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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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For quality of life can we PLEASE improve the Empire creation, more specifically the naming of our leaders, planets, ships and fleets. i think a better option would be able to pick from a list for each section instead of what we have now.
 
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I think that the idea to grant techs and features through these gamey missions is horrible. These missions are not the part of gameplay, just a gimmic to make the game more accessible.

The more I think about it, the more I dislike the idea as well. I hate the idea that they are "missions". Given by who? How is it related to my empire and its people? It feels overly 'game-y' and breaks my immersion. I hate the idea of daily missions in every game that has them (usually the competitive ones) because they FORCE me to do something completely unrelated to what I normally do in order to achieve some carrot reward. The missions always wrench me off from just playing and enjoying the game. And I hate the idea of something massively important like technologies would be barred behind these missions.

I don't think that they should be merged on the star map, but in the ship UI itself two buttons for basically two equivalent civilian stations that are deposit-dependent anyway feel unnecessary.

Except for the fact that if the buttons were merged, building research/mining stations to a system would have a much larger starting cost since you were building both at the same time. This is major in the early game when you have negligible mineral production. In the early game I often have to balance very carefully what I build and where personally..
 
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The more I think about it, the more I dislike the idea as well. I hate the idea that they are "missions". Given by who? How is it related to my empire and its people? It feels overly 'game-y' and breaks my immersion. I hate the idea of daily missions in every game that has them (usually the competitive ones) because they FORCE me to do something completely unrelated to what I normally do in order to achieve some carrot reward. The missions always wrench me off from just playing and enjoying the game. And I hate the idea of something massively important like technologies would be barred behind these missions.
I think referring to them as tasks was a misstep. They seem more like waypoints. I also got the impression they're going to be one and dones, you won't keep getting "make a new friend!" on repeat. You might get "reach 30 mining stations", but you won't get "build 10 new mining stations" popping up every few months like in the old Democracy setup.

I also didn't get the impression that technology would be gated behind track progress other than federations (which is a tradition). It sounds like cruisers will be added as garaunteed tech at a certain level of Conquest (or Development? Both?) but it can still just roll normally even if you've somehow avoided doing a single Conquest task all game.

Except for the fact that if the buttons were merged, building research/mining stations to a system would have a much larger starting cost since you were building both at the same time. This is major in the early game when you have negligible mineral production. In the early game I often have to balance very carefully what I build and where personally..
TBH it's silly that you prepay for them all in advance. You should only have to prepay for the first one and the rest get deducted as your start building them, same as when you queue them up manually.
 
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Why don't we wait and see what they're like before demanding they're removed or be made optional? Could be that you're right and the beta shows they don't make sense, feel too railroady, or are otherwise not fun. Could be that they work really well and complement the rest of the game systems.

I disagree that the very concept is gamey and seemingly we're not going to see eye-to-eye on that if you think it's more gamey than mana.

The general idea behind them is that your development as an empire should be influenced by the way you're actually acting.

A militant empire that is building a large fleet and fighting their neighbors will naturally be completing Conquest tasks just by doing the things they are doing.

Meanwhile they'll probably not be as focused on diplomacy and infrastructure, so it will probably take longer for them to get Form Federation than the MegaCorp that's been schmoozing their neighbors since meeting them.
 
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TBH it's silly that you prepay for them all in advance. You should only have to prepay for the first one and the rest get deducted as your start building them, same as when you queue them up manually.

Its not silly in the sense that you have to reserve the resources for the building beforehand. If you didn't do that, a lot of the tasks would be constantly canceled because some other task took away the resources of this one. It still happens currently, but to a lesser extent. The issue would be rampant if the resources weren't reserved beforehand.
 
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The general idea behind them is that your development as an empire should be influenced by the way you're actually acting.

A militant empire that is building a large fleet and fighting their neighbors will naturally be completing Conquest tasks just by doing the things they are doing.

Meanwhile they'll probably not be as focused on diplomacy and infrastructure, so it will probably take longer for them to get Form Federation than the MegaCorp that's been schmoozing their neighbors since meeting them.
I said this in another post but something like "milestones" or "waypoints" or "landmarks" would be more evocative of this concept than "tasks". I really like the sound of the mechanics as described but I get why people jumped from "tasks" to "checklist of busywork".

Personally I really like "waypoints".
 
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I think referring to them as tasks was a misstep. They seem more like waypoints. I also got the impression they're going to be one and dones, you won't keep getting "make a new friend!" on repeat. You might get "reach 30 mining stations", but you won't get "build 10 new mining stations" popping up every few months like in the old Democracy setup.

I also didn't get the impression that technology would be gated behind track progress other than federations (which is a tradition). It sounds like cruisers will be added as garaunteed tech at a certain level of Conquest (or Development? Both?) but it can still just roll normally even if you've somehow avoided doing a single Conquest task all game.

Its possible to make it less aggravating, but the devil is in the details. If technologies weren't gated but instead became "guaranteed research options" that would be much, much better.

But I am not convinced even a milestone-based system is going to be much better. Imagine if you planned to build tall as an empire, and then there is a milestone that requires you to have say, seven colonies. Do you feel happy? I can't shake the feeling that this system is going to dictate to people how they need to play, in order to get these "rewards". You lose the freedom of choice. Usually its either this, or a system that is completely forgettable and unimpactful, because the fine balance can almost never be achieved. I'd be super-reluctant to change this sort of core systems if I was a dev.
 
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The general idea behind them is that your development as an empire should be influenced by the way you're actually acting.

I think what actually will happen is the inverse: the people's way of playing is affected by an outside factor, the milestone system. The game tells players how to play.
 
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Its possible to make it less aggravating, but the devil is in the details. If technologies weren't gated but instead became "guaranteed research options" that would be much, much better.

But I am not convinced even a milestone-based system is going to be much better. Imagine if you planned to build tall as an empire, and then there is a milestone that requires you to have say, seven colonies. Do you feel happy? I can't shake the feeling that this system is going to dictate to people how they need to play, in order to get these "rewards". You lose the freedom of choice. Usually its either this, or a system that is completely forgettable and unimpactful, because the fine balance can almost never be achieved. I'd be super-reluctant to change this sort of core systems if I was a dev.
I strongly suspect that any reward tied to a task/milestone of "develop 7 colonies" would be designed to be appealing specifically for a wide/expansionist player.

This would very likely also be heavily iterated upon during the Beta, when players can provide active feedback what playstyle cares or not for which reward.
 
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The general idea behind them is that your development as an empire should be influenced by the way you're actually acting.

A militant empire that is building a large fleet and fighting their neighbors will naturally be completing Conquest tasks just by doing the things they are doing.

Meanwhile they'll probably not be as focused on diplomacy and infrastructure, so it will probably take longer for them to get Form Federation than the MegaCorp that's been schmoozing their neighbors since meeting them.
In practice it will be an "external" system which will grant you bonuses for actions. How is it related to the gameplay? It is not related at all. It is an absolutely immersion-breaking gamey feature that should not exist in a grand-strategy game.

And I am not even speaking about replayability where all the same "waypoints" will emerge again and again. Instead of making every game unique you are going the opposite way - you try to standartise the experience.

If you want to make the game more accessible, make some guided training missions, but do not enforce this guided experience onto every playthrough.
 
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Its possible to make it less aggravating, but the devil is in the details. If technologies weren't gated but instead became "guaranteed research options" that would be much, much better.

But I am not convinced even a milestone-based system is going to be much better. Imagine if you planned to build tall as an empire, and then there is a milestone that requires you to have say, seven colonies. Do you feel happy?
Oh I absolutely agree! I even brought that up earlier (and no I'm not expecting you to have read every post in a 13 page thread. I sure haven't!). There are definitely details that have either been left out for brevity or because they haven't been locked down yet, which is fine for the scope of this dev diary. But yeah, how likely the system is to hand you something you don't want to do ever and how nicely it handles things if it does is my biggest worry. "Found your first colony" sitting there for an entire one planet gimmick run would be fine (and sensible even) assuming I'd still be able to get Development rewards coming in fast because of how quickly I'm upgrading my capital. But ending up completely softlocked out of the development tree because RNG filled all my development waypoint slots with colony stuff would be bad.

I would hope "Have 7 colonies" won't be a waypoint because it doesn't really say anything about the empire in question. You could have founded them yourself or captured them in wars. "Capture another empire's colony" and "Own another empire's capital planet" work much better, and if that means my Pacifist empire's Conquest meter slows to a crawl then that seems good?
 
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In practice it will be an "external" system which will grant you bonuses for actions. How is it related to the gameplay? It is not related at all.
Doing a bunch of conquering will unlock progress down a tree that will make you more likely to think of additional conquering options that might not have occurred to a more peaceful nation. Doing a bunch of exploring will move progress down a tree that will unlock exploration based options that wouldn't have occurred to a more isolated empire. The way you play the game will unlock more ways to play the game the way you were already playing the game. How is this not related to gameplay?
 
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Doing a bunch of conquering will unlock progress down a tree that will make you think of additional conquering options that wouldn't have occurred to a more peaceful nation. Doing a bunch of exploring will move progress down a tree that will unlock exploration based options that wouldn't have occurred to a more isolated empire. The way you play the game will unlock more ways to play the game the way you were already playing the game. How is this not related to gameplay?
Where do these "rewards" come from? Who is guiding you?

They all come out not from the gameplay loop, that's why I call them "external".
 
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The general idea behind them is that your development as an empire should be influenced by the way you're actually acting.

A militant empire that is building a large fleet and fighting their neighbors will naturally be completing Conquest tasks just by doing the things they are doing.

Meanwhile they'll probably not be as focused on diplomacy and infrastructure, so it will probably take longer for them to get Form Federation than the MegaCorp that's been schmoozing their neighbors since meeting them.

All sounds good in principle! Devils in the details I guess so looking forward to learning more and providing feedback in the beta.
 
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This lays it out pretty well. There'll be three tracks; one for development, one for conquest, and one for exploration. Progressing down these tracks will provide fixed benefits at fixed points. One of the fixed benefits is Federations.

There'll be a window off somewhere with various tasks/benchmarks/whatever listed in it. If you do something (or have already done something) that matches one of the available opportunities/goals/whatevers your rank/score/experience/whatever in the appropriate track increases by one and a new watershed/cornerstone/whatever becomes eligible for completion. If you spend all your time warring you'll speed down the Conquest track, if you spend all your time building stuff you'll speed down the Development track.

If you have a specific goal in mind and have selected it as an aspiration then the tasks will be more likely to be appropriate to your aspiration. e.g. if you have Megastructures as an aspiration you're more likely to get Build a Dyson Swarm as a task. So the more Megastructure things your Megastructure empire does the faster you'll speed down the tracks. Do a bunch of Megastructural violence and you'll go down the Conquest track real fast, but since federations won't be in the conquest track you can't use your murder gains to suddenly pivot to friendlytown.

There's a bunch of very narrow specifics that aren't mentioned, like how many tasks will be available at once, what happens if you get a task you have no intention of ever doing, whether the three tracks will be entirely seperate or if e.g. unlocking Federations will require a minimum level in both tracks, but the basic outline is pretty clear. And I agree - one depicts the development of an empire's identity by the culture it fostered, while the other is just a stat check or grind quest that anyone could achieve without any investment that felt like a decision... but again, we're at complete odds as to which is which.

Oh, and Eladrin specifically called out that if you've already completed a task naturally before it becomes "available" then as soon as it does become available you'll complete it immediately - which is a huge indicator that they've put thought into how to make it as minimally "gamey" as possible. No holding off scanning planets waiting for Planetary Survey to proc or postponing your first Dyson Swarm because you don't have a checkbox for it yet - yoy can completely ignore the task screen and just play naturally and you'll get the credit when you get it.

Well versed. However, I still believe that tasks will be the most controversial part of the update if we move gameplay features behind them and railroad our empires down the red, blue, or green task line.

Games can really benefit from the obstruction of information. Making everything a transparent task bar and setting up checkboxes like it’s FarmVille 2009 can create a repetitive process of doing the same tasks over and over again just to unlock necessary or desired game features.

If we really only get three lines, as you suggest, it would be terrible. It would boil down the underlying game progression into three paths and take away from perceived diversity. The game is already on the verge of falling into the abyss of broken illusion if you take two steps back and look at what we do and why we do it. So making it even more simplistic at face value could be the next step toward that downfall.
 
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Where do there "rewards" come from? Who is guiding you?

They all come out of the gameplay loop, that's why I call them "external".
Stellaris has about a dozen gameplay loops. They all boil down to invest time, resources, and effort -> get stuff. This is no different. Why can I build a bunch of priests to make blue mana and then spend it on making my buildings cheaper? Why does filling out the discovery tree let me take an ascension perk that increases my edict capacity? Why does observing a collapsing star make me research better computers faster? Why will getting into a lot of wars allow me to tell my scientists to invest their time into researching a better warship? Why is it only the last one that sounds weird to you? Why does the last one sound weird to you at all?
 
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Please please please split the diplomatic notification types between "affects my empire" and "only affects other empires." I want to know about AI breaking or proposing treaties with my empire, but I don't want to know about the migration treaties between foreign empires. Since they're lumped under the same notification category, I'm stuck leaving them on despite 80% of them being irrelevant. This distinction is something that all the current paradox games are unfortunately not great at and really handicaps the message system customization.

Also, there's been a bunch of audio alerts added in the past year or so which don't seem to be mutable, stuff like "hostile space life form detected" which gets really spammy in the mid-late game. It'd be nice if those were included in the message settings, or honestly, toned down by default because four amoeba notifications/month kinda doesn't matter when you're flying around with battlecruisers.

It would also be nice if the new ship designer let us save T1 corvette loadouts at least between games so I don't need to redesign my starting ships all the time.

And one more request: please let us view tradition trees even without a tradition perk available. There can be plenty of dead time early in the game when it'd be nice to plan out potential trees (or look ahead on ascension path perks - Virtuality is one that keeps catching people off-guard), but we can only look at a possible tree when we have a tradition available.
I have 2k hours and havent noticed the foreign migration treaties... Was it because you were an empire having such threaty with empire B, who accepted empire C-s offer, so now, empire C's pops can storm your planets since empire B can give you these pops.