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Stellaris Dev Diary #373 - 4.0 Development Progress Update

Hello everyone!

We’re still hard at work getting the features we’ve been describing into the game, but this week we’re giving you a bit of a progress update, and I’ll be giving my thoughts on what shape they’ll be in when we begin the Open Beta. As with everything over the past couple of months, all of this is still subject to change.

We’ve successfully gotten past the critical milestone of “the game is no longer completely broken”, and things are starting to come together very nicely.

DD #367: Precursor Selection, Databank, Species Modification, and Ship Designer​

The first three are fully functional and will be in the Open Beta.

The Databank still has some placeholder graphics on some buttons, and we’re planning on adding more entries, but it’s good enough for the Open Beta.

The Databank

The work for the Ship Designer changes was done in the Q2 DLC branch to support that release, and while it is functional it will not be in the Open Beta (but will be in the final release).

DD #368: Pacing Adjustments, Galaxy Generation, Leader Traits, Events/Messages/Notifications, Empire Focuses and the Timeline, Hard Reset, and Achievements​

Wow, we covered a lot in that dev diary.

All of these are functional, but like the Ship Designer, Hard Reset is in a different branch and will not be present in the Open Beta (but will be in the final release).

The Timeline shows a number of important milestones, and is generally functional. There’s still some polish to be done here, but I feel like it’s in a good enough state for the Open Beta.

The Timeline

Many of the basic Focus Tasks are in too, along with some of the progression rewards for completing them. We’ve added a couple of new Technologies to use as awards, such as Existential Campaigns, a tier 5 Society Tech.

Still to-do are Tasks for nonstandard gamestyles, and we haven’t moved things like Form Federation out of the Diplomatic Traditions yet.

Currently almost all of the Focuses relate to the base game only, but it’s good enough for now. We will have more in the actual 4.0 release.

Achievements no longer require Ironman, but the use of any debug commands disables them for that run. We haven’t updated them to the new systems yet though, so getting things like 100 pops on a planet is trivially easy.

Megapolis Achievement
Starting with 3200 pops

Well that was easy.

DD #369: Trade and Logistics, Mammalian Portraits​

Most, but not all, of the features described in dev diary #369 are in a functional state. Trade is a normal resource that is shown in the top bar. There’s Logistical upkeep on ships and for local planetary deficits, and it has replaced energy as the market resource.

Trade in the Top Bar, showing Ships consuming some
Corvette with 0.05 Logistic Upkeep


We have not yet completed the entire trade economy for Gestalts, but they will have some baseline generation to handle this from their Maintenance Drones for the Open Beta.

Our mammalian friends are done, but like Hard Reset, are in their own development branch and will not be present in the Open Beta.

DD #370: Pop Groups and Workforce, Colonization, and Civilians​

This is the core of what we’re interested in testing during the Open Beta.

Pops have been converted to using the new Pop Group system, and most aspects of Workforce are functional. We’re still going through the various jobs and updating them, and some of the weirder stuff in Stellaris (like, for example, Permanent Unemployment) hasn’t been worked on yet. Broken Shackles is hilariously broken right now. (It’s in the name, after all.)

Multispecies pop growth is working, but we haven’t made Xenocompatibility pool different species together yet.


Animated image showing simultaneous pop growth

Simultaneous pop growth!

Your homeworld starts with an extra 2000 pops, most of whom start as Civilians. This number is subject to change based on our internal playtesting and the Open Beta.

DD #371: Planet UI & Zones, Surface UI, Ecumenopoli, and Habitats​

This is the other big part we’re still working on. The backend for the new mechanics is mostly complete, but we’re still doing the design side implementation of the new jobs, zones, and buildings.

The actual surface UI is still very much a work in progress - it’s getting to a functional state, but isn’t near the polish level of the designs you saw in the dev diary. It’s likely to be part of the way there (but not complete) at the start of the Open Beta.

Special planet types like Habitats and Ecumenopoli are unlikely to be fully implemented for at least the first part of the Open Beta. We have completed tying Habitat maximum development directly to the sizes of the deposits in the system, but haven’t had a chance to recreate their districts or zones using the new systems yet.

Performance​

In a couple of threads, I mentioned that we’re not yet taking full advantage of some of the new model's performance benefits. Many things are still being calculated daily rather than monthly and are still largely single-threaded. We plan to keep it that way for the first couple of patches of the Open Beta because it will make it significantly easier for us to spot and fix any major issues that crop up.

As a reminder, the 3.11 Technology Open Beta found an issue like that with the Breakthrough Technologies, and finding these sorts of fundamental problems is my primary desire for the Open Beta. The Stellaris community is pretty exceptional at providing general feedback with the information provided by dev diaries, but a week of Open Beta testing will hammer the systems harder than we could do with months of internal testing.

So WHEN is it? What’s Next?​

I can’t quite tell you that right now. This Friday, we’ll be evaluating the status of our current build, and I’ll try to provide a possible timeline for sometime next week.

Until then, it’s back to the code mines for us! See you next week!
 
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Much appreciated.
But how Do I have to read Q2? does this mean the whole grea stuff will be released in May or June? That would be awesome
 
Honestly I just want to try beta 4.0 and buy this year's season, but I realize that it takes time to finish everything, so I will wait for the announcement of the new season and the release of beta 4.0.
 
Multispecies pop growth is working, but we haven’t made Xenocompatibility pool different species together yet.


View attachment 1261134
Simultaneous pop growth!
I hope this page and the pops can be sorted by amount, species, strata etc, it would be very convenient.
 
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The Stellaris community is pretty exceptional at providing general feedback with the information provided by dev diaries, but a week of Open Beta testing will hammer the systems harder than we could do with months of internal testing.

I'm not just ready to hammer it, I have a whole hydraulic press ready for your precious Open Beta.
 
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"Assign a Scientist as Governor" seems like a weird task. You do it, get the reward, and then you probably reassign him back to a science ship directly (if you didn't already use him as governor before).
 
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Why You decided to store TV rather than make it monthly, strategically planned capacity?
 
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Much appreciated.
But how Do I have to read Q2? does this mean the whole grea stuff will be released in May or June? That would be awesome

Back in Dev Diary #366 when we first announced 4.0, we mentioned that "The Q2 Stellaris release, currently expected sometime around our Anniversary in May, will be the Stellaris 4.0 ‘Phoenix’ update."

Why You decided to store TV rather than make it monthly, strategically planned capacity?

We wanted to keep the Market generally the same and continue to allow the existing trade based builds to function mostly how they do now. While we're not afraid to drastically change things in Stellaris, and were I starting from scratch I might have made it more strongly a logistics capacity (possibly even replacing Naval Capacity!), we do want to support most existing playstyles and keep things somewhat familiar in 4.0.
 
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I think my sole complaint is that Gestalts are still going to be using trade (I had hoped that would be reconsidered). It makes them a little too samey with other Empires, and I still feel having them depend on energy as a mark of differentiation would have been a good choice.
 
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Hello everyone!

So WHEN is it? What’s Next?​

I can’t quite tell you that right now. This Friday, we’ll be evaluating the status of our current build, and I’ll try to provide a possible timeline for sometime next week.

Until then, it’s back to the code mines for us! See you next week!
So from my reading of this, noting the development work done... calculating based on the estimated number of staff on the development team; noting it's early Spring... and adjusting for variable wind-speed and atmospheric pressure along the likely development path...

2-3 weeks until the Open Beta? That's my guess.
 
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I think my sole complaint is that Gestalts are still going to be using trade (I had hoped that would be reconsidered). It makes them a little too samey with other Empires, and I still feel having them depend on energy as a mark of differentiation would have been a good choice.
I mean, they trade just as much as everyone else
If anything hiveminds are particularly big fans of the internal and galactic markets since they're so inclined to overproduce all their basic resources
 
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The amount of stored trade is limited? Do I understand correctly that trade is something like an online store that sends resources? Then trade limits are warehouses for sent resources. It would be more logical if trade limits also depended on trade districts. (And speaking of which, it would be cool if all limits depended not on the base amount + unspecilized warehouses, but districts gave limits, or specialized warehouses could be built in districts)
 
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I shall not touch grass until the open beta launches. Then, I'll be too busy playing the open beta to touch grass. This makes me a normal human being I swear.
 
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Amazing work! ^^ Can't wait to get to play 4.0 update.

Trailer teaser drop for the next DLC that launches same time as 4.0 when? Excited to see what you guys been cooking for that. =)
 
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This probably doesn't need to be said, but if there's a point where core functionality is working but specific DLC (or even base game) empire creation options are still hilariously broken then that's still probably a good place to open up beta access. A living reference of "Don't even bother" civics and origins (and "OK try it now" ones) should filter out most of the noise [citation needed], and in your shoes I'd prefer to get wide feedback on the core functionality before I committed too much on the weird edge cases.

Hey, just because I have blatantly obvious ulterior motives doesn't mean I'm wrong.
 
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I have a lot of criticisms I posted about the planet viewer proposal two diaries ago, but I just wanted to say that the management screen looks nice! I'm going to enjoy having the features right on the main panel instead of the side. That's cool!
 
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"Assign a Scientist as Governor" seems like a weird task. You do it, get the reward, and then you probably reassign him back to a science ship directly (if you didn't already use him as governor before).
This is meant to act partly as a tutorial, so just knowing something is possible is part of the goal. Nonetheless, the open beta may highlight any too trivial or too tricky tasks.
 
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This is meant to act partly as a tutorial, so just knowing something is possible is part of the goal. Nonetheless, the open beta may highlight any too trivial or too tricky tasks.
Sure, but remember that even if it's part of a pseudo-tutorial, there are still tangible rewards associated with fulfilling these tasks, so tasks like that one can very quickly turn into having to do unnecessary and interesting extra clicks. Tasks that require you to do things just for the sake of doing them will become annoying really quickly.
 
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