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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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If i may couldn't you guys just remove the pops as a whole and just make it like a placeholder for species modifiers and to work for factions/politics and etc... And make how much a planet is populated in other word make the Planet the pop ?

Let me make a Example:

X planet has 3 species human, fungoid and reptile

Human generates 30 energy, fungoid 15 and reptile 20 so the planet would in the end produce 65/3 energy so ~21 per job but we have how populated the planet is vs how it isnt

now the planet has 0 to 200 populated

it is automatically 100% populated because you have 0 districts and 0 buildings now lets say you have made a energy district and increases its capacity from zero to 3 that reduces how populated it is to 30% meaning it will produce the total of the district by 30% if you do another district now you do both districts at 10% taking the modifiers example it produces 10% of 21 in its both districts making 4 energy while stability and amenities are modifiers to that final result while crime same thing but you just disable buildings and districts like it is done with jobs

It would stop the exploit of moving pops and increase how populated by capacity by a percentage by month so instead of making pop or groups of pop the game make the calculation of the entire planet one time and mostly what changed in that one month

While ships i would say

As you progress in certain techs or techs tiers idk you could raise the base power of the ships and make them cost more naval capacity

another example: at the start of the game the corvette costs 1 naval capacity and gives 300 power but as that hull upgrades and etc...you raise the bonus like it gives 105% more hull, armor,shields, weapons damage and cost but now the corvettes costs 2 naval capacity the rare version gives another 100% hull, armor, shield and weapons damage but now they cost 4 naval capacity

And just like that you reduced the amount of corvettes by half even 1/4 of end game without actually losing anything i mean you are reaching the same end but using less.....
 
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Havent posted in a few years or so, but just heard about the planned pop rework and performance improvements. Absolutely fantastic news.
 
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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.
As another alternative where we keep trait levels, what about having odd levels allowing selection of a trait and even levels causing one random trait to level up?
 
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I'm not sure I'm on board with all these changes but I'm keen to see where this'll lead Stellaris.

I'll admit, when the game first came out I was not impressed but the continued support from the dev team deserves to be admired. Stellaris has come a long way and I'm sure no changes will be made without listening to the community.
 
I am officially sold. I will be impatiently waiting for the release of this update.
 
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If you add Leader Trait Option picks, I recommend adding a Slider for it given that when I've ascended as Genetic(+1 Leader Trait picks) with Meritocracy Civic(+1 Leader Trait Picks) and had Aptittude Tradition(+1 Leader Trait Picks), I'd have a situation where I'd have Trait options that would be off-screen/cut-off and therefore cannot be picked as an option. This was usually the case for upgrading existing Traits and then below them the new options. I could pick a new Trait but if I wanted to upgrade an existing Trait, I couldn't do so if it was cut-off.

I also implore you to consider adding Titan Hull variation besides L-Slots. G-Slot, H-Slot and M-Slot would be extremely welcome additions for the Titan/Dreadnought ship class(Juggernaut could use more variation too). As for Artifacts, Archeo-Weapons are viable but only if you have the Artifacts. I'd like to see more ways of acquiring Minor Artifacts(perhaps buying them?) instead of having to rely on multiple deposits and/or Rubricator relic to generate more. Maybe add Minor Artifact deposits that can be mined by Miners or produced by Archeo-Engineers(turning it into a Planet-Specific Building like Astral Siphon that with enough of them increases the Minor Artifact limit beyond 5k.

Also given that Species Ascension(ex: Genetic, Psionic, etc.) always occupies one Tradition slot(save for Natural Design Empires), it would be prudent to consider adding an 8th Tradition slot since we have upwards of **18** Traditions for 6 slots. Use of certain Traditions will simply be niche case or *NEVER UTILIZED**(looks at **POLITICS**). Might consider doing some pruning/merging of Traditions and also reducing the bloat of the Tech Tree. Decoupling Federations from Diplomacy, giving Galactic Union Federations as default to perhaps reduce AI Empires from vassalizing and going the Federation route. Specialized Federations require an origin(Hegemony) or a Tradition to be completed first(ex: Harmony for Holy Covenants). Diplomacy could be upgraded to reduce the XP needed to level up Federations(which with Finisher means getting level 5 fast).

I also feel you should allow us to customize Governments. Egalitarian/Authoritarian will limit you to using certain Election parameters(Democracy for Egalitarian, Imperial/Dictatorial for Authoritarian, Gestalt for Hive/MI) but in terms of Empire/Ruler Effect, players should have the means of customizing it as they see fit. Could model it after Species Traits with X points and X effect picks, requiring Players to pick negative effects to balance out strong ones. Advanced Authorities could then be unlocked with Galactic Administration as opposed to Ascension paths and the Player picks what effects they want. This removes the need to create new Government Authorities(7 base, **19 Cybernetic**, **10 Synthetic**) and instead puts it in the hands of Players. Balance comes from what point weight to give positive and negative effects.
 
Trade is likely to be the market resource rather than energy.
Can Trade Value be traded in agreements between empires as well?

Can Trade Value be taxed from, or given to, subject empires?

Will general output modifiers begin affecting Trade Value from jobs?

(Also, while speaking of things that could cost something other than Energy Credits:
Entering the Shroud should cost Unity, not Energy Credits.)

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.
Will trade routes still exist in some form?

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.
Will jobs similarly be multiplied by 100 (and outputs per job divided by 100)?

Is the grouping actually by ethics, or is it by factions?
  • It is already possible to have pops of the same ethic belong to different factions, and I imagine that there will be more faction diversity in the future (even if ethic and faction are nearly synonymous currently, except for Manifesti and Cybernetic Creed). Since Happiness is affected via factions rather than ethics, I imagine that the grouping is actually by faction - but clarification would be nice.

Is it even necessary to group by ethic/faction to begin with? Could it be more CPU efficient to treat those numbers as properties of pop groups?
  • The economic properties of pops are not directly affected by ethics, faction, or Happiness; Human Worker pops cost and produce the same amounts regardless of their political opinions. By separating economically similar pops into different groups, the economic calculations will need to be done once for each ethic/faction grouping, rather than just once per species-stratum grouping.
  • It seems to me that ethic/faction membership could instead be treated as a property of each pop group, which then determines the pop group's contribution to Approval Rating, Crime, Faction Support, and Diplomatic Weight.

Since the pop/job model is being reworked, I would like to repeat a previous suggestion: Job weights should also consider (all) pop upkeep effects.
  • When comparing two pops that produce the same output, the pop with the lower upkeep should get the job.
    • Species traits that modify pop upkeep should also affect job weights.
    • Habitability currently affects resource-producing jobs' weights, which makes sense as their resource output is also being affected. However, since pop upkeeps are also affected, Habitability should be considered for the non-resource-producing jobs as well (and be doubly considered for jobs with resource outputs).
    • Alternatively, a pop's total pop upkeep in the stratum of a job (from traits, habitability, and living standards) could be used as an inverse job weight.
  • Overall, this would help push costly pops to lower strata, then into unemployment, and finally to emigration. It would help pops on wrong-climate worlds relocate to better climates, rather than clinging to local high-stratum jobs they clearly are bad picks for. The vanilla Humans would also get an interesting synergy between Wasteful, Nomadic and Adaptive, as all three of them would now point them towards migration and dispersal across the galaxy. Trending towards the Worker stratum (and unemployment and migration) more than other species, they would often be less happy than other species in non-egalitarian economies (and would also enjoy the egalitarian living standards more than most other species, for the same reasons). In summary, Humans would be coarse and rough and irritating and get everywhere.

Any chance that the pop rework will mean that Colonization will not give free pops any more, instead relying on some kind of pop migration/resettlement?

Any chance that the pop rework will mean that we will no longer have two different migration types?
  • We currently have both pop growth migration and pop resettlement, and the former is no longer a necessary system now that we have the latter. Pop growth migration also has issues that do not exist in the pop resettlement system (pop assembly is not included in the former, and bonuses to Immigration Pull do kill internal pop growth migration between planets).
  • Having a single migration system should be both more CPU-effective and friendly to new players. Having two separate systems, that ultimately serve the same purpose, is only complexity for complexity's sake.

Quality of Life Improvements​

Some personal wishes of mine:

Planetary Ascension affordability notifier

Empire designer quality of life improvements

Top bar counter for Edict Funds

Minor artifact actions should be easier to repeat

Size 300 galaxies

Faction Unity generated by a pop should be listed in its Pop Details box

Empire Size tooltip currently omits 6 of 8 effects (i.e. if 1 more effect is added, it omits 7 of 9)

Unyielding tradition tree should get a noun-based name ("Vigilance" would go well with a certain closely related ascension perk), and any other tradition trees with adjective-based names should also get noun-based names.
 
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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.

View attachment 1243656
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.
EU4 had a way to tag certain countries as noteworthy to filter notifications. Is there a chance, perhaps after 4.0's release, to distinguish between "some random neutral country I happen to know" and "a neutral country I'd like to pay special attention to"?

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.
In the absence of details, my current expectations is CK3 memories: a list of bulletpoints where the bullets are icons to distinguish what type of moment it is. If I'm to stretch that expectation, I'd like a map to go with those bulletpoints: highlighting where something happened. Future expansion idea: those bullet point locations become anomalies in the lategame.

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.

View attachment 1243658
And the Auto-generate designs checkbox won’t stop you from saving a new ship design!
After picking ship role, could you add a "weapon/defence preference" menu? So the player can quickly say "I want an artillery ship using energy weapons and mostly armour. Even if my research is quite behind on those categories compared to other options".
They're still open for comment, but thus far we've got several thousand responses to each of them. Espionage and Pirates/Crime are the ones you guys have the most opinions on.
How many staff members are reading for how many days to go through the thousands x 4 forms? I want to salute them.
 
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[special systems] inflated the number of such [habitable] worlds well above the expected number
A while back, I did a deep dive on this issue while working on a related mod. From my tests, it looked like special/unique/event systems only had a small impact on total having worlds.

I removed all solar_system_initializers that included a nonrandom habitable planet, but still the 0.25x setting generated about twice as many planets as you'd expect (ie 50% of 1.0x). This was also with 0 primitives, AIs, FEs, and Marauders. (I'm happy to rerun my tests / provide more details.)

There is a deeper issue with random habitable generation (at least in the current version). Is that fixed as part of the galaxy generation work in 4.0?
 
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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.
Does this also applies to Gestalt empires? Now their leaders get extra veteran trait instead of a destiny trait, and nodes get a trait at level four (though I am not sure if veteran subclass actually applies bonuses to nodes), how would they be affected?

And on that note, do paragon traits that gestalt nodes copy persist between different instances of a node? I was always afraid to reformat nodes because they might lose this traits and I am not sure if they will.
 
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I love everything I have read. However, I worry with so many changes happening at once how well they will be done. High likelihood of some broken issues that will ruin the gameplay experience until it's fixed. My added worry is that this is coming with a DLC, which means no matter how great the DLC is it's likely to bomb in reviews because of everything changing in the patch.

Worries aside, I love everything I've read and so even if it takes a while to fix after it's been released, I'm happy it's happening. And, there's always the rollback to previous version while we wait!
 
I think you saw "Pops are the problem" and thought 'You're right, there's not enough of them!' instead of the obvious (and even mentioned) slowdown as a result of excessive processing allocated to them. Now you want us to allocate thousands of pops per planet?!
 
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I think you saw "Pops are the problem" and thought 'You're right, there's not enough of them!' instead of the obvious (and even mentioned) slowdown as a result of excessive processing allocated to them. Now you want us to allocate thousands of pops per planet?!

The important difference is that calculations won’t be per pop. Pops will be grouped together and calculations done on the entire group. So if you have ten Egalitarian Blorg Workers that’s one calculation for happiness, job output, consumer goods upkeep etc compared to now where it would be ten separate calculations.

This is basically how Victoria 3 works and that game has far more provinces with far more pops than Stellaris does. It doesn’t mean that there will never be any lag due to pops but it should be a significant improvement to the number of calculations.
 
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The important difference is that calculations won’t be per pop. Pops will be grouped together and calculations done on the entire group. So if you have ten Egalitarian Blorg Workers that’s one calculation for happiness, job output, consumer goods upkeep etc compared to now where it would be ten separate calculations.

This is basically how Victoria 3 works and that game has far more provinces with far more pops than Stellaris does. It doesn’t mean that there will never be any lag due to pops but it should be a significant improvement to the number of calculations.
The issue to me is that Paradox removed Tiles (a very simple system in which every individual pop mattered) and then added the current system, where every pop is only as efficient as the job it can fill, or otherwise it's a drain on your planet's happiness and stability. Thankfully pops have been squished down a bit since Le Guin launched, but now we're going right back to 'Individual pops mean nothing, here's a billion of them, pray your CPU doesn't melt.'

Number Squish is hardly a bad thing, especially for a game as old as Stellaris. Numerical Expansion on the other hand, is something one should be extremely cautious about.
 
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The issue to me is that Paradox removed Tiles (a very simple system in which every individual pop mattered) and then added the current system, where every pop is only as efficient as the job it can fill, or otherwise it's a drain on your planet's happiness and stability. Thankfully pops have been squished down a bit since Le Guin launched, but now we're going right back to 'Individual pops mean nothing, here's a billion of them, pray your CPU doesn't melt.'

Number Squish is hardly a bad thing, especially for a game as old as Stellaris. Numerical Expansion on the other hand, is something one should be extremely cautious about.

I played at release, or near enough. I remember tiles and can’t say I miss them.

Wrt melting CPUs it doesn’t matter if the numbers go up if the calculations are grouped. If a group has 1 pop, 10, or a trillion it’s the same calculation. The only difference is whether it has a x1, x10, or x1e12 at the end of the equation.

The number of groups will certainly matter but tentatively there doesn’t seem anything to suggest that group number would be anywhere close to the pop numbers of the current game. If the AI knows to uses the new sub species integration feature then it could be even less as the number of groups by species are consolidated further.
 
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Pls add a way to remove content easily, like

some_entity = {
remove = yes
}

Because currently it is a pain the ass to guess the way to properly remove an item.

--

And I hope the Focus Tree feature can be turned off :confused:
 
Any chance we'll see changes to the long forgotten Prison, Resort, and Thrall worlds? Thrall worlds are especially frustrating because of how unemployment works with slave resettlement.
 
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