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Stellaris Dev Diary #326 - 3.10.4 "Pyxis" Released [e9b6] + Upcoming Holiday Tech Beta

Hello everyone!

The 3.10.4 "Pyxis" update has been released today. Of particular interest in this week’s update are a fix that lets AI be more willing to recruit Scientists for exploration, a fix to certain modifiers doubling up, and some adjustments to negative leader traits.

Balance
  • Significantly reduced the yearly chance for leaders to gain negative traits.
  • Due to player feedback, the Micromanager negative trait for Commanders now increases fleet upkeep instead of reducing command limit.
  • The Lethargic negative trait for Commanders now also reduces fleet upkeep.
  • The Nervous negative trait for Commanders now also increases disengagement chance.
  • Having the Antagonistic Diplomatic Stance will now appease your factions asking for you to have a Strong Diplomatic Stance.
Bugfixes
  • Added some failsafes to generate council positions and gestalt nodes in various edge cases where they weren't created or disappeared
  • Clarified reformed tooltip for Dark Consortium civics
  • Declining to Hunt for the Hyacinth should now correctly remove the event chain.
  • Fix Astral Harvesting not available for heavily conquering empires
  • Fixed a typo in the pre-FTL Provide Technology Tooltip.
  • Fixed Civics not swapping to their alternative when switching Governments
  • Fixed missing loc for the Fear of the Dark Admiral trait
  • Fixed the Accelerated Time Astral Planes Modifier having a description for a title.
  • Removed a redundant tooltip from the Synthetic Evolution event
  • Ruler clothing selection in the empire designer is now respected
  • Some planet modifiers that were getting incorrectly applied twice should now only be applied once.
  • Updated the All Crisis Strength tooltip to accurately state that it doubles the strength of each subsequent crisis.
  • Your ice miners will no longer make your Mercenaries homeless if they happened to have built their base above an ice asteroid.
AI
  • AI Empires will now be more willing to hire leaders for their science ships as long as they believe they can afford the Unity upkeep.
  • UI
  • Fixed XP not being shown in XP bar tooltip for gestalt rulers and councilors.
Modding
  • collapsable_leader_container should now calculate the correct height no matter the amount of horizontal slots.
  • Fixed lock_country scope change incorrectly stating that the output scope was a bypass, when it is actually a country

Barring unexpected developments, we consider the 3.10 “Pyxis” release stable at this point, and the 3.11 “Eridanus” update is the next expected release - currently planned for 2024Q1. As mentioned in an earlier dev diary, 3.11 “Eridanus” will be focused primarily on general bugfixing and stability.

Technology Open Beta

We’ll be putting a Technology Open Beta up tomorrow to gather feedback and data on some possible changes to research. While some changes planned for 3.11 “Eridanus” have snuck into this release (like some improvements to Galactic Doorstep), the overall technology rebalance is considered experimental and may or may not end up being released. It is likely to undergo some changes if it does go live.

The Technology Open Beta will run from December 15th through January 15th. We’ll post a feedback form tomorrow to help gather your impressions and thoughts.

Features
  • Replaced basic research technologies such as Quantum Theory with Breakthrough Technologies. Breakthrough Technologies will only appear once you have researched enough techs of your current tier and are required to research to reach the next tier.
  • Breakthrough Technologies become easier to research based on the number of other empires you have low Tech intel on that have already researched them.
  • Enigmatic Engineering blocks your Breakthrough Technologies from spreading.
  • Events that give progress towards random technologies can grant progress towards Breakthrough Technologies, but will not give as much as they would a regular technology.
Improvements
  • Technology and Tradition costs are now distinct sliders in galaxy setup.
  • Added notification message when new pop settles in zeya (Gaia planet in azilash)
Balance
  • Adjustments made to the Galactic Doorstep origin:
    • Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin.
    • Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
  • Increased the effects of Empire Size on Technology to match its effect on Traditions.
  • Rebalanced research speed modifiers. Most sources of Research Speed now have a corresponding increase in Researcher job upkeep
  • Removed or adjusted many sources of Ship Cost and Upkeep reductions from the game.
  • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
  • Naval Procurement Officer councilor now improves ship build speed.
  • Crusader Spirit civic now improves ship build speed.
  • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs.
  • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%.
  • Progress Oriented modifier no longer reduces ship build costs.
  • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%.
  • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs.
  • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs.
  • Shipwright trait no longer reduces ship build costs.
  • Reduced penalty the Irenic trait applies to ship build costs.
  • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%.
  • Mark of the Instrument ship component no longer reduces ship upkeep.
  • Grand Fleet ambition now increases power projection instead of reducing ship upkeep.
  • Fleet Supremacy edict no longer reduces ship upkeep.
  • Letters of Marque now reduces ship upkeep by 5% instead of 10%.
  • Bulwark ship upkeep reductions reduced by 50%.
  • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked.
  • Increased technology costs, especially those of higher tier technologies.
  • The Technology curve has been changed from 1000 × 2^n to 500 × (2^n + 3^n), making the difference between an early and late-game tech more distinct.
  • Reduced output of researcher jobs
  • Researchers and their gestalt equivalents now produce 3 of each research instead of 4
  • Head Researchers now produce 4 of each research instead of 6
  • The effectiveness of Ministry of Science has been halved
  • Astral Researchers now produce 5 physics and 1 of each other research instead of 5 physics and 2 of the other researches.
  • Knights of the Toxic God balancing:
    • Slightly reduced the research output for Knight and Lord Commander jobs
    • Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
    • Knights now correctly inherit production modifiers from researchers and administrators
    • Slightly reduced the unity and research output for Knight and Lord Commander jobs
    • Knight output modifiers now only apply to resources, like other job output modifiers
    • The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per pop on the habitat, instead each Squire job provides +1 Defensive Army
    • Squires now increase the resource output of Knights by 2.5% not 2% per Squire.
    • The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
  • Delegate GalCom focus traits now have a small chance to give favors.
  • Reworked and rebalanced the Erudite, Cyborg, Synthetic, Psionic, Chosen One, and Chosen of X traits to include new leader assignments.
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Bugfix
  • Repairing The Black Crown should no longer fire generic gateway repaired events.
Modding
  • Added `last_resolution_category_changed` trigger

Meet the Devs Video

Game Systems Designer @Gruntsatwork did a video interview about what it’s like to work on the Custodian and Crisis teams.

No, you can’t implement trash. - E

Next Week

The nights are getting cold and long, so for the last dev diary of the year it’s time for a look at the year in review.

See you then!
 
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Math, LaTeX, and video games are three of my favorite things, so it was a good time!

Of course, maybe it would be more helpful just to, you know, try the beta and see how it goes...
It's formatted exactly like one of my old textbook pages, so job well done. I'm just a CS grad who had to take math classes but didn't enjoy them very much. I know about enough to understand what you're saying, but it takes my entire brain power to comprehend it.
 
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I appreciate the effort that went into modeling that, but I hope I won't have any more calculus flashbacks when all I want is to talk about Stellaris lol. The college classes were enough for me for one lifespan.

Yeah, I took one look at it and...nope, just nope. Trying to figure all that out would probably just give me a headache, so I'll take the word of the mathematician.
 
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Should be fixed by
  • Some planet modifiers that were getting incorrectly applied twice should now only be applied once.
It's honestly obnoxious logging into an iron man game you're 60 hours deep into to find all your planets suddenly have unrepairable ruined structures and unemployment that weren't there when you played 2 days ago. There really should be a feature to make changes like this optional for games already in progress. Not like I knew this was a "bug" or was trying to exploit it, just been playing the game normally, and now have a ton of extra busy work to try to correct all this crap.
 
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It's honestly obnoxious logging into an iron man game you're 60 hours deep into to find all your planets suddenly have unrepairable ruined structures and unemployment that weren't there when you played 2 days ago. There really should be a feature to make changes like this optional for games already in progress. Not like I knew this was a "bug" or was trying to exploit it, just been playing the game normally, and now have a ton of extra busy work to try to correct all this crap.
There is. Roll back to the previous version, which is listed under the betas tab.
 
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Patch 3.10.4 has caused 2 buildings in majority of my colonies to break a few only 1 building has broken and in even fewer colonies no buildings are destroyed. Pops remain the same so not the issue. According to steam comments many other players are experiencing the same issue after installing the newest patch. I attached screenshots of one of my colonies showing the buildings fine upon loading the game then after unpausing they immediately break. Anyone know why this might be happening?
 

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There is. Roll back to the previous version, which is listed under the betas tab.
Reverting back doesn't work correctly on the saved files. I tried it and all of the mining and research buildings off planet are deleted when reverting back to 3.9.3 and loading the saved games (which is the latest possible option to revert to, not to mention you'll also you lose the fleets and politics from quick menu it will only show planets and starbases). There is no option to revert back to 3.10.3 from 3.10.4 you have to go all the way back to 3.9.3 which still leaves the game messed up just in a different way :(
 
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Patch 3.10.4 has caused 2 buildings in majority of my colonies to break a few only 1 building has broken and in even fewer colonies no buildings are destroyed. Pops remain the same so not the issue. According to steam comments many other players are experiencing the same issue after installing the newest patch. I attached screenshots of one of my colonies showing the buildings fine upon loading the game then after unpausing they immediately break. Anyone know why this might be happening?
Yes. 3.10 was released with building slots seriously bugged.

3.10-3.10.3 gave empires twice the building slots from planet modifiers that increased building slots.

This bug was fixed in 3.10.4.

As a result, all games in progress where a planet had more buildings than the number of building slots it really should have had (and would have had prior to 3.10), had excess buildings destroyed when this was fixed. This is the same thing that happens during unbugged gameplay when the number of building slots on a planet is reduced below the number of buildings present. (This seldom happens in normal gameplay unless the player is destroying City Districts and gets trigger happy.)

Immensely frustrating for everybody who weren't aware that they were taking advantage of a bug by building more buildings than their planet really should have been able to support and thus didn't see this coming*, but nothing to do about it, alas.

* Exception for anybody playing with the Functional Architecture civic. There is no way they didn't notice they got +2 building slots rather than +1, so they, at least, must have expected a bugfix to be incoming.
 
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Thank you for confirming that for me and quick too I really appreciate it! new to the game just got it a few weeks ago so no idea this bug existed but I thought it might have had something to do with the planet modifier part of the patch. Thanks again!
 
Speaking of building slots, is there a way to see how many buildings a planet supports? I have extra housing and want to covert a city district to another type, but I can't tell if I'll lose a building or not (I can tally the city districts plus the slots the capital building gives, but then there's various techs and stuff that add a slot too which I've lost track of how many of those I have)
 
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Thanks for letting us have this glimpse on what is going on behind the (red) curtain. Please keep it going in spite of the base level of online toxicity (and please disregard the dancing dwarf in front of the curtain). Have always enjoyed dev commentary (Portal 2 etc.). yppah yadiloh.
 
While I remain skeptical about the balance, I also noticed the new version requires a lot more CPU than before relatively early - like 60 years into the game.
stellaris is very cpu intensive, it hits my system harder than cyberpunk does. i haven't seen any serious slowdowns on the beta build yet, but i'm also only playing on tiny galaxies
 
  • The Lethargic negative trait for Commanders now also reduces fleet upkeep.
  • The Nervous negative trait for Commanders now also increases disengagement chance.

Great! Now do the rest of them. I'm tired of having to fire my early leaders because they woke up that day and got irreversibly worse before I could stack the full -4 negatives. There's no added gameplay value in this it's just "ignore that they're worse for the rest of their lives" or "delete them and get a new one".
 
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Great! Now do the rest of them. I'm tired of having to fire my early leaders because they woke up that day and got irreversibly worse before I could stack the full -4 negatives. There's no added gameplay value in this it's just "ignore that they're worse for the rest of their lives" or "delete them and get a new one".
until they add a mechanic that lets me either remove negative traits from councillors and rulers and my heir in similar ways to the gestalts, i just use a mod to remove negative traits entirely. negative traits are okay-ish as a mechanic but only if the player has any agency in mitigating them. in their current form, negative traits for non-gestalts are literally just RNG as to whether or not your leader gets a random event to remove them. i don't care if it's an agenda or an edict, but we need a way to deal with them like gestalts get.
 
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until they add a mechanic that lets me either remove negative traits from councillors and rulers and my heir in similar ways to the gestalts, i just use a mod to remove negative traits entirely. negative traits are okay-ish as a mechanic but only if the player has any agency in mitigating them. in their current form, negative traits for non-gestalts are literally just RNG as to whether or not your leader gets a random event to remove them. i don't care if it's an agenda or an edict, but we need a way to deal with them like gestalts get.
Honestly I wouldn't mind having both. Some kind of correctional/retraining method to encourage really investing in my leaders long term instead of just binning them when they get a poor trait (and this might also go for unwanted "positive" traits they literally will never use), but also, mixed traits that aren't just purely negative, so it might even be worth living with some of them or adjusting how you use that leader to better suit their particular strengths and weaknesses.

Then it would actually be interesting, instead of just a pop-up that makes me swear and fire them before I waste any more xp gain on a leader that's now permanently nerfed.
 
Honestly I wouldn't mind having both. Some kind of correctional/retraining method to encourage really investing in my leaders long term instead of just binning them when they get a poor trait (and this might also go for unwanted "positive" traits they literally will never use), but also, mixed traits that aren't just purely negative, so it might even be worth living with some of them or adjusting how you use that leader to better suit their particular strengths and weaknesses.

Then it would actually be interesting, instead of just a pop-up that makes me swear and fire them before I waste any more xp gain on a leader that's now permanently nerfed.
it's worse when one lands on my heir. if they're a commander or a scientist it's not so bad as i can send them into the marauders territory or a leviathan system repeatedly until they die.

i'd be happy with an edict or an agenda to assassinate or remove a ruler/heir over a negative trait. all the rest of them i can dismiss at will.
 
it's worse when one lands on my heir. if they're a commander or a scientist it's not so bad as i can send them into the marauders territory or a leviathan system repeatedly until they die.

i'd be happy with an edict or an agenda to assassinate or remove a ruler/heir over a negative trait. all the rest of them i can dismiss at will.
Well, I guess they have a chance to make cutthroat politics a very literal civic...
 
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Why are empires getting clustered together even when I have empire placement set to random?
What makes you think they are? All I can tell from your screenshot is that most systems you have intel on are owned.

Also remember that you should expect the occasional cluster when using random placement due to randomness. The setting doesn't cause an even distribution. If you want more space, you might want to reduce the number of AI empires and/or increase the galaxy size.