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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 particularly like decoupling forming federations from the Diplomacy tradition tree. This all looks some level of good, from "I'm okay with that" all the way to "I've literally been asking for this for years."

I understand if you don't have it quite finalized, but when can we expect a roadmap of DLC for the year? I'm particularly eager to see updates for Genetic and Psionic ascensions.

Finally, may I suggest doing a feedback dev diary for the widely loathed Cosmic Storms DLC? I don't honestly think it's that urgent to actually implement fixes, you don't need to rush that out right this minute. But it's absolutely awful, and every person I've ever seen talk about it including myself either has disabled it, will disable it soon, or has had it temporarily disabled due to how awful it is. There are some other DLCs that I think need updating, but none are so severe - rifts could use some QoL, fauna could use a bit of a buff, Treasure Seekers has some bugs, etc. But Cosmic Storms is the only DLC to date where not just some, but the literal majority of content is actively detracting from the game.

I'm concerned about how this turns out. We already have the issue of large stalemates as overly large blocks form, making it so that neither party has enough fleet power to hurt the other. On the flipside, if you try to stay solo, you cannot outpace a federation in terms of fleet power if they play competently.

That said, a readily available federation mechanic could lead to many smaller federations, capping the creation of larger ones at a very low rate. This could turn the galaxy into a more level playing field for mid- to endgame wars and keep them in check.

Again, this ties into the big issue of how fleet power stacking works. Otherwise, federations would be more of a territorial defense system to ensure you don't have too many neighbors falling into your back and less of a net increase in military power to weaponize against a single system.

I have a lot of problems with vassals more than federations, which isn't to say I don't have issues with the latter (issues that went into the feedback forms). They are often far too stable while at the same time lacking any means for the participants to meaningfully negotiate or mediate over issues. I'm tempering expectations that we might not see significant changes to either systems in Phoenix but I am intrigued by how these triggers could work. I hope vassalisation also requires some sort of action that takes your empire in that direction so we don't have a repeat of now where federations take traditions to unlock but every empire can easily convince others to bend the knee diplomatically.
 
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The side bonus I've been advocating for years is that it will no longer be possible to form a federation as your second tradition pick.

Federations now being tied to a separate mechanic means 1. The AI my not be as good at getting it 2. It may not get it as early.

It being in Diplomacy has just meant that getting a federation has a silly prerequisite and, simultaneously, is available much too quickly. The first half is fixed pending what you have to do to unlock it now, and the second half is fixed pending how much you have to do.
I like the sound of that.
As federations clearly share the name and idea from Star Trek, I think they should abide by the rules of being the ultimate goal of a positive diplomatic relationship. If I were to design a system, after a long time alliance I would start by creating a situation where the idea of a federation between empires is initiated, followed by a long and costly process to align the empires to a mutual understanding. This would not only entail some resource upkeep but also deadlines to meet, such as aligning laws, species rights, civics and ethics to some capacity. Depicting the cost and compromise such a deep relationship would entail and could create a really fun story each time, and it would come at a significant cost if we decide to essentially double our empire's influence and power. And gain access to the strong federation buffs.

Ultimately, I think they would lose their power and impact if the results and net power gain of forming them—same as vassals—did not instantly translate into an addition of power. But this requires a change in how we utilize that power. Hence the constant and repetitive hammering on the doomstack issue. It just kills the design and the game for me.
 
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@Eladrin Quick question out of curiosity: we have the situation system, and I vaguely remember that it should be used for more than just crises or events. Why not utilize this to give players goals that way? Why introduce another quest-log-like system on top of the others? Or did I misread this?
Personally, I think it would be pretty good if they essentially clone the crisis progression display. Tasks, unlocks, tiers - probably a very good match.

I didn't really see anything specific on where/how this would be though. It may indeed be a situation.
 
Personally, I think it would be pretty good if they essentially clone the crisis progression display. Tasks, unlocks, tiers - probably a very good match.

I didn't really see anything specific on where/how this would be though. It may indeed be a situation.

I triple-checked, and it is not directly stated:

"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."

But I read this, and it sounds terribly gamey and unimmersive. Basically, a battle pass progression to unlock gameplay features mid round? I mean, tying federations to traditions, which somewhat depict the cultural development of an empire, was okay-ish and felt like a choice an empire made, but this sounds like: "Gain 10 diplomatic relations to unlock Federations."

I wouldn’t have gone for that. I’d have created the task system as an optional tutorial, not an experience bar to fill by doing collectathons or whatnot. It just doesn’t sound great nor fitting for the game.
 
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Fix the existing game before moving on to something new. Fissile Cores is unattainable outside of console use. Check your bug reports forum. I'm not willing to let this go.
1. This is fixing the existing game, it is an overhaul of a lot of broken features.

2. The hell is "Fissile Cores"?
 
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I would like to have a bit more agency over the Grand Archive, specifically being able to drag-and-drop exhibits instead of having to sell things just to free a display spot.
 
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1. This is fixing the existing game, it is an overhaul of a lot of broken features.

2. The hell is "Fissile Cores"? That sounds modded.
Fissile Cores is the species unique mutation for the Crystalline Entity Space Fauna ships. It makes it so that when the ship is killed it splits into two smaller ships. It is not modded content. It comes with the Grand Archive DLC. To my way of thinking I got sold an unfinished product due to this bug. That is why I am unhappy about it. An entire chunk of the event chain is missing in the code. I've filed a bug report but I will make noise about this until I am banned, the game dies, or it gets fixed.
 
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1. This is fixing the existing game, it is an overhaul of a lot of broken features.

2. The hell is "Fissile Cores"?
Fissile Cores is the special mutation for crystals. You literally can't roll Fissile Cores. The code to give it to you doesn't exist; functionally, only Tiyanki, Void Worms, and Amoeba can ever roll their special mutations.

It revealed all the people who did their testing with console fleets setup (like me) vs. people who actually tried things in a real playthrough.

There are tons of other bugs with the Grand Archive mutation components (some components have 10% the cost they should in a few sizes, or deal half damage compared to their non-mutation counterparts because the mutation slot sizing is off by one tier). It needs a lot of bug fixing.

"Fix every bug before making new features" is a non-starter, obviously, but I understand the sentiment.
 
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Galaxy Generation Updates
As Stellaris has grown, so has the number of pre-scripted systems. Many of these unique systems were set at extremely high weights to appear, causing most of them to appear in every game you play. Since these special systems usually contained one or more habitable worlds, it inflated the number of such worlds well above the expected number, especially since they did not respect the Habitable Worlds slider from your settings.

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

Since I rarely play Stellaris, this means I'll be more likely to completely miss out on content just because it didn't spawn in my biannual game?

Will there be a way to ask for "extra goodies" or "all of the scripts please" in the game settings?
 
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Fissile Cores is the species unique mutation for the Crystalline Entity Space Fauna ships. It makes it so that when the ship is killed it splits into two smaller ships. It is not modded content. It comes with the Grand Archive DLC. To my way of thinking I got sold an unfinished product due to this bug. That is why I am unhappy about it. An entire chunk of the event chain is missing in the code. I've filed a bug report but I will make noise about this until I am banned, the game dies, or it gets fixed.
Oh, fair enough then. There are an irritating number of outright bugs with fauna, the main one I know of is strikecraft not moving after being deployed (and therefore doing nothing). Don't think they'll ban you for that though, I repeatedly make pages-long complaints and I remain unbanned.

They definitely shouldn't stop all else until they fix that (much like stuff with Cosmic Storms, missing ascension reworks, etc) but, also much like that, they do need to fix it.
 
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Oh, fair enough then. There are an irritating number of outright bugs with fauna, the main one I know of is strikecraft not moving after being deployed (and therefore doing nothing). Don't think they'll ban you for that though, I repeatedly make pages-long complaints and I remain unbanned.

They definitely shouldn't stop all else until they fix that (much like stuff with Cosmic Storms, missing ascension reworks, etc) but, also much like that, they do need to fix it.

Yeah there's a lot of bugs, balance, and QoL issues with the last two DLC. While I don't think it makes sense for the devs to completely focus on them I do hope examples of all three will be addressed alongside Phoenix. It would help with the goal of:

I’m hoping to challenge Lem for the Patch Note Crown.
 
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Fissile Cores is the special mutation for crystals. You literally can't roll Fissile Cores. The code to give it to you doesn't exist; functionally, only Tiyanki, Void Worms, and Amoeba can ever roll their special mutations.

It revealed all the people who did their testing with console fleets setup (like me) vs. people who actually tried things in a real playthrough.

There are tons of other bugs with the Grand Archive mutation components (some components have 10% the cost they should in a few sizes, or deal half damage compared to their non-mutation counterparts). It needs a lot of bug fixing.

"Fix every bug before making new features" is a non-starter, obviously, but I understand the sentiment.
The part that makes me mad is that, as I understand it, it is literally just 20 lines of missing code. 3 lines need to be added to the inline_script section of grand_archive.10000 and the 17 lines need to be added to add in grand_archive.10009 between grand_archive.10008 and grand_archive.10010. I've detailed all of this in my bug post including what line the problem starts in what file.
 
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Nice! I wonder if we will be able to preserve our Stellaris Timelines once a campaign is finished, so that we can review our galactic triumphs (or falls) at our own leisure.

I am also genuinely interested in seeing what the new Trade system looks like and whether it will improve things such as the clerk job or the idea of having commerce focused worlds.
It will be better if they have replay function like in Civilization.
 
I personally enjoy having all the unique systems in one game - would it be possible to add a setting for us to choose to make them all spawn instead of using whatever weighting system will be used normally?
 
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All of these things sound good...
Unfortunately Stellaris dev team has proven itself to be world champions of Half-Measures time and time again.
Most of the issues being addressed here were reported ON RELEASE of each corresponding DLC.
And yet here we are, only years later getting to them.
So ill just sound like a broken record yet again and re-iterate my pain points:

If you are going to do the species trait update and NOT do a complete rework on all the traits, I'm straight up never launching the game again. The level of imbalance, inadequacy to modern and even more so to future Stellaris, and honestly just depressing boredom they cause is hard to transmit. They have remained the same for half a decade while the game around them changed completely.

If you are doing a pass on leader perk levels (I was screaming about the trait selection spam every day for weeks on Paragons release). At least make them fun? If you are not going to remove the levels, then make Standard & Proficient - versions of the trait. Where the Proficient is better than just double, give it an extra effect. You do it with some, but the system as a whole is such a cluster* that even giving feedback on it gives me a headache.
 
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I only want to be able to arrange fleets on the outliner.

Other than that, throw me anything and I'll accept. That's how "Docile" and "Conformist" I am without even having to edit my gene template. Bring back Stellaris 1.0 pops for all I care.
 
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