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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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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?
At least all these make some sense, unlike Focus Tree.

(Though Unity mana is really getting to far with its bonuses)
 
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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.
No Lord Purifier, it is because when you play an empire capable of diplomacy, you get a notification for every diplomatic action of every empire you're in contact with, but no way to filter out those that don't involve your own empire, m'lord.
 
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Probably a very unpopular opinion here but 'streamlining' (interchange with with dd-word if you prefer) POPs is the worst news I have heard from Paradox regarding Stellaris as POPs are the best thing in whichever game Paradox has them in. There's no acceptable benefit that's worth the trade-off from them being a lesser version of themselves. Much less performance which isn't even a gameplay issue. Why should I care if the game can run 100 years in 10 seconds if the quality of the simulation is effectively worse? It's like generating an AI image which is non-serviceable but is faster to generate. Who cares if I can generate ten times the amount when none of them can offer the quality one had before?

I'd rather hear the news of "no more patches" than "here's a patch that will offer a lesser experience". I'll see what they do with this 'POP groups' but I'm not holding my breath. You don't want to hold back the computation power from where the game needs it. Vic3 made that mistake and ended up with non-sense things like POPs consuming what's produced most instead of what's cheapest. If we end with an amalgamated mess of POPs that don't properly portray diverse properties, it'll harm what's being tried to do with the POP system. Every POP already simulates a bunch of the population grouped together, it's not representing one singular entity. I don't see how they can be grouped even further without diluting their meaning.
 
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Speaking of the empire timeline, will we be able to change the flag/colours/name of our empire to reflect the major societal transformations during a game? this would really improve roleplay too
 
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So a priest is a job that is worked on by a pop. And what game mechanics does the Focus Tree represent?
I don't quite follow what your meaning of "game mechanics" is here. It is a game mechanic itself. Do you mean what "game piece" is making these? Like what in-game pawn is spawning the waypoints?
 
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You can't quite follow because there is no game mechanics behind the Focus Tree.
I don't understand what you're using game mechanic to mean, I'm sorry. There's lots of game mechanics behind the concept described in the OP. The concept described in the OP is itself a game mechanic. You're using the phrase game mechanic to mean a very specific kind of game mechanic and if I don't know what you are using the term to mean we're just going to go around in circles. I genuinely wish we had been able to reach a mutual understanding, even if we hadn't ended in agreement, and I hope the thing you're worried about doesn't happen and you enjoy Stellaris 4.0.
 
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I don't understand what you're using game mechanic to mean, I'm sorry. There's lots of game mechanics behind the concept described in the OP. The concept described in the OP is itself a game mechanic. You're using the phrase game mechanic to mean a very specific kind of game mechanic and if I don't know what you are using the term to mean we're just going to go around in circles. I genuinely wish we had been able to reach a mutual understanding, even if we hadn't ended in agreement, and I hope the thing you're worried about doesn't happen and you enjoy Stellaris 4.0.
I mean something that exists in the game universe. Pops, Jobs, Planets, Techs, Anomalies. And what makes sense.

(Though Unity shenanigans are weak in this domain and would be nice to have it reworked)

The "waypoints" do not represent anything exisiting, they are mere bonuses for your actions that come out of nowhere. Thus I say they do not represent any in-game mechanic.
 
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I think the planned improvements are great!
I hope that as the game has developed, the selection of traditions will increase, so that at some point you will be able to choose one or two more than you do now. And also that two different species shouldn't look the same. With the large selection of possible looks, that shouldn't really be a problem. But it still happens.
 
Why not skip odd levels and start with a initial trait?

Skipping even only skips 3 levels (2, 6, 10).
  • You would get 7 traits that are double power, instead of 10 at the current power, which is a significant increase.
  • The player would end up getting nothing on the first level up, which is a bit disappointing.
  • The player would get nothing on the last level up, which is very disappointing. Nothing to look forward to after 9.
  • Traits picks are clumpy (3,4,5), (7,8,9).
  • Gestalts lose a trait unless they inexplicably get normal traits at 8, as they don't get destiny traits.
Skipping odd would skip 3, 5, 7, and 9.
  • 6 traits instead of 7, marginally less power creep.
  • First and last levelup is valuable.
  • Pick/nonpick levels perfectly alternate (pick on 2, 4, 6, 8, 10)
I don't think you actually get a veteran trait at level 4, just your class. So currently you get three regular traits tiers, +1 per additional starting traits from traditions or whatever,, a veteran class, and either 6 veteran traits/trait upgrades levels or 5 veteran traits/trait upgrades and a destiny trait (IIRC the destiny trait replaces the level 8 upgrade). With the version in the OP you'll get 4 regular trait tiers and +2 per additional starting trait, your veteran class, and either 5 veteran trait tiers (2 double powers + an upgrade), six veteran trait tiers (three double power ones, no upgrades), and a destiny trait if you're a non-gestalt.

So the power differential is +1 regular trait tier per starting trait, potentially -1 veteran trait tier, and destiny traits are now free. That last one is kind of a kick in the teeth for gestalts and it feels kind of weird not getting anything at level 10?

Going evens is a bit better because you get the same total non-destiny perks as the OP, get something at level 10, and Destiny traits stay as a trade rather than a straight freebie, but it leads to weird early game pacing. You have 4+ traits by level 2 (up to 2 double strength starting traits + the level 2 gain), then you never pick a regular trait again and don't even pick your first veteran trait until four levels later.

How about this:

1) Starting traits
2) Skip
3) Pick a regular trait
4) Skip
5) Choose a veteran class
6) Choose a veteran trait
7) Skip
8) Destiny trait OR a level up a veteran trait OR pick another veteran trait
9) Skip
10) Level up a veteran trait OR get a new veteran trait

So we get to skip 4/9 levelup spams, the only clumping is getting to choose a veteran trait right after your veteran class which feels very "right" to me (e: maybe fiddle the level xp a bit so level 5 arrives a little earlier but there's a little bit of a bigger gap between it and 6), we get something cool at level 10, and Gestalts get one of the new boosted veteran traits instead of a destiny trait. And players aren't spammed with PICK SCIENTIST TRAIT PLEASE as soon as they explore like 3 systems.

e: removed some editing cruft I'd left at the bottom of the post lol
 
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I mean something that exists in the game universe. Pops, Jobs, Planets, Techs, Anomalies. And what makes sense.

(Though Unity shenanigans are weak in this domain and would be nice to have it reworked)

The "waypoints" do not represent anything exisiting, they are mere bonuses for your actions that come out of nowhere. Thus I say they do not represent any in-game mechanic.
Every time you finish a technology, your scientists randomly pick 3 more that you can choose from to advance your empire. This simulates both active pursuit of a particular field/tech, and also background advancement in other fields/techs such that only a few are ripe for the picking at any given time.

Ex. if society throws resources and political will behind developing the next tier of hyperdrives, it can be done, so it shows up as an option vs. megastructural engineering just isn't ready yet, even if society wants it, so it's not an option.

This mechanic is just taking that background development and tying it to your own actions: you e.g. built a bunch of Citadels, therefore your society has enough insight to start megastructure research, guaranteed: so you get Mega-Engineering as a research option (or whatever it is that unlocks Mega-Engineering).

If anything, this is more believable, from a simulationist perspective, than random tech draws, where you can be e.g. presented with two rare tech options, with the ability to choose either (but only one), and then lose the second for multiple draws because it goes back into the card deck. "Society was ready for Resort Worlds, but because we choose to research Synthetic Thought Patterns first, we don't get Resort Worlds again for decades?"
 
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I don't think you actually get a veteran trait at level 4, just your class. So currently you get three regular traits tiers, +1 per additional starting traits from traditions or whatever,, a veteran class, and either 6 veteran traits/trait upgrades levels or 5 veteran traits/trait upgrades and a destiny trait (IIRC the destiny trait replaces the level 8 upgrade). With the version in the OP you'll get 4 regular trait tiers and +2 per additional starting trait, your veteran class, and either 5 veteran trait tiers (2 double powers + an upgrade), six veteran trait tiers (three double power ones, no upgrades), and a destiny trait if you're a non-gestalt.

So the power differential is +1 regular trait tier per starting trait, potentially -1 veteran trait tier, and destiny traits are now free. That last one is kind of a kick in the teeth for gestalts and it feels kind of weird not getting anything at level 10?
IIRC, it's coded as a trait, and gestalts nodes do actually get a trait at that level (since their choice is automatic). I was mostly just trying to quantify (and spread out) when the player is actually prompted to choose something, for which "pick a veteran class" is an interruption in the same way that "pick a trait" is.


Going evens is a bit better because you get the same total non-destiny perks as the OP, get something at level 10, and Destiny traits stay as a trade rather than a straight freebie, but it leads to weird early game pacing. You have 4+ traits by level 2 (up to 2 double strength starting traits + the level 2 gain), then you never pick a regular trait again and don't even pick your first veteran trait until four levels later.
You don't pick a veteran trait until 4 levels later, but you also don't pick a destiny trait until 6 levels later. What matters is that you're picking something (your veteran class) in 2 levels. You're always picking something 2 levels later.

(most) Veteran classes are powerful traits in their own right: Explorer is equal to Perfectionist I + Roamer I. Analyst is equal to Collaborator III, etc.
How about this:

1) Starting traits
2) Skip
3) Pick a regular trait
4) Skip
5) Choose a veteran class
6) Choose a veteran trait
7) Skip
8) Destiny trait OR a level up a veteran trait OR pick another veteran trait
9) Skip
10) Level up a veteran trait OR get a new veteran trait

So we get to skip 4/10 levelup spams, the only clumping is getting to choose a veteran trait right after your veteran class which feels very "right" to me, we get something cool at level 10, and Gestalts get one of the new boosted veteran traits instead of a destiny trait. And players aren't spammed with PICK SCIENTIST TRAIT PLEASE as soon as their scientists explore like 3 planets.
This would also be fine; it's equivalent, just shifting 2 and 4 back by one level (covering up the gap at 5, opening up a gap at 2). It offends my sensibilities (/s) that it breaks the even-odd pattern, but in terms of alternating, it's actually just as "evenly spaced" because it eliminates the back-to-back pick at 1+2 while adding one at 5+6.

I agree that it's superior in terms of preventing early game spam (since that was the goal).

But.... symmetry. :(
 
IIRC, it's coded as a trait, and gestalts nodes do actually get a trait at that level (since their choice is automatic). I was mostly just trying to quantify (and spread out) when the player is actually prompted to choose something, for which "pick a veteran class" is an interruption in the same way that "pick a trait" is.



You don't pick a veteran trait until 4 levels later, but you also don't pick a destiny trait until 6 levels later. What matters is that you're picking something (your veteran class) in 2 levels. You're always picking something 2 levels later.

(most) Veteran classes are powerful traits in their own right: Explorer is equal to Perfectionist I + Roamer I. Analyst is equal to Collaborator III, etc.

This would also be fine; it's equivalent, just shifting 2 and 4 back by one level (covering up the gap at 5, opening up a gap at 2). It offends my sensibilities (/s) that it breaks the even-odd pattern, but in terms of alternating, it's actually just as "evenly spaced" because it eliminates the back-to-back pick at 1+2 while adding one at 5+6.

I agree that it's superior in terms of preventing early game spam (since that was the goal).

But.... symmetry. :(
Don't think of it is as a lack of symmetry, think of it as that becoming a veteran is such a significant moment in a leader's life that it even changes their level progression!
 
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