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Stellaris Dev Diary #375 - Notes on the Open Beta

Hi everyone!

We’ve entered our second week of the Stellaris 3.99 ‘Phoenix’ Open Beta, and if all goes according to plan are planning another update tomorrow morning with some major changes to the starting situation of your planets. (Goodbye, primitive factory debuffs. I'd say we'll miss you, but... we won't.)

What Have We Learned So Far?​

While we recognize that the early state of the Open Beta makes it difficult to provide balancing feedback, it’s proven itself invaluable already.

The Open Beta has found several issues with growth and decline - from robots causing the inevitable decline of your empire to Fallen Empires and Pre-FTL societies being doomed due to not using standard growth models. You’ve found economic death spirals and identified needs that will help our designers produce a better balanced and fun experience in the final release.

These were precisely some of the types of things I was looking for when we decided to push the Open Beta despite the early state that it was in, and I’m thankful that we did. Thank you for all of your help so far, and I hope you’ll continue to give us your feedback as we continue to update.

We will continue the twice-weekly update cadence until the end of the month, with dev livestreams every Thursday.

Mandarin “Venerable Scientist” Advisor Voice​

Back when we released The Grand Archive, we created a version of the trailer in Mandarin, and it was really, really good.


After such a positive reception from the Chinese Stellaris community, we decided to call the same voice actor back in to record a full Advisor set. The recordings are now complete, in time to be included as part of the Stellaris 4.0 update. It should show up in one of the next few Open Beta updates.


What’s Next?​

We’ll have two dev diaries next week that will be a bit meatier than this one, to flesh out some of the other things coming in the next Quarter.

See you then!
 
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Since people have been complaining about how building city districts increases the number of jobs provided by every zone, which isn't always ideal, I'd like to suggest making each of the four city zones have it's own district. That way, you can increase the number of jobs from a specific zone as needed without creating a ton of extra, unneeded jobs from other zones.
 
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Chinese voice acting sounds like a great extended hand towards part of the game community that is steadily growing ^^
It sounds super weird (awkward) to me since I’m so familiarized by the English VA.

I suggest separate options for text language and voice language to enable people like me to stay in Chinese text and English VA.
 
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So: meat is coming to Stellaris?
M E A T S H I P S M E A T S H I P S M E A T S H I P S M E A T S H I P S M E A T S H I P S M E A T S H I P S M E A T S H I P S M E A T S H I P S
 
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This is going to be a hot take since some people are against the "post-primitive" start, but I think it be neat if we started with all 3 city zones on our capital pesudo-developed. Primitive industry, research, and administration that only offer 80% of the jobs that they could (instead of a scary looking penalty) and upgradable into their "modern" counterparts once you have the resources. It also add some early game decision making over what to priortize updating (or replacing) first, since we don't have the building decisions we used to have. Different origins/civics could then change this starting layout as appropriate.
 
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We’ll have two dev diaries next week that will be a bit meatier than this one

I'm ordering extra meat for my meat ships.

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Discussion of any game besides Stellaris is off topic here.