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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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I triple-checked, and it is not directly stated:

"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."

But I read this, and it sounds terribly gamey and unimmersive. Basically, a battle pass progression to unlock gameplay features mid round? I mean, tying federations to traditions, which somewhat depict the cultural development of an empire, was okay-ish and felt like a choice an empire made, but this sounds like: "Gain 10 diplomatic relations to unlock Federations."

I wouldn’t have gone for that. I’d have created the task system as an optional tutorial, not an experience bar to fill by doing collectathons or whatnot. It just doesn’t sound great nor fitting for the game.
It sounds very good and very fitting. Currently your empire becomes a beacon for interstellar co-operation by collecting light blue mana and spending it on the federations button instead of on the fleet stances button. In this version you'll become a beacon for interstellar co-operation by co-operating a bunch and getting so good at co-operating that you can form an interstellar co-op. One of these does sound pretty gamey, but I think we disagree on which one.
 
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It sounds very good and very fitting. Currently your empire becomes a beacon for interstellar co-operation by collecting light blue mana and spending it on the federations button instead of on the fleet stances button. In this version you'll become a beacon for interstellar co-operation by co-operating a bunch and getting so good at co-operating that you can form an interstellar co-op. One of these does sound pretty gamey, but I think we disagree on which one.

I haven't played the paradox games that have mission trees so can't comment on how they work, or whether they'd be similar to this system (I've just seen people mention them). I think the idea that our actions shape our opportunities sounds good, if the execution feels free enough to satisfy lots of different empires. We've currently got examples in the game that aren't good at this, like the militarist faction having authoritarian demands (even if they're pure militarist) ignoring the potential for valiant, paladin type militarists who don't want rivals for no sake or to have a policy of harsh vassalisation.

It will be interesting to learn more. Given the devs have acknowledged stellaris is a very broad game I'm hoping nothing is going to be restricted in a way that limits roleplay.
 
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Still roads in space, still not a real space game :/
If you want a space game with no limits in the form of "roads," you're rapidly going to find that the limit becomes either depth of gameplay or distance possible to travel from the starting point.

Systems being where you go instead of the literal space between being a gameplay area is "roads." The game is what the game is, the game you're imagining is one that doesn't exist at all.
 
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Plus it's a science fiction game. Hyperspace lanes appear all over sci-fi; a Mote in God's Eye, the Honor Harrington series, Legend of the Galactic Heroes, the works of C.J Cherryh, and in more modern settings like the Lost Fleet, Interdependency, and Peacekeeper of Sol.

There's certainly pros and cons to hyperlanes as a game mechanic (though in the case of stellaris that argument is like closing the stable door after the horse has bolted, lived a full life, and died of old age) but it certainly doesn't mean that the game can be denied its claimed genre.
 
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If you want a space game with no limits in the form of "roads," you're rapidly going to find that the limit becomes either depth of gameplay or distance possible to travel from the starting point.

Systems being where you go instead of the literal space between being a gameplay area is "roads." The game is what the game is, the game you're imagining is one that doesn't exist at all.
Sword of the Stars says you can absolutely have deep gameplay and many systems using arbitrary destination warp but you need fuel capacity as the limiter. Whether fuel capacity would be fun in Stellaris is another question, and if not then roads it is.
 
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Sword of the Stars says you can absolutely have deep gameplay and many systems using arbitrary destination warp but you need fuel capacity as the limiter. Whether fuel capacity would be fun in Stellaris is another question, and if not then roads it is.
It's turn-based, so no, it doesn't refute the point I'm getting at. Which is that if you remove the bounds "roads" introduce, you don't have a game because it won't run.
 
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Can you do somithing about Grandarchive? If posible can we move our artifact freely there? No is just too sad we have to sold all on the list to select the new ones.
 
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For Galaxy Generation, can we make it a bit better at actually scattering players? Took 4 games before we actually had space between us and we weren't just shotgunned, for example, across the NE direction of the map.
 
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For Galaxy Generation, can we make it a bit better at actually scattering players? Took 4 games before we actually had space between us and we weren't just shotgunned, for example, across the NE direction of the map.
It's kind of weird that we have Clustered, and Random, but not "evenly distributed."

This would also help for singleplayer. No neighbors two jumps away, not 25 jumps to any neighbor at all. That'd be pretty nice to be able to guarantee.
 
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It's turn-based, so no, it doesn't refute the point I'm getting at. Which is that if you remove the bounds "roads" introduce, you don't have a game because it won't run.
Are we talking performance or gameplay? Performance yes it would run. Gameplay it won't run unless you introduce some other source of generating terrain and chokepoint analogues and limiters on how deep you can head into enemy territory without significant investment. Why engage starbases when you can fly right past them? Because they're the only places you can refuel. How do you intercept ships? Disallow changing course mid-flight. That kind of thing. I'm not arguing that Stellaris should shift away from hyperlanes, just disagreeing about it being impossible. It would be a lot of work and probably wouldn't be worth it but it's a fun thought experiment.
 
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Hello there Stellaris Devs , i am very hyped about Stellaris 4.0 , cant wait to see it , but , please if i may to make a couple of suggestions for the 4.0? There are simple things that personally bother me all these years and i think they will add to immersive. Ok so , 1) Please when we choose the outfit of our leader , when our leader dies the next in line should wear the same outfit , unfortunately how it is now the outfit changes to default after our first leader dies (ok i want my emperor to wear specific outfit lol) and 2) please please for the love of dear God please change the size of gun batteries on ships. They seem too big for the size of the ships , either make ships much bigger or reduce the size of the guns to look more realistic (imho). Lastly 3) please if its possible to add independent carrier class ships (standalone class not related to Battleships as it is now). Thats it guys i hope you take into account my recommendations i cant wait to play 4.0, cheers !!!
 
Some very promising things coming in 4.0, though I have some reservations to how the trade rework seems to be handled; not that I'm opposed to it, I very much want trade to be more meaningful, however I'm not sure I can see how turning trade into a (presumably global) resource could emulate inter-planetary trade/logistics (the situation when - y'know - the resources are actually transported and don't teleport).
 
It sounds very good and very fitting. Currently your empire becomes a beacon for interstellar co-operation by collecting light blue mana and spending it on the federations button instead of on the fleet stances button. In this version you'll become a beacon for interstellar co-operation by co-operating a bunch and getting so good at co-operating that you can form an interstellar co-op. One of these does sound pretty gamey, but I think we disagree on which one.

Technically, you are right, but since we both don’t know how this "Do Task -> Unlock Federation" mechanic is going to look, we can only evaluate how it is done currently and extrapolate.

Unity is the mana collected, based on how much focus on "cultural" development we have, to cast the "Upgrade Tradition" spell. If we choose that our empire has the tradition of Diplomacy, and further development focusing on the tradition of diplomacy, it unlocks the idea of a federation. But we still need to do engage with other empires to have positive relations to form a federation.

As I expect the bare minimum to avoid being disappointed again by how this design ends up, I would guess we now double-dip federations by getting a random TASK that says, "Get another empire to like you (threshold 400 like points)," which then unlocks the federation we can immediately use to create one with the empire we did the task with.

In my eyes, one depicts the development of an empire's identity by the culture it fostered, while the other is just a stat check or grind quest that anyone could achieve without any investment that feelt like a decision.
 
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Performance improvements are always welcome and I understand how much calculation trade and pops require in a huge empire..

However, I can't help but being worried because this is such a huge and all-encompassing change that a myriad things could go wrong or become unbalanced.. I also worry whether the game will retain enough depth to keep me interested.

ps. I disagree with the notion that Mega-Engineering is a "critical system" and that players should have easier access to it. It should be super rare in my opinion, not a natural step in every empires story.. It should be only for those who managed to research it..
 
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Performance improvements are always welcome and I understand how much calculation trade and pops require in a huge empire..

However, I can't help but being worried because this is such a huge and all-encompassing change that a myriad things could go wrong or become unbalanced.. I also worry whether the game will retain enough depth to keep me interested.

ps. I disagree with the notion that Mega-Engineering is a "critical system" and that players should have easier access to it. It should be super rare in my opinion, not a natural step in every empires story.. It should be only for those who managed to research it..
Yep. I personally do not like mega-strucutes at all
 
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I mean, what can I even say.

It just looks incredible.

If I had to make any additions, I think I'd be nice for empire focuses to have some nice benefits even for veteran players to incentivize them remaining relevant (like maybe a +5% job output on one planet for completing colonial development focus tree, or a +50 permanent opinion modifier with the empires involved in the focus tree to form a federation).
 
Pls reconsider the Focus Tree feature. Stellaris is not an arcade but a grand strategy. We don't need to be led by hand :(
I think you'll be able to ignore them if you want to, like the Imperator Rome mission trees. Which I liked quite a bit.


You will probably have a bunch of focus trees to select at any moment, and you'll be able to cancel them (to select another if you want), try to complete them, or ignore them at your leisure.
 
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