspect it'll feel like just another counting resource now. For every part that gets snipped away to please the efficency gods, there's someone out there losing a way or maybe the way they love to play the game. I think that always needs to be remembered.
 
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