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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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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.
I'm super happy about the focus on decreasing notification spam! My first reaction to turning Anomaly notifications from pop-ups into toasts was "Oh no. I'm going to accidentally not research a ton of anomalies and have to go back for them" but then I remembered that I would be able to change those back into pop-ups with the notification settings. Those are quite useful!

Buuuuut, the notification settings could be even more useful! A way to reduce a lot of particularly useless and annoying notification spam would be to allow us to distinguish between notifications that affect our empire and ones that don't. I'm specifically thinking about things like pacts. The vast majority of those notifications are useless and annoying to me because they're between two other empires, but if I turn them off, I don't receive any notifications about empires proposing pacts with me.

If those notifcations had three "levels" that could be disabled independently (involving my empire, involving a federation member or subject of mine, and not involving me or my allies) would be a huge QoL feature. Even just distinguishing between "pacts that involve me" and "pacts that don't involve me" in the notification settings would be a big step.
 
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All looks amazing except for the focus trees. Great in other paradox games but ya I have no interest in them for stellaris. Hopefully it will be easy for players to opt out of they wish?

Definitely am interested to learn more about the new pop group system, wonder how factions will be affected?
 
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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.

I still think that the fantasy of needing to prioritize protection of valuable parts of your empire is going to exist. You'll always need to plan defenses against your core sectors getting invaded and sniping planets is still a time honored strategy. Neither of those necessarily require trade collection as a system to exist.

I do feel you for missing a way you enjoy the game. I kind of felt like that when they removed wormhole FTL. We'll just have to see if the changes are for the better or worse
 
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Very nice.
There is one thing I'd like to get rid of. The prevention of merging special units with existing fleets or expanding them into fleets.
For example, why can't I make the Warship I have conquered fron our benefactors the core of the Revengefleet, instead it has to be a single unit.
The easiest way would be to remove ALL fleet merging restrictions
 
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most of these changes sound great - and in particular i think a pop group system will be more legible, not less. i hated having to click around on individual pops to see what's up with them. hoping for some nice pie charts like in vic3 :)

the changes to trade sound disappointing, though. the current system didn't *do* enough, but at least they were something tangible, on the map. i would have loved to see them expanded upon. interstellar trade should be a key part of the game. systems along a major trade route should thrive, immigration should move along trade routes, and we should be routinely diverting large parts of our navy to trade route protection (or negotiating with pirates, buying them off, etc.!)

---

maybe, if pathing performance is an issue, they could be pre-generated 'potential trade routes' based on resource / planet distribution, set up during map generation? they then become active on a per-player basis only if the route is explored and any border crossings have trade deals. it would be less 'realistic' but you'd still have the routes on-map as a potential source of cooperation or conflict.

storytelling bonus: each individual trade route could then be named, and the names could be used in trade events :)
 
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This all looks very nice! I have some concerns and questions though.
1. I am somewhat worried (just a little) about the trade thing, you got my attention on the logistics part. But I am somewhat worried on the "significantly simplified" part. trade was a very simple (mechanics wise I mean) already, so I kinda worry that it goes into absolute irrelevance like some other things we have (crime, ammenities). Trade at least had the you have to do something (establish trade routes, supress pirates, etc) to actually make use of it air around it. And while I am no expert, I never found any issues with performance that where related to trade, and I have had games with lots of it, and some with 0 of it. I do suspect that the piracy part had some implications but it was the one thing making it unique. But them maybe instead of removing it, make it interact in a monthly, not daily, basis? I believe the piracy is leaving us for sure this time. Again, while I will miss it, it is not a major concern.

2. This one is a bigger problem to me: Leader Trait Frequency. To put it simply, all (ok, maybe not all, but most) gamers hate RNG (except that one day where it helps, but just that one tiny second). As you have said, this will make RNG a more dangerous foe now. It is currently hard to get the traits you want in the leaders you want. Also, previously every level felt cool: "Oh, Mike got a level, so excited, lets see which traits we got..." I feel that this new system takes away from that feeling, and doesn't really add much, except more issues really. Sure, the stronger traits are cool, if you are lucky and get a good one. Imagine the opposite (which will happen, a lot, cuz Murphy) you get a leader to level up, all traits are bad, you pick the 'less' bad, wait (and go through the hassle of leveling him TWO more times) just to receive bad traits again. People will complain I am sure (I already see myself doing it). At least now you don't need to level a bazillion times to decide to give up on a leader, as if you got just a few levels and those where bad traits, then you could dismiss. Now you need to level them more (which is not easy with all builds) just to be able to see how good is the leader going to end up. And for builds with little leader focus you can end much much worse than now. IMO the real solution is to balance traits better, there are some too situational and some utterly useless. If that is not possible then I would prefer for this to not be done. Or at least get some form to reroll leader levels or something, similar to Gestalt Node Culling (retraining leaders etc).

3. This one is BIG. The latest DLCs/expansions have caused me (and I am sure many others) a sense of distrust. Since Astral Planes and until Grand Archive, to me all DLCs have been good. I like them all. But it has become more and more evident that the producing more has become a priority over producing better. I expect issues of course, and you have solved many, I am not saying you had not. But we still have some important ones and I feel we are already moving away, leaving these issues here until who knows when. I worry that the next time I buy a DLC I am disappointed, not because the DLC mechanics, but the treatment it gets. As you have said previously, this last year was rushed. We still have some important bugs (included with these last DLCs, I am not talking bugs from a decade ago here) and design problems out there that are still unfixed and cause significant gameplay problems. For instance I haven't heard a single person not agreeing with how strong modularity or virtuality is. That is an issue that the entire player base has detected and agrees upon (which is very rare), sure it is fun to have these tools, but they could still be fun without being OP. This here has a major implications, you have previously said that there are no nerfs coming for Machines, instead the next buffs to psionics and genetics will bring them on par. I am very conerned about that. First, once it happens, then what about Cyborgs? They are much better, but not as good as synthetic ascension. If genetics and psionics are brought to that level, then they will be awful. On the other hand if genetics and psionics are not brought to a similar level, they will lag behind. I think another pass is needed, the difference is too high now, and I feel things can get out of control. At the very least some pass needs to be done to the Advanced Governments. If anyone just takes a glance at Imperial ones and compares them with the others the issues are obvious. Really, I don't feel I need to explain anything here, just go check them out yourself. Leaving that aside, we still have some uncertain terms with storms. You said (after lots of feedback) that the storm mitigation technologies would be reviewed, maybe add a component (I am not saying you promised, you didn't) but it remains without change. And IMO storms are one of the best mechanics to ever be added to this game, except that they are not good enough. The tech makes them irrelevant (and I don't even understand why, the meager damage they do is per month, 20 damage per month is nothing, that is less than what most weapons do PER DAY), the fact that planetary features are one per empire instead of planet and random, reduces their value enormously etc. The fact we can't still move exhibits from the exposition to storage and we can just sell is another design issue for instance. The hegemony members leaving bug etc. All this things are very important, and like I said, not reiceiving attention hurts the players perception of your work and undermines trust (Imperial authority?).

Don't get me wrong. I understand there are limits in terms of development power, I am not flaming anyone. Things are rarely as easy as they seem. But again, this is important as it doesn't only affect the game, but the users perception of things.

At the very least I would like to have an aswer regarding these 3 things:
1. Can we expect an advanced government rebalance?
2. Can we expect another pass on storms and their techs?
3. Can we expect to receive the ability to move specimens betwen storage and exhibition?

Keep in mind this are not DLCs from 3 years ago, they are the last 3. They didn't even receive many major post-release patches, specially storms and archive. People expect their quality increased.

As a final note, it would be lovely if ships could adopt a system more similar to space fauna in terms of customization. For example I love the fact that all computers types are available for space fauna of all sizes, why can't my missile corvetes be artillery? And it also feels much more customizable, not saying strong, we just get to play much more in the design aspect.
 
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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.
Could we see district and building upkeep maybe tied to their respective jobs possibly? My reasoning being is that players, especially newer ones, get punished for over building extra jobs both in energy credit/resource upkeep and temporary pop growth just to avoid tedious micromanage hassle of waiting for the unemployed icon and job building wait time while eating a happiness and/or stability penalty.

I feel this will especially help out newer players since they can just queue a bunch a of districts/buildings and not eat big upkeep and growth costs just to avoid tedium.

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 plus 1 Leader Trait Option effects too much.
I really don't like the idea of "dead traits", the fact that it's acknowledged feels wrong. Every trait should be meaningful or at least not worthless or "dead". I like the change to make level up trait selection more of a decision point as the combine trait tiers but I feel that players getting offered only dead traits sometimes needs to be addressed.

Traits should be combined so that all traits should have an effect for any and every position that the leader can inhabit, including the council?

Ascension traits are a great example of this. Playing Cybernetic right now and the cyborg trait on officials does something regardless if they are a planetary governor, a delegate on the Galactic Senate or on your Federation.

Other traits need to be set this way. For example unyielding on commanders gives increased ship hull points and decreased disengagement chance so an easy change is to apply something similar for armies; increased army health points and reduced engagement chance, pretty simple. Not all traits have an easy 1:1 conversion and for this example it does get tricky when applying it for planetary or sector governor, maybe it gives increased worker pop output and reduces happiness?

It's tricky to find elegant solutions but its easily a cleaner and more intuitive design. Now when you're offered unyielding on your commander you at least see some value in it regardless of the position you put them in or their eventual veteran choice.

If council and regular traits get combined together now the fertility preacher official gives increased pop growth and food output across the empire on top of the planet they govern. Now if you got offered this it doesn't matter if your official is on the council or not, they get something out of it. Now you can actually set up your council how you like without being pigeon-holed into just selecting the only 5 leaders that have all council traits and hoping they only get offered council traits from then on. If this double-dipping of traits is too strong just nerf them accordingly.

This change yields general benefits to game pacing and indirectly, an improvement to performance in general.
If these performance improvement 1-2 punches really line up might we see 1200 to even maybe 2000 star galaxy generation settings becoming supported in the game?

I really like having a lot of empires to populate the galaxy to make the Galactic Senate, you know a actual senate not just a boardroom meeting and a larger galaxy can also add lot of exploration options especially mid to late into the game as to not make Explorer and Scholar scientists "fall off" and give them time to actually get their Veteran classes and eventually get a Destiny Trait?
 
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When I read the section on the new focus tasks system my first thought is that it should really be a subsystem to traditions. Tradition trees are already significant investments into particular play styles and approaches to running the empire. Why give these new aspirations have a whole separate menu and set of choices to deal with when the weights for the tasks could instead arise organically out of the priorities indicated by Tradition choices?

Or alternatively, all the same thoughts above but applied to Council Agendas instead of Traditions. It sounds like we're about to have three separate and only weakly-linked mechanics for the same general concept of an empire's current sociopolitical interest.
 
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Sounds awesome, can't wait to see more. A few questions / suggestion I have after reading it,
  1. Since you are working on notifications, is there any chance of getting a description of what a leader had been assigned to in the notification for their death or retirement? Would make it much simpler when trying to replace them when you have a lot of leaders.
  2. For toast notifications any chance to get a pushpin button to keep the notification up longer? Would be nice to have if you wanted to finish up what you were doing and then come back to deal with it.
  3. You mentioned in another comment that new colonies could be more heavily reliant on immigrating pops rather than pop growth, this made me wonder about colony ships. Since individual pops now represent a much smaller amount could it now cost pops to build colony ships?
  4. If you are reducing the number of leader traits would it make sense to have trait bonuses scale with leader level rather than being static values?
Edit: Also please add the ability to reorder fleets in the outliner!
 
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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.

I really like this idea, and would hope that if something like this is implemented it wouldn't be exclusive to owners of Galactic Paragons.
 
Very promising!
 
Great news! Thank you for your ongoing efforts. I prefer RP / thematic / sandbox builds rather than min/max conquer-the-map builds - I don't play to "win"; I'm just enjoying the ride and the challenges I meet - or fail to meet - along the way. Realizing that it's a big "ask", I hope 4.0 will accommodate players at both poles.

Empire Timeline is a great add! Maybe in the form of tabloid headlines or something fun in the the form of editorial content like that.

Any chance to improve the AI in 4.0? Will other empires improve or have more interesting "stragegery" than a fleet 2x bigger than mine.

I like to play as a terrestrial empire with no guaranteed habitable worlds and a higher RNG for goldilocks zone worlds instead. That generally doesn't work out well, so I'm hoping this path can be improved somehow. I think it's more realistic...

See you out there among the stars!
 
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.
If you're going to overhaul pop growth anyway: I am begging you please remove the base +3 pop growth per month every colony gets! Number of colonies being the primary determinant of pop growth is holding the game design back.
 
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Your feedback is essential in shaping Stellaris's future, and I’m extremely grateful for the strong response we’ve received so far.

Thx, but there was already tons of feedback over those topics ^.^"

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.

so Archives? Or at least a start?

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.

View attachment 1243657
The Species tab is generally more helpful as well.
Note: This branch does not include the pop changes.
A step to good direction. But i still prefer this:
 
Re the ships, this feature is great, but doesnt address the handling of many ships at all. it'd be great if we could save ship blueprints between games and got ways to quickly filter through many ships, particularly important in modded games but even in vanilla for those of us who like designing many different ships.

im super excited about the archeology automation(?) but id love shortcuts even more
 
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