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Stellaris Dev Diary #374 - Announcing the 3.99.0 "Phoenix" Open Beta

Surprise! An early Stellaris Dev Diary!

Last week I mentioned that on Friday we’d evaluate the current build, and I’d see if I could provide a timeline for the Open Beta. Things have been progressing well, so we’ve decided to put a very early version of some of the 4.0 changes to test a few aspects of the new systems.

The Stellaris 4.0 update changes a lot of things - you can find a lot of the details in the dev diaries of the last two months. This first build of the 3.99 Open Beta only contains a focused subset of the changes, and many are still in a work-in-progress prototype state. It is not polished, or even done yet.

The 3.11 Technology Open Beta very quickly found some performance issues with the Breakthrough Technologies that we were experimenting with, and as the pop systems have advanced far enough to be mostly functional, I want to get some broader gameplay done on that system in particular, even if the rest of the systems have not yet reached a fully playable state. A week of Open Beta gets more testing done than we can do internally over months, even if this isn’t at a level that I would historically have been comfortable releasing to the public. (Just so you know what you’re opting into!)

We also have a feedback survey available that focuses primarily on the Empire Timeline and Focus systems. (Later weeks will have new surveys on different topics.)

So What’s in the Build?​

Last week’s dev diary provides a fairly accurate update about the current state of the build.

Precursor Selection, the Databank, and Species Modification are all functional.

The Databank


Species Modification

The general game pacing adjustments, changes to galaxy generation, and notification changes are all in. The leader pacing changes are in, but we’re reviewing how leaders interact with the new economy before evaluating what changes to make to the traits themselves.

Empire Timeline and Focuses are in a functional, borderline releasable, state. We have added a number of Milestones that will appear on the Timeline, though there’s some polish we’re planning to do before release. Most of the basic Focus Tasks that we want are in, along with some of the Progression rewards for completing them.

Timeline and Empire Focus

The Trade and Logistic described in Dev Diary #369 are largely in, but some of the branch office changes and functionality are still on the to-do list.

Logistic Ship Upkeep in Friendly Space


Buying Energy in the Market


Basic implementation of Pop Groups and the new Job system are in. This includes simultaneous Pop Growth and Auto-Migration, a partial colonization UI, and a partial update to the Planet UI itself. The major economic changes relating to Districts, Zones, and Buildings are only partially in, but I wanted to get the pop changes under some pressure as soon as possible.

Current State of the Planet UI

We also renamed “Bonus Workforce” to “Job Efficiency”.

Any Known Issues or Things You Want to Tell Us?​

The Ship Designer, Hard Reset origin, and Mammalian portraits are all in separate development branches, and will not be appearing during the Open Beta.

This build of the Open Beta build will not support Gestalts, unusual planets like Habitats or Ringworlds, or especially unusual civics, origins, or playstyles. Many Ascensions may be in a strange or dysfunctional state. Since many of the more interesting civics and origins aren’t supported yet, we strongly recommend playing the United Nations of Earth or the Commonwealth of Man, or custom empires similar in complexity. Expect things like Virtuality or Clone Army to be fairly broken right now.

You will likely start with an Amenities shortage at the start of the game. We haven’t decided whether this models an overpopulated homeworld nicely or if we consider it a bug. (It will be less dire once more of the buildings are available.)

Significant parts of the planet UI are still in development, including most “flavor” elements.​


If you manually build a colony ship, it will not appear in the colonization UI. (They can still be used to colonize a planet by pressing the Colonize fleet order.)

How to Colonize if you manually built a Colony Ship

Since the Zones UI is still in progress, you cannot get access to the menu to replace them right now. You’re stuck with your Earth Space Age Industry for this build.

Earth

The Early Space Age zone doesn’t currently have any other buildings you can put into it, so being stuck with it is kind of unfun.

We have not yet updated the Diplomacy traditions to reflect that Form Federation is now a technology.

Clerks haven’t been annihilated yet, and many non-”core” jobs have not been fully converted into the new system. Traditions and other things that modify Clerks have not yet been updated.

Civilians are currently an uncapped job rather than being associated with City District development. Living standards have not yet been updated to provide bonuses to Civilians rather than Unemployed Pops.

Planetary Logistic Upkeep currently pays you Trade if you have surpluses. While it takes money to make money, that’s not exactly what we were going for.

The UI element on the Management tab that is intended to show the size change of each pop group since last month is always “- 0”

Defensive Armies don’t spawn, so every planet will immediately surrender when bombarded. (Ground combat fixed?)

Some strings may not be present, and some icons are placeholder purple. Many.

The Unemployment entry in the planet UI is a little overenthusiastic. Yes, pops grow into their parents’ strata and get upset if they can’t get a job worthy of their upbringing right away, but it shouldn’t be a pressing matter until their numbers get over 100.

The AI isn’t great at picking zones yet. It nods sagely at the first thing it finds that it can afford and decides it’s an offer it can’t refuse.

The base “colony” designation has not yet been removed. Our intention is for the Colonist jobs provided by the Reassembled Ship Shelter to provide the benefits of the old colony designation. (And will thus expire when you upgrade your planetary capital rather than when you reach a certain number of Pops.)

We can’t guarantee multiplayer stability on this build, but we have identified an immediate economic Out of Sync issue that occurs when Windows and non-Windows users are playing together.

Here are the release notes for this build:

Stellaris 3.99.0 ‘Phoenix’ Open Beta Release Notes​

Features​

  • Pops and Pop Groups
    • One of the biggest changes in the Stellaris 4.0 ‘Phoenix’ update, and one of the primary focuses of this Open Beta, is the new Pop system. Rather than being individuals, Pops are now grouped based on Species, Strata, Ethics, and Faction, mostly for calculation purposes. As part of this change, Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
    • All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
      • Underrepresented pops are no longer given population growth bonuses.
      • Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
      • All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
      • As more granular and simultaneous pop growth is now possible, the minimum growth for small colonies has been removed. Early colonization will be extremely reliant on migration from the empire capital.
      • Open Beta Note: Xenocompatibility no longer produces hybrid pops, but has not yet been updated to pool all planetary species into a single group for logistic growth purposes. When this is complete, we are likely to remove the Xenocompatibility galaxy setup toggle.
    • A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
      • Open Beta Note: Civilians are intended to replace Clerks, which will be removed in a future Open Beta update.
    • Empires now begin with 2000 more pops, most of whom will be Civilians.
    • More details can be found in Stellaris Dev Diary #370.
  • Planet UI, Zones, Workforce, and Jobs
    • The other major economic change in the Stellaris 4.0 ‘Phoenix’ update is a revamp to how jobs work.
    • Rather than Districts and Buildings being especially similar, we are shifting to a model where:
      • Planets produce and consume resources through Jobs.
      • Districts provide Jobs based on their development. (Mining District: Add 200 Housing and 200 Miner jobs per development level.)
      • Zones manipulate what Jobs are provided by Districts. (Foundry Zone: Replace 200 Civilian jobs and 200 Housing with 100 Metallurgists per development level.)
        • Open Beta Note: Currently the Zones are simpler, and will just provide the jobs. It is our intention for most Zones to convert rather than add.
      • Buildings are planet-unique and change what the Jobs produce. (Mote Harvesters: Technicians now also produce Volatile Motes.)
      • Pops produce Workforce that fills up Jobs.
    • Open Beta Note: The Planet UI is still very much a work in progress.
    • More details can be found in Stellaris Dev Diary #371.
  • Empire Focuses and Timeline
    • The Situation Log now contains a tab for the Empire Timeline, which keeps track of important milestones of your playthrough.
    • The Timeline tab also contains a set of Empire Focus Tasks, which are intended to assist players with forming short and medium terms that align with their empire’s nature, while reducing the randomness of the tech tree.
      • Empires can choose between Conquest, Exploration, and Development as their primary Empire Focuses. You will still gain Tasks from other categories, but they will generally be weighted towards your choice. Some Tasks are basic “Core” Tasks, and will provide progress along all three tracks.
      • Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle. You still need to research the technologies, they only provide the research option when you reach progress milestones. If you already have the technology unlocked or as a permanent research option, there is no alternate reward.
      • Because Task completion is retroactive and there are no alternate rewards, there should be no benefit in waiting to complete any that you have.
      • Should you end up with a Task that you find uncompletable or that you do not wish to complete, you can discard it and gain a new Task for a small cost in Unity.
      • It is our intention that empires that behave consistent with their Empire Focus should naturally complete the Tasks of that category.
    • More details can be found in Stellaris Dev Diary #368.
  • Trade has been revamped into a standard resource.
    • Trade is now used as the Market currency.
    • The Trade Routes system has been removed.
    • Ships now have logistical upkeep paid by Trade based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
      • Larger ships tend to have higher upkeep.
      • The multipliers based on location are set in defines.
      • Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
      • Resources blocks can now include a "logistics" block, which is currently only used by ships.
    • Planets now have logistical upkeep paid by Trade based on their local resource deficits. This represents the additional costs of diverting freighters to transport materials between planets.
      • Local deficit costs vary based largely on the base market value of the resources in question.
    • Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
    • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
    • More details can be found in Stellaris Dev Diary #369.
  • The main help button now displays the Databank window where you can explore brief articles on many in-game concepts, reducing the need to navigate to external information sources.

Improvement​

  • Adjective leader trait names reverted, for example Inquisitor to Inquisitive
  • Colonization flow has been improved.
    • You can now pre-select a colony designation and turn on planet automation before colonizing a planet, which will apply when the planet has finished colonizing.
    • Colonization now completes when 100 colonists have grown or migrated to the new planet.
  • Significant improvements have been made to the Species UI.
    • One template per species can be set as the default template for that species, and other subspecies can be set to integrate over time into that default template.
      • Open Beta Note: Current rate of pop integration is likely to change to be slower as well as monthly.
    • The trait selection UI when creating a new template has been improved.
    • The special project window pops up and can be started immediately after creating a new template if desired. It is no longer absolutely necessary as you can use integration to slowly convert your existing pops.
  • The Habitable Worlds slider in game setup now has a 'Rare' setting. There will still be a handful of habitable worlds in the galaxy, mostly from special events and guaranteed habitable worlds. Normalized initializer spawn odds to use a handful of scripted variables.
  • Added galaxy precursor selection to game setup.
  • Leader Adjustments:
    • As part of our game pacing and interruption reduction pass, leaders now gain trait selection moments on even levels rather than every level.
    • Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
    • Increased the base number of leader traits to pick from on level up by 1. This is intended to reduce the chance of getting exclusively poor trait options without devaluing other sources of leader trait picks too much.
    • Added an "Auto Select Leader Traits by Default" option to game settings, which defaults to Off. On game start or if you switch to an empire, it will toggle the setting on the Leaders tab to your selection. In Coop empires, this override only applies when the primary player of the country joins it. Changing the setting mid-game will not have any effect unless you switch countries.
  • Significant improvements have been made to Message and Notification settings, providing you much more control over how you receive them.
    • Updated the default message settings
      • Revised strategic resource messages and added toast notifications
      • Changed trader events into notifications with unique icons. Added sound effect.
      • Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
      • Patron Newsletter event was changed into a notification
      • The Terraforming Candidate Discovered Event is now a notification
      • Order Restored event is now a notification
      • Governing Ethic Shift event has been turned into a toast
      • Faction Formed Events now appear as toasts following the first event
      • Added additional event options to Corrupt Administration event and turned it into a notification
      • The Toxic Terraforming Candidate Discovered Event is now a notification
      • Changed Inter-Dimensional trade increases event into a notification
  • Added concept tooltips to the left Navigation Bar
  • Added the Celestial Orrery system
  • Transport ships can now use cloaking
  • The Ruler Stratum has been renamed the Elite Stratum, to better differentiate them from the actual Empire Ruler
  • The system fleet icon tooltip now shows the total of the fleets' military power listed by that icon, at the top.
  • Added unique event options and localization for new life discovered events
  • Reduced spammy First Contact events
  • First Colony event - Added unique event options and rewards for Ethics
  • Adjusted mass extinction event chain localization and picture
  • The Betrayal event has been revamped to include multiple options
  • Renamed government tab to overview in outliner
  • Reduced the frequency of the Rise of the Manifesti event chain
  • Added missing reward to fanatic materialist for Comet Sighted event
  • Improved readability for event Covenant Formed
  • Changed Storm Spotted alert sound to something less intrusive
  • The low habitability popup now clearly highlights the negative effects
  • Added the two new Society technologies Federation Code and Existential Campaigns
  • Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum remains a requirement, and the use of any debug commands blocks them.
    • The "Victorious" achievement has been changed to "Win the game through any victory condition in Ironman mode."
    • Open Beta Note: Pop related achievements have not yet been updated.
  • Several changes to the starbase UI to improve game flow and overall interaction
  • Reworked Starbase window to harmonize naming and tooltips
  • You are 4x as attractive as you were before.

Balance​

  • FE and Cosmogenesis Escort ships now have the same evasion value of 50
  • Changed Curator Insight cost to empire size
  • The Eternal Vigilance Ascension Perk can now be acquired early if you complete the Unyielding Tradition Tree.
  • Adjusted Anomaly spawn rates to improve the pacing of the early game.
  • Added more variance to whether or not prescripted systems will or will not appear in a given game. (They won't all appear in every single game anymore.)

Bugfix​

  • Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
  • Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
  • Fixed a script error that was causing far more habitable planets to spawn in the galaxy than expected. Feel free to increase the Habitable Worlds slider if you prefer the old behavior.
  • Fixed inconsistent capitalisation causing issues with pre-ftl pop generation
  • Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
  • Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
  • Treasure Hunters AIs now correctly go through the dialog events
  • Fix Black Needle country spawning starbases
  • Fixed too many AI empires being generated in coop games.
  • Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
  • Amenities icon fixed for Drone Storage and Hive Warren
  • checks if planet owner is primitive before applying sector or system bonuses
  • Set the nanotech ascension path interdictors to use different ship models from the swarmers
  • Spitter Gun mutations have armor penetration
  • Missiles mutations have numerals corresponding to tier in icons
  • Nanite Infused Barb mutation requires nanites to build
  • Ancient Driller Beasts mutations uses 88 as its M size cost
  • Neutron Throwers mutation damage buff
  • Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
  • Handled dyson sphere flags on dismantling swarm while upgrading
  • Fixed a broken tooltip inside of the "Extended Shifts" edict.
  • Clone Soldier Ascendants can now cyberize
  • Completing Inhibit Self-Deterministic AIs removes it from the situation log
  • Fix the possibility to build multiple Grand Archives at the same time
  • Only display relevant modifiers for Space Fauna ships in tooltips
  • Reanimated space fauna ships cannot upgrade no matter what
  • Black Needle fleet now correctly spawns to defend their base from bombardment
  • Destroy Gravity Snare when there's no valid target anymore
  • Broken Shackles check added for relevant Galcom events
  • Strip Mine Decision is no longer available on artificial planets
  • Inspired Rhetoric will no longer display a placeholder icon
  • Fixed situations start value being added multiple times.
  • Special system initializers now respect the habitable worlds slider in game setup (to a degree).
  • Planetary part of ringworlds no longer take on empire color
  • First Contact was changed into a toast and once again shows the correct localization
  • Added missing pre sapient loc string
  • The dismantle button has regained its missing loc string
  • Resolved scope error caused by toast target scope being set to root
  • Advanced start empires can no longer have mining stations over resources they do not have tech for

AI​

  • Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.

UI/UX​

  • Added an Assign Leader button to the leaders screen that lists available positions.
  • Fixed it not being possible to build starbases in systems with non-central stars from the galaxy view (when a construction ship is selected).
  • Added a message setting button in event popup windows.
  • Hid details that aren't relevant for all species in the galaxy when the Galaxy tab is selected in the Species view.
  • Updated the message settings screen to give more space for the message list.
  • Changed auto-unpause on the message settings screen from a spinner to a checkbox.
  • Adjusted centering of text and icons in toast windows. If a toast with custom description has no icon associated with the custom description, the description will now fill the entire lower section of the toast.

Localization​

  • Add tooltip to Cutholoid Hunter modifier
  • Add tooltip to Voidworm Hunter modifier
  • Turn reanimated cutholoids and voidworms ship size name consistent with other reanimated Space Fauna

Modding​

  • Open Beta Note: We’re still working on Zones and Buildings, and will likely change how we do some of this to be a bit friendlier. Don’t update your mods based on what you see in this build.
  • Add `resettle_pop_group` effect that allows to resettle a specified portion of a pop group to a target planet
  • Add first iteration of `create_pop_group` effect
  • Add kill_pop_group effect that takes a pop group and an amount or percentage and instantly kills them
  • Add `transfer_pop_amount` effect that transfers pops from a pop group to another
  • Removed unused can_resettle_planet game rule and renamed can_resettle_planet_no_owner_check to can_resettle_planet.
  • Removed can_colonize_with_pop game rule and moved its checks to can_colonize_with_species.
  • Added the script effect "copy_traditions_from = { target = FROM exceptions = { tradition1 tradition 2 } }" that copies tradition from a target country into the scoped country
  • Added "add_ascension_perk" and "remove_ascension_perk" effects, scope must be a country, adds or removed the specified perk syntax: add/remove_ascension_perk = perk_key
  • Added "copy_ascension_perks_from" effect: Copies the Ascension Perks of the target country into the scoped country. They are added to the existing perks, and the potential/possible triggers are respected. The perks listed in the exceptions list are not copied. copy_ascension_perks_from = { target = FROM exceptions = { perk1 perk2 } }
  • Added "remove_tradition" effect. Remove the target tradition from the scoped Country. remove_tradition = tradition_key
  • Added effect "remove_tradition_tree" Remove the target tradition tree from the scoped Country. remove_tradition_tree = tradition_category_key
  • Added spawn_design to static galaxy system data, which forces a specific design to spawn in the system.
  • Added gamesetup_settings script for configuring the settings list in game setup.
  • There is now an event_message_type in events that lets you override the default message type EVENT_MESSAGE_TYPE. This can e.g. provide separate message settings.
  • Scripted loc can now be used in concept tooltips and the top bar tooltips.
  • New on_action on_favor_gained that gets triggered when a country receives a favor.
  • Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
  • Message notification background is now separated from the message type icon.
  • New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
  • The actual script file and line are now printed when there are errors logged in scripted triggers and scripted effects, in addition to the previously available information.
  • kill_pop has been replaced with kill_pop_group. For ease of use kill_single_pop and kill_all_pop scripted effects have been made.
  • Replaced resettle_pop with resettle_pop_group.
  • Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.

Okay, How Do I Opt Into the Beta?​

If you’re ready for a confusing, possibly frustrating, and unfinished experience, and you’re on Steam, you can opt into the Open Beta.

  1. Turn off your mods. They will almost certainly cause you to crash.
  2. Go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "stellaris_test - 3.99.0 Open Beta" branch in the Beta Participation dropdown.

Game Properties in Steam


Steps to Test

What’s Next?​

We expect that the next Open Beta update, 3.99.1, will have Civilians in a more complete state, and more of the UI and AI should be in place. Buildings, Zones, and Jobs should also have more progress too.

Our next Dev Diary will be on Thursday, March 20th, but I hope to have an update to the Open Beta before the weekend.


 
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This is way too raw to my taste. With the bad planet UI and missing tooltips i have no idea what's going on or how to proceed. I think i wait for a more cooked version.
 
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This current change is shaping up to be a massive one, probably the biggest change in the history of Stellaris since we moved away from tiles if not bigger and fundamentally changes how virtually everything works. And this seems like I'm watching a slow motion train crash unfold, one a bunch of people are cheering one. While many of those who used to try and do something about it, have given up and left over the last 1~ year or so.
Hundred of things are being changed all at once (pops, traits, jobs, resources, buildings, districts, zones, new features, UI etc). I know sometimes you have to do that with interconnected systems but I think many of these changes could have been tried, tested and implemented more gradually in stages without as many problems or placeholders as we have now.

I'd have improved performance first to see how much room there was for new computationally expensive features after that:
1. Removing the daily calculations from trade routes would have worked as a quick little change without also having to make trade into something you can stockpile.
2. Pop-group and workforce could have been an almost invisible background change with the only difference being a small % output change.

The trade stockpile is just your old energy stockpile moved over a few spaces in the UI, and new pop numbers are litterally moving the decimal point two spaces... it's garish ornamentation to me rather than substance, but probably intended to distract by making the invisible changes tangible and impressive.

As for trade, the performance was an issue. The trade routes were pretty shitty. But it worked in a way that allowed it to be produced like other resources and then directly exchanged into other goods. I'd rather they iterate on that while fixing problems than turn it into another generic resource to be stockpiled. One that just took a huge chunk out of the purpose energy credits fulfilled.

The whole "universal currency" thing for energy credits had been mentioned time and time again by the old lead devs, that was the purpose of energy credits. Now we have food 2.0 which we don't need once we have fulfilled our upkeep. As it now doesn't serve as currency anymore.

Also, remember that ship upkeep paid via energy credits was meant to simulate logistics, repairs, etc all in one. Which is why docked ships would cost fewer energy credits and we even have a starbase structure for that purpose. Now we will effectively be paying it twice. Since I doubt that's going away.
Trade now feels odd in a few ways, from a UI perspective I keep looking to the left at energy (instead of right for trade) and remembering that energy has been neutered as a resource just like food was. I miss when food couldn't be stockpiled very high and all bonus food income was converted into pop growth.

I want mechanics like that old one to make each resource feel special in some way, worth investing entire builds into producing more of that resource. I don't want more upkeep numbers that function as a tax instead of a path to victory.

The new planet system also seems, all around worse. Building a zone is a huge investment and especially in the early game can screw you over entirely. And from what some are saying it seems once you build one/developed one. You are effectively stuck with it. Why?
I'm trying not to judge too harshly until it's actually in a working state. Currently it's all just a lot of placeholders so I'm not sure what it will actually feel like to play when it functions and has had some balancing.

But success or failure may ride on how well the following work in practice:
1. Zones+buildings shifting jobs from all attached districts in huge numbers may get crazy once we can demolish/rebuild the zones of fully developed planets (thousands of jobs open/close in a single day, all farmers become scientists, demolish a zone and thousands will take decades to become farmers so you can run out of food and consumer goods in quickly from a single click. Could be chaotic.)

2. Automation (when added) may cause huge waves of unemployment when we are able to reduce the workfore required to fill districts (unless automation and job workforce requirement reductions have strong limits like being locked behind planetary ascension levels. I like the idea of automation, just nervous about what the first draft implementation will look like)

3. Pop-growth is going to be crazy hard to balance. Populations may explode and quickly collapse if they use real animal biology equations (so job availability matters more as pops quickly grow to fill the space). I've already seen the death-spiral with an accidental monthly decline from the bugged Robotic Assembly buildings, no idea what the new carrying capacity equation is going to be, the last one looked like someone crumpled the paper the graph was on and traced over the result and used that (flat sections when the whole point was to use an S-shaped curve... I really want the UI to let me see where my population is on the curve as well)
 
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Focus from the start of the game even before first contact: get a rival

Sounds like a trap for beginners. Game should offer it after the player establishes first contact with 2-3 other nations, so he will start to make some alliance and have a choice who will be rival. Instead it game suggest to rival the first guy you see (in most games the first guy i met is my protector or buddy).
I will check more after 2-3 more updates to get a better polished version.

UPD: It was on GA, maybe on the easiest difficulties there is other Focus priority?
 
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I messed around in it for about 25 years. Then I noticed that the population on my colony started disappearing - specifically, right after I built a robot assembly building - until that colony decolonied because there were zero pops. Then, just to test it out, I build robot assembly on my home planet and the moment it finished building my population there started plummeting. So robot assembly eats pops, apparently.

Besides that, I was mostly enjoying it. Having a hard time figuring out amenities, but being minus a few thousand doesn't seem to hurt me so I ignored it.

Points of thought
  • The 'management' tab seems to serve no real purpose except it's where you go to clear blockers.
  • I went into it hoping to test the empire goals and timeline. I looked at it, did one thing to trigger a goal, thought, "neat" and then forgot about it. Timeline didn't do much in the time I played.
  • I'm unsure what the difference in buildings between your city district and your zones are. I'm not sure I understand exactly what's going on there.
  • Maybe a temporary bug but the consumer goods producing building was "empire limit 1", which seems unintentional. I sat with negative consumer goods my entire time.
  • The new trade system with trade value is good. Honestly, I like it more than using energy. Energy for trade always felt off for me. And for those complaining about the "double trade tax" - my most common trade in the old system was to sell food or minerals for energy, then sell the energy for consumer goods. So I had double tax there, too.
  • I like seeing pop growth every couple of days. It's neat, and gives me a better timeline of, "oh, i need to build a job for the upcoming pops".
  • The bigger pop numbers are slightly harder on my brain than the old system. I might get used to it, I might not.
 
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I still love the game, so I trust the developers when it comes to gameplay.
Personally, I'm worried about the "quality of life" . I hope this has been mentioned?

I really need a magnifying glass to understand what's happening on my planet. You have to enlarge the windows; there's plenty of room.
Second thing, you can't create more than two districts without having to click on them again. At the beginning, it'll be fine. But at the end of the game, with 10 or 20 planets during a war, building rural districts will be very laborious.
 
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I messed around in it for about 25 years. Then I noticed that the population on my colony started disappearing - specifically, right after I built a robot assembly building - until that colony decolonied because there were zero pops. Then, just to test it out, I build robot assembly on my home planet and the moment it finished building my population there started plummeting. So robot assembly eats pops, apparently.

Besides that, I was mostly enjoying it. Having a hard time figuring out amenities, but being minus a few thousand doesn't seem to hurt me so I ignored it.

Points of thought
  • The 'management' tab seems to serve no real purpose except it's where you go to clear blockers.
  • I went into it hoping to test the empire goals and timeline. I looked at it, did one thing to trigger a goal, thought, "neat" and then forgot about it. Timeline didn't do much in the time I played.
  • I'm unsure what the difference in buildings between your city district and your zones are. I'm not sure I understand exactly what's going on there.
  • Maybe a temporary bug but the consumer goods producing building was "empire limit 1", which seems unintentional. I sat with negative consumer goods my entire time.
  • The new trade system with trade value is good. Honestly, I like it more than using energy. Energy for trade always felt off for me. And for those complaining about the "double trade tax" - my most common trade in the old system was to sell food or minerals for energy, then sell the energy for consumer goods. So I had double tax there, too.
  • I like seeing pop growth every couple of days. It's neat, and gives me a better timeline of, "oh, i need to build a job for the upcoming pops".
  • The bigger pop numbers are slightly harder on my brain than the old system. I might get used to it, I might not.
And now you trade energy and food for a new resource. Because now energy is in the same boat as food. Once your upkeep is covered, it becomes something to ignore. Which doesn't feel like something they factored in at all.

Energy same as food now exists solely and exclusively for upkeep. Which means you need vastly less of it. The Dyson Sphere likely just went from S Tier to basically being the equivalent of a giga structure that produces food. And you "bought" things with energy CREDITS. They were the universal currency.

This actually has a ton of bandwagon issues I'm not sure people have really thought about yet. From the Caraveneers to everyone else energy credits should now be replaced with "TV" since energy credit lost their role as universal credits and there's not really much of a reason to produce them beyond the exact amount you need.
 
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while the early beta IS appreciated, this is... probably wayy to early to give to players to test lmao
i'd love to actually write meaningful feedback, the game is nowhere near functional enough to actually, properly test
i'll probably give it a spin anyways but this is too barebones to say anything productive yet, this feels more like a proof of concept than a beta proper
 
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Adding meat to our Spaceship of Theseus.
Biological ships confirmed?

If so:
Any chance of Stellaris finally getting a meat planet, with potato-shaped moons,
where a sample brought back for scientific analysis can get eaten if a leader has the Corrupt trait?

 
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Played for a bit, so those are just some first impressions:

-Pop growth trait Rapid breeders don't seem to work or it might just be a tooltip problem.
-A lot of UI work is needed. The two most egregious problems I had with UI are a) no clear, easy-to-read pop growth indicators (tiny numbers going ''invisible'' up has a very bad for presentation of any planetary demographics planning b) how zones, buildings,... and the rest relate, interact and interplay.
-Economy production seems overtuned
-what's up with culture jobs? where are they?
-oh, and please make auto trait pick disabled by default :)
 
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Building block info and zone building block limit will be overwhelming, like what can it build and how many jobs or how will it change the district. Some utility building can be built everywhere still needed.

Mess up a world leads to depopulation? Or just pops get suck into some non-exist crime job or some immigration bug.
 
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I have continued with my games, today. I want to conclude that, IMO, this beta has no real use. It is almost impossible to give 'effective' feedback because it is soo incomplete that it is impossible to know if something is a bug, not added or just a change we do not know how to act with.

I have played this game for years and are extremely confused at several things.

On the top of my head:
1. Leader changes, as I had expected, are horrible. No need to reduce the trait selection to some levels only. Builds that don't focus on leaders wont have them leveling up as often, and those that do won't really care much. But, if the reason is to reduce interruption, then better notification settings and the Auto trait by default already do that. I am very dissapointed that leaders get this treatment. I hated when some traits where removed from the worst leader type after galactic paragons (kidnapper and the one that took resources) they made the class interesting RP and mechanics wise, a balance would have been good. Now leaders are even more lame, for no reason, at least before every level up felt interesting. Great, lets see what i can pick. Now only the 'magic' levels matter. Please reconsider doing this to leaders, as someone (of many ofc) that bought and loved Galactic Paragons because of their love for leaders (mechanics and RP wise) this is extremely sad. That dev time would have been better balancing the traits that are horrendous instead.
2. The planet UI is horrible, so much space waste in things that don't give useful information, as said by others, management tab is kinda crap, same with population. Not having certain information available at the summary is bad and a regression (we need to see number of blockers/features at a glance when quickly moving through colonies with Tab for instance, same with planet class and building queue). The building queue specially needs to be more visible when 'dancing' through planets. The amount of pops portraits is sickening 'spammy' and we can't really do much with them (maybe it is just unimplemented stuff)
3. Dubitative on trade, need to try it more. However, we could use better display of the costs and similar. Would like to know if there are plans on some mechanic to simulate piracy suppression exp for admirals and ships, those where useful.
4. Lack of fine control over pops in a planet feels very bad, again, unsure if it is something that is pending implementation.

All in all, it is hard to know what things are bugs and which are just missing. But again, please, reconsider the leaders thing. There is no real reason to do that. Better notification settings and auto trait can solve all the 'annoyance' problems without gutting what so many people love.
 
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This planet UI is really as confusing and bad as I thought.

Why is it laid out like that? Why so much wasted space?

I wish it was more of a list view.

Testing how max pop growth max empires max planets max pre-ftls does to the game.
 
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So far, it's been interesting trying out the open beta. I know it's a bit early but I'd like to give a few first impressions with what I found to work.

  • Granular pop growth is pretty cool. Seeing it go up bit by bit really gives the feeling that pops are always growing into larger numbers rather than feeling like pops just have really long gestation periods.
  • I'm a little bit divided on the much larger housing and amenities amounts. On one hand, it matches with the pops feeling much larger than before. On the other hand, it's a bit of a shock to see the amenities drift up and down 500+ amounts. It kind of makes it hard to conceptualize what's a lot and little on that scale. I think if the UI displayed a kilo- or mega- notation it might be a lot more easier to process. e.g. Instead of 2254 Housing, it would be 2.2k Housing.
  • Trade so far in the limited case I've used it in is functional. I think I would like to see it double-dip into both being stored and giving resources per trade policies (if it doesn't already). To clarify, I think it would be great if 1 TV went into stockpiles as 1 TV and also converted into it's appropriate trade resource at the same time. I'd think this would also enhance the benefit of the Mercantile tradition tree.
  • Empire focus has so far been a very solid experience. Minus a few weird ones (like build an industrial district, which no longer exists), I've been constantly going to the screen and trying to check off as many as I can when it seems convenient. I think it would be nice if it was made more clear what you're getting when you've collected 100 points of the categories.
  • The little touches on some early game events that I used to click the button as soon as I saw the box appear has made me appreciate them more. I like that they require choices now, since that makes you have to spend at least a little time considering the options.
 
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So, are different-tiered versions of the same buildings just completely different bonuses now? It feels weird, that they aesthetically look like each others' "upgrades", but in reality are just different buildings altogether.
 
Just played for a few more hours. While I agree with a lot of people saying it's difficult to test anything due to how early this build is I think it's important to talk about the new District/Zone/Building mechanics and why at the moment they simply will not work well in the game. I will note that the game is so early in development that the following may be unintentional, so maybe it will end up feeling better at the end.

Currently Districts and Buildings serve a very similar function in Stellaris. A somewhat limited "resource" on a planet, that (usually) add jobs and/or housing. 4.0 looks to change that system, and from my understanding from the Dev Diaries were going to work a bit like a nesting doll in terms of how they were going to work. Districts gave you some houses and base jobs, you then use Zones to change/add jobs in the District, and then you use Buildings to further enhance those Zones/Districts. I really liked this idea when I first heard it. The idea of the main City District having three Zones, each with three Building Slots (Unless you duplicated Zones) felt like there was a lot of ways to customize your City Districts to do what you want them to do.

After playing for a few hours, in practice, it's incredibly rigid and offers little to no customization. This is largely due to things either being Planet Limit 1 (Like the Automation Building), or many Buildings simply being unable to be built in certain Zones. If you build a Factory Zone, it looks like the only buildings you can build are the Factory Buildings, and Strategic Resource buildings. What this means in practice is, you have almost zero Building Slots available for many of your other buildings. Your Capital Zone gets only two Building Slots, which means you only have those two Building Slots for any "non-resource" buildings. Autochthon Monument, Robot Assembly Plant, Gene Clinics, Clone Vats, Precinct Houses. All of these can be important buildings to people, and yet many of your planets will simply not be able to utilize them. Some may be available in other Zones (I haven't checked them all) but that doesn't change the issue that if you make an "Industrial World" with a Factory, Foundry, and Industrial Zone you only have two building slots for anything not related to those resources. This also means your Zones feel very limited. If you have a Factory Zone, the only things you can build are Factory and Strategic Resource Buildings, meaning those Building Slots are less about customizing how you want those Zones/Districts to be and more just waiting for the tech to arrive to give you the few buildings you can slap in there.

The entire structure of 4.0 feels very much like the Developers either handholding or railroading how you play. If you want a really specialized Foundry World, where you ignore the Energy/Mineral/Food Districts and only build Foundry Zones, you have a whopping 5 Building Slots to play with, and three of them don't even have any meaningful choice behind it as it's just buildings that increase the Foundry output. If you want to not specialize your planet and build Energy/Mineral/Food Districts along with your City Districts, and pick three unique Zones in the City for maximum Building Slots you're STILL limited by what the Developers tell you can go into those slots. 9 of the 20 Building Slots available are tied to your Basic Resource Districts. This is a two fold problem: The first is that Basic Resources are not necessarily where you get bottlenecked in the game. Sometimes you might, but you're usually not sitting there wishing you had more Food (And Energy will be in that same boat now as you no longer use it as money). The second is that, as stated above, you are incredibly limited by what you can put into these Building Slots anyways. So even if you wanted to maximize how many Building Slots you have, it's pointless as nearly half of those slots are restricted to only building the buildings that increase your Basic Resource output. Ontop of all of this, Zones for the Basic Resources truly do not matter. Yes they unlock the building slots, but you're not making any decisions there. At least the City District you're picking what to add to the District's job pool. Zones for the Basic Resources feels like an after thought as there would be no difference between what we have now, and simply having the three building slots unlocked by default for these Districts.

This is not a small problem. I say this as someone with nearly 1,600 hours in Stellaris, have played since release, and was super excited by what I was hearing for 4.0. I don't think I would play this game if this system is implemented as is. And I don't mean "In this Open Beta state". Even if all of the bugs were fixed, all of the tool tips were filled in, ect I don't know how much time I would continue to put into the game.

What I would do to make this new system feel like it was advertised, is open some of the buildings for the various Zones, as well as have them change the District (Like Zones do) instead of giving flat buffs. If you build a Luxury Housing Building, that District should produce more Housing and Luxuries instead of the Building giving just +X Houses/Amenities. If you build a Precinct House, that District should start producing a small amount of Enforcer jobs. If I'm playing Oppressive Autocracy and am making a Rural World, I should be able to put a Precinct House in every Basic Resource District so that they all produce a small amount of Enforcers to keep the people in check. If I want every Zone to have an Automation Building (I'm actually not even sure if they're working as intended yet) why can't I? Why would I only automate my Energy District but not my Mineral and Food Districts?

I have no idea if the developers will read all of the feedback given, and it might be too far into development to change what they're doing already as it seems like they wanted it to be released in May. The ideas behind this system are great, but it needs a massive overhaul.
 
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Building the Robot factory kills your pops off just watched as my homeworld with 7000 on it droped to 2232 after haveing a robot factory on it for about 4 years and it stoped once i got rid of the building
 
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Finally had time to play it myself. After about three hours, here's what I noticed:
  • The building restrictions for amenity zones, combined with the current balancing of amenities, means they're basically the "make three of your building slots completely useless" zone.
  • The automation building doesn't seem to actually do anything yet.
  • The logic behind civilians automatically resettling to newly colonized planets doesn't quite seem to be working right.
  • The Logic behind pops moving to prioritized jobs is definitely borked. I had prioritized engineers and they only wanted to be physicists. And they utterly refused to work in the Odd Factory. (Until they suddenly didn't. I don't know why they changed their mind.)
  • The lack of science and industry in the early game makes research and expansion rather slow. In fact, I found my expansion to be limited by alloys rather than influence. Though part of this may just be because I need to relearn how to develop planets.
  • The timeline once gave me a focus to build an Industrial District. As in, the Industrial District that was also removed in the very same open beta.
  • When there aren't any employed pops in a strata, that strata is just straight up not shown in the UI. I had a planet that only had research jobs being worked, and it looked like the planet had failed to spawn the Colonist jobs. In reality, there was a small handful of unemployed workers and elites that weren't being displayed at all.
  • Changing living standards had no effect whatsoever on any pops, including non-civilians.
  • Other people have already pointed this out, but planetary deficits vomit up Trade Value instead of eating it.
  • You can build strategic resource gathering buildings (mote/gas/crystal mines) from the start of the game, and they give you the resource even if you haven't discovered it yet.
  • My pops decided it is immoral to murder the poor, innocent, defenseless apples, and have learned to subsist entirely off of air. Or maybe the Shroud.
Overall, it's not done cooking, but it sure smells good.
 
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Yikes, that was VERY raw! Just unplayable and broken in almost every way... ? :)

How would you even build a capital planet that produces lots of alloys and consumer goods?

I think having decent colony automation is a must, do you have time to build and test that for this new system?
 
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