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Stellaris Dev Diary #367 - 4.0 Changes: Part 1

Greetings, Stellaris Community!

Last week we announced the Stellaris 4.0 ‘Phoenix’ update, today we’re going to start going through some of the changes coming in it. As mentioned before, the changes we’ll be going through in the next few dev diaries are still scorching hot on the development branch, and may change drastically before final release.

That said, the ones I’ll be talking about today have cooled off a little bit and are pretty stable at this point.

Precursor Selection​

Let’s start with a simple one that I already leaked to you back in December.

The Advanced Settings tab when you’re setting up a new game will now have a section that lets you set which Precursors are available in your galaxy.

Galaxy Setup, Showing Precursor Selection.

The galaxy will be split into slices and the available Precursors distributed as they are currently - in the above example, the First League and Cybrex would not appear for anyone in this galaxy.

You are free to set the number of available Precursors to whatever number you desire, even none, but remember that in multiplayer games, each Precursor chain can only be completed by a single player. We recommend having at least four, to keep a sense of uncertainty and wonder in the galaxy, but it’s up to you if you want to force a specific Precursor.

The Stellaris Databank​

Back in the Stellaris 3.8 ‘Gemini’ update we introduced ‘Concepts’, as our variant of Tooltips-within-Tooltips. We’ve been iterating on how we use them over time, and they’ve become a great asset in helping explain the complexities of Stellaris.

In the Stellaris 4.0 ‘Phoenix’ update, we’re adding a compendium of sorts that contains Concepts in a searchable form, the Stellaris Databank.

Stellaris Databank

Concepts in the Databank are divided into categories, and can themselves include further Concepts. Clicking the icon in the top right searches for the Concept in the Stellaris wiki, for more detailed information.

Filtered Databank

Searching for “Alloys” gives us every Concept that includes the word, sorting the most relevant to the top.

Concepts showing links to the Databank

If you have a Concept open, clicking will open the Databank, if you would like to know more.

We’re interested in seeing how you use the Databank and how it can be improved in the future.

Species Modification Changes​

We gave you a quick preview of the Species menu last week, but now we’ll go a little more in depth. The Species screen now provides you with more information about the various species in your empire, including showing the number of trait picks they might have remaining.

The template modification window itself has been remade to provide better sorting of positive and negative traits, and listing them by value, making it easier to find the traits you’re looking for.

Species Modification Process (Using a Special Project)

My serviles should be delicious, don’t you think?

The new flow removes a few clicks from the process, starting the Special Project immediately.

If time is not of the essence, instead of using a Special Project to modify your species, you can designate a template as the Species Default, and let them integrate over to that default template slowly over time. Certain traditions or buildings might affect the speed of this integration process.

Species Modification Process (using Integration)

Actually, scratch that. Everybody should be delicious.

Ship Designer Changes​

Like some of the other UIs we’re exploring today, the Ship Designer has had some quality of life updates.

We’ve taken the Ship Roles that were introduced in the 3.6 ‘Orion’ update and made selecting one part of the basic ship design flow and giving them a better representation than a scrollable text list. Some pain points of ship design, like the Auto-generate changes button blocking saving, have been removed, and in general it’s a faster and easier process to create a general ship design.

Ship Design Process

We’ve added a “Custom” role for veteran players that want to design the ship from scratch, or you can take one of these generated templates and modify them to suit your needs before saving.

Next Week​

Next week we’ll go over more details regarding the improvements to Message Settings, as well as a selection of other features that are still so hot in development that they’re still glowing placeholder-magenta. If I can’t get you decent screenshots, I’ll post some of the concepts and explain what we’re in the middle of.

See you then!
 
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With regards to specie modification, can this please just be a timed process and not consume research? It seems out of place to effectively only have one research category impacted by species modification. If you must keep the impacts research aspect then have it impact all three simultaneously so that it completes sooner. Overall I would just prefer the specie to go through assimilation style change where the pops are not available
 
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If we're doing selectable Precursors, can we add something like that for crisis selection too? Like, I want a random chance between the Unbidden and the Prethoryn Scourge, but I don't want the Contingency (all my games except 1 that have gotten to the endgame year have had them).
 
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Hi Paradox,

As usual the changes are exciting and interesting. Can't wait to get a hold on the 4.0......but.

I feel the game is way overdue for a rework on UI scaling. I recently bought a 4k monitor and all games look fantastic and sharp as ever - Except for Stellaris.

The UI scaling is not living up to the potential to the rest of the game, and the evidence is right there on the screenshots you provide, they are clearly taken with scaling enabled. There is actually ways to go around this, but it includes messing with third party-programmes and it's a general pain to setup:

Can you please look into this? I've bought every single DLC with no question whatsoever on the value... But the game is borderline unplayable now and the blurryness is really tiresome for the eyes.

More and more are getting into high-res monitors, so i think it's well worth the investment.

EDIT: I can't link to paradox' own forum, but under bug reports from kraetos in 2022: under:

Stellaris - Text and images are blurry when UI scaling is enabled​

he links to a mod that fixes the issue with a few database adjusements.
 
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The galaxy will be split into slices and the available Precursors distributed as they are currently - in the above example, the First League and Cybrex would not appear for anyone in this galaxy.

You are free to set the number of available Precursors to whatever number you desire, even none, but remember that in multiplayer games, each Precursor chain can only be completed by a single player. We recommend having at least four, to keep a sense of uncertainty and wonder in the galaxy, but it’s up to you if you want to force a specific Precursor.
Great. But can we have a precursor choice during empire creation? So I could pick that empire A precursors was Cybrex, and Empire B was first league, Irrasians or Cybrex? Then game would generate one from empire chosen but with exceptions of deisabled ones from galaxy generation?
 
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If time is not of the essence, instead of using a Special Project to modify your species, you can designate a template as the Species Default, and let them integrate over to that default template slowly over time. Certain traditions or buildings might affect the speed of this integration process.

It would be nice if you could disable that on a planet.

A default template is absolutely necessary, but there will be certain planets where you might not want to use it and rather manage the pops manually.
I.e. an industrial planet or a thrall world.

Alternatively (and probably even better) it would be nice if you could create multiple default templates and assign them to planets.
 
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Great. But can we have a precursor choice during empire creation? So I could pick that empire A precursors was Cybrex, and Empire B was first league, Irrasians or Cybrex? Then game would generate one from empire chosen but with exceptions of deisabled ones from galaxy generation?

What would be the point of that though?

It would be nice for multiplayer, but thats about it.
 
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This seems great! Wasn't expecting the databank at all, maybe finally I won't need the wiki open on the second screen as much hehe.

A question though. Regarding the integration to default, In this example it is quite clear how it works, but I am curious on how it works when paired with assimilation, or if it can be used instead. To explain it better:
-Can I create a default template that includes traits such as Cyborg, Synth, Psionics? The idea being that right now once you set a species to Cyborg assimilation for instance, once they are assimilated they come with full citizenship etc. Can I instead use the Default template, add Cyborg and use that to integrate them as Cyborgs?
-Or, this seems more likely, once a pop is assimilated to Psionics, Synths or Cyborgs they automatically inherit the default template?

What most people would like to achieve is something like setting default rights to Assimilation, but have the assimilated pops come with a default state, not like they do now with full citizenship, full military service etc. Sometimes you assimilate slaves, and before you notice they are full citizens (with all its implications)
 
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If time is not of the essence, instead of using a Special Project to modify your species, you can designate a template as the Species Default, and let them integrate over to that default template slowly over time. Certain traditions or buildings might affect the speed of this integration process.
Ok, what about ascension traits like "laten psionic" and "cybernetic"? Will it be possible to set different default templates for different sub species? For example, one for psionic sub-species and one non-psionic sub-species?

Also will the AI pick and stick with a default template and each species in their empire?
 
Fun story: last night I had a dream about waking up do read this Dev Diary; and in the dream it said that dynamic planet names were somehow being added to the game. It was interesting, but I don't expect this to become reality.
 
Greetings, Stellaris Community!

Last week we announced the Stellaris 4.0 ‘Phoenix’ update, today we’re going to start going through some of the changes coming in it. As mentioned before, the changes we’ll be going through in the next few dev diaries are still scorching hot on the development branch, and may change drastically before final release.

That said, the ones I’ll be talking about today have cooled off a little bit and are pretty stable at this point.

Precursor Selection​

Let’s start with a simple one that I already leaked to you back in December.

The Advanced Settings tab when you’re setting up a new game will now have a section that lets you set which Precursors are available in your galaxy.


The galaxy will be split into slices and the available Precursors distributed as they are currently - in the above example, the First League and Cybrex would not appear for anyone in this galaxy.

Will Precursors be available to AI Empires? My initial idea for Precursors was that the first event in the chain would give us the option to either pursue the Precursor or abandon it (and thus let it be pursued by AIs, while we reroll our own Precursor), but I'm not sure this would fit with the newest implementation.

If time is not of the essence, instead of using a Special Project to modify your species, you can designate a template as the Species Default, and let them integrate over to that default template slowly over time. Certain traditions or buildings might affect the speed of this integration process.

Will there be an upkeep in Society research still, or is this slow assimilation free of charge?
 
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I like all of this, but I'd like it even more if there was a setting to guarantee no duplicate precursors when playing with a friend.
 
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There should be a slider that dictates the number of precursors with a checkbox for random. Then the selector should be just to determine what is available to be generated. That way you could have them all selected, but then only actually generate some lesser number of them if you set the slider to a lower number than the total precursors you've made available.
 
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