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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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Several issues with the UI I have found:
1. When trying to upgrade a district, after hitting it once, the window closes and you have to repeat the entire process again (that is several clicks more in order to upgrade)
2. Can't find pop growth details anywhere (I can see pop growing, but not for how much, guess this is what -0 means from the notes). I can't f pop in anyway planet wise, a huge downgrade from before unless it is just that is not finished yet instead of not happening ofc. To clarify, I mean things like not allowing species to grow in this planet, previously you did that by selecting the pop you wanted 'growing' and assembling, soft controlling others from grow. Giving better control over planets. I do not want my main species growing on planet Y, besides the 4 I sent to be rulers and entertainers, so I previously set K pop to be grown, ensuring my main species in that planet is always 4. Now I can't do this, neither choose what gets assembled in the same way as before.
3. Hidden build queue by default is very bad.
4. Management tab in planet uses M as hotkey instead of X as expected
5. Population groups are of little use and spam the management tab, again it might just be that some stuff is missing here, hard to know right now
6. Amount of blockers and features only visible in Management tab, we need those on the Planet Summary tab as before to know with a glance what we have on each world (like we did before)

Most of the issues hide information needed at a glance behind more clicks/hotkeys, the most important ones being the build queue, planet class and the features/blockers details. All this is needed at the summary, even an icon would do, just as we had before.

Other things I noticed, auto trait is actually coming by default for me.

I dislike the leader changes as much as I expected. Having leaders level up no doesn't feel as great unless it is a 'magic' number. Hate this entirely.

Still mid game, so more stuff is pending.
 
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Well, first of all I'd like to congratulate the Stellaris Team for trying this. Both the changes for 4.0 (ambitious, but promising according to DDs) and the Open Beta thing (it's always great as a player to be included in the dev efforts). That being said...

Holy molly, that's a rough build.

To be honest, even if I want to help, I'm not quite sure what kind of feedback you guys expect:

- The game is not really in a playable state, so any balance feedback is obviously out of question.
- Since a normal game is out of the question, I don't really see how I can get a good feel of the Empire Timelines/Focuses.
- Even having read all the DDs, I'm kind of iffy on how systems are supposed to interact in 4.0. I'm not sure when I see a bug/issue if it's a "mostly working as intended, so report it" or "total placeholder, don't mind it".

But at least on the few things that I found on a quick 20 minutes UNoE playthrough :

- It's ambiguous if jobs are "flat" or per-level in building tootip
- Subdistricts Zone type not shown in UI, so I don't even remember what I built sometimes
- Impact of strategic ressources mines unexplained. Unclear how they interact with natural deposits.
- Planet size nowhere in the "Planet Summary" tab, which feels very wrong.
- The build queue being closed by default is, likewise, quite grating when you're used to the old way
- The upper right corner of the Planet Summary Tab (the part with housing, amenities, unemployed pops, etc) is really struggling with 4-digit values, so it's quite unreadable
- If I'm not mistaken, the building slots beside the Planetary Admin building are kind of "wildcards", which can hold building of any kind. It would be nice to have the Zone where a building can be placed in the building tooltip, so that I can better plan it this way.

Don't get me wrong, I love the beta, but even for a beta I think it's a smidge too rough to really get you the feedback you seem to be looking for (Timeline/Focuses, according to the survey).

Anyway, keep up the good work!
 
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So, can't figure out why these two planets have unemployment.
figured it out. Had to quit and reloaded save, the Unemployment icon disappeared. Seems to be a broken 'remove this element' line somewhere. Edit: It's back. Don't know what happened. Weird.
Most of the issues hide information needed at a glance behind more clicks/hotkeys, the most important ones being the build queue, planet class and the features/blockers details. All this is needed at the summary, even an icon would do, just as we had before.
Second this. Hate having to change to management tab in order to find out if I've cleared all the blockers and the lack of a visible on summery tab build que is going to cause me quite a bit of trouble. Even if it's just the first item in the que, knowing my planet is actually building something would be nice.
- Impact of strategic ressources mines unexplained. Unclear how they interact with natural deposits.
I haven't built one just because of this. Still don't know if I'm even supposed to be able to build them either.

I am collecting thoughts on the focus tree/timeline. but it's not going here because the survey exists.
 
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Galactic focuses are a huge mistake.

Having filed out the form I see that the devs are very aware of the potential issues they have for gameplay so I'm confidant the issues will be fixed but having an infinitly refreshing checklist that constantly bricked itself due to impossible tasks or idiotic decisions (declaring war/rivalry/embracing factions) was horrid. Every year I would go and reroll a card to see the same one pop up again with no idea how well I was doing.

The way the rewards are all pretty nice tech seems cool and all but half of the big milestones are locked behind tasks that would have long since had you complete all of the goals. (Wormhole tech being a medium difficulty discovery tech is a laugh).

I can easily see a new player learning all the wrong things and feeling like the focuses are a good guide to follow when in fact its a random unorganized checklist of mechanics you COULD do in the game. You should not always be rivaling an empire or going to war even if you're a military based empire, you should not be hoarding minerals in the earlygame and not expanding with them. The lessons being taught here are unusual.

To be positive for a moment though.
The timeline is a very cute feeature that once you can view a bit larger scale I'm sure many players will adore, the tutorial guide is well made and readable, the toast/notification changes are a godsend everyone is sure to love once the game hits live.

I can't help but wonder if this open beta should have released with some of the smaller, more likeable features rather than all at once but I understand they were all developed simultaniously.

Thank you devs for all your hard work.
 
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Wow, such helpful feedback.
It's all disgusting. If the game is going to be like this, then you don't have to play it anymore.
Wow, such helpful feedback. This isn't going to change anyone's mind. All it'll do is make you look like a dumdumb. What is it that you don't like? Why don't you like it? How can it be improved?
 
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"A surprise! But a welcomed one!"
"We will watch your Open Beta progress, with great interest"

Palpy quotes aside, that was unexpected, but it looks like it was released too soon!!!
I think I'll wait for your next update on this and try it over the weekend. Meanwhile it will be fun to watch the chaos and destruction!!
 
Alright, after a few hours of fecking about, here's my feedback.

Summary:
Overall, I'm loving the direction. Simplifying pop jobs and making planetary management less of a hassle is always nice. Performance gains are just a huge plus overall. Now, I KNOW this is alpha/beta, so don't yell at me for complaining about things, okay? I'm giving feedback here.

1. The UI
Stellaris UI, as a whole, has always been severely lacklustee with HUGE elements taking up far too much space, leading to scrollbars, endless lists and lots of nonsense. This UI does nothing to alleviate that. In fact, it exasperates it. Please, just hire the dev of UI Overhaul Dynamic already. There's a reason that mod is in the top #1 of all time.

The City Zones, for instance, are so large that they creep outside their designated area on the planet UI, leading to a very sloppy and cramped look.
The population tab is a NIGHTMARE. Even when unexpanded, the elements on this screen are so huge that there's already a scrollbar there when you open it. Why is this window not ...twice the height? Or, better yet, the elements smaller in height?

Since we cannot resize UI elements, the tiny planet view window makes managing the planet an absolute nightmare when all the elements in said window are scaled as if they were the ONLY element in the window, but they're fighting for screen estate with several other, equally gigantic, elements. This is some awful UI design.

I know much of the new Planet View stuff is placeholder and temporary, but these are design elements that permeates the entire Stellaris UI design language, and I hate to see it constantly perpetuated. So, please, think of this in the future for the planet view. Don't make it a tabbed, sub-window scroll-nightmare. Please.

2. Death spiral traps in design
Getting into a Consumer Goods death spiral is officially WAY too easy in this. Since you can never change a zone once built, it is far too easy to shoot yourself in the head early on. You're locked to the Pre-ftl zone, so you're stuck with two City zones on your homeworld. Make one an Amenities zone (because you end up with -5000 amenities about 2 minutes in) and then add a research zone to get some research going.

Congratulations, you've ended your game within the first three minutes! You have *no* way from here to produce any consumer goods, ever. Your other colonies aren't going to grow fast enough to pick up the slack, and even if they do, you can only ever build a single building and a single zone, giving nowhere near enough output to match even the homeworld's needs for Consumer Goods.

Same goes for Unity. Just having my leaders level up was enough to put me into a negative death spiral on Unity from which I cannot recover. And this is with the BASE leaders you start with (+1 commander from the "Promising Officer" event).

Even if you had the UI element to switch zones, I legitimately think you cannot possibly produce enough CG to keep even a tiny empire going. You will have to supplement A LOT of trade. And that's not easy either without focusing solely on trade.

Early early access, I get it, but these are numbers that have to be tweaked in literally the next update, or we can't really test at all, since we'll be dead within a few decades.

3. Unintuitive UI design for jobs
If you have too many specialist jobs, all your pops will work specialist jobs and the Worker tier will disappear ENTIRELY. This had me confused for so long. I was like "Where are all the basic jobs? Why are there no basic jobs? I have farms and generators and miners, but they don't produce ANY jobs??" This is very unintuitive design.

4. What do the numbers mean, Mason?
Numbers seem rather arbitrary. A Research Lab building inside a Research Zone claims it adds 400 of each scientist job, while also claiming that the approximate pop upkeep for those jobs is going to be over 1000 energy and 300 consumer goods. That...doesn't seem right. Building the actual building and filling the jobs does indeed not cost that amount of upkeep, so where are these numbers coming from?

5. I have a mouth and will scream (Timeline/Focus system)
The Focus and Timeline feels rather anemic. I legitimately do not understand what these are for. In the dev diaries I could kind of understand what the idea with them was, sort of. But seeing them in action, I can't think of a more wasted dev resource. The timeline is...neat, I guess, but I can't ever see myself looking at this for any other reason than possibly novelty, and the Focus cards are so catastrophically arbitrary that you either fill them by mere chance, or you get soft-locked by something that is so outside of your playstyle or current goals that you stop giving a damn. The rewards for filling a focus comes far too late to matter, so you might as well just ignore this feature entirely.

I am sorry I have no helpful feedback for the Focus/Timeline stuff, but I just don't see how this helps anything, and I can't see a way to change it work either. It just adds more confusion, makes the game into some weird kind of quest-oriented MMORPG, but with quest rewards so pointless you wonder why you're even playing. If this system remains in its current designed form, I think it's safe to say that the vast majority of players will ignore it, and you'll have Youtube flooded with Shorts telling people to not care about the Focus system because it's a "trap".

I'm hoping you're hiding something good in future updates, but this is the first time I've legitimately thought "What the heck are you doing, Paradox?" since I started playing Stellaris in the very first release. Unifying the FTL methods back then was a controversial, but very necessary, move. This? Euh...I dunno what you're up to here.

6. New message defaults
These are overall much better, and I enjoy the ability to much easier change individual message types. But perhaps also include a tooltip or description of what "Notification" and "Toast" and "Popup" actually means, because I'm pretty sure the vast majority of people are as clueless as I was about which was what.


Conclusion
For as much as I rant and rave above, I am actually wholly excited about where this is going. I am very aware this is absurdly early stuff, much much earlier than we've ever been given access to. The reason I am so passionate is because I genuinely love Stellaris and I want her to be the best she can be.

For now, though, I will give this beta a rest. It is far too confusing, frustrating and prone to breakage to actually give any kind of useful feedback. I have no way of knowing what is going on, if it's design or a bug, so I can't offer anything useful really. I'll be back when there's something to test.
 
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We also renamed “Bonus Workforce” to “Job Efficiency”.
If it is still does the same (increase Upkeep and Output), I think that is not a good term.

Efficiency means either:
- you get the same output for less input
- you get more output for the same input

Throughput still would be the perfect name for what you described in the DD.

Just to make it clear again - this is an early work in progress build. We're planning on updating it pretty often.
Steam failed to even start the launcher for me.
I am currently reinstalling.
 
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Galactic focuses are a huge mistake.
Again, over reaction. I've only two I've wanted to reroll, and even if I'm not actively seeking them, they are still nice. I've found one or two that aren't helpful but still don't care, because I can work for them latter.
1. The UI
Although you seem to be eradiating everything here, I agree with the UI stuff. the longer I play, the more annoying the stuff is. The UI seems to hide important information like planet size, features, and build que.
Getting into a Consumer Goods death spiral is officially WAY too easy in this. Since you can never change a zone once built, it is far too easy to shoot yourself in the head early on. You're locked to the Pre-ftl zone, so you're stuck with two City zones on your homeworld. Make one an Amenities zone (because you end up with -5000 amenities about 2 minutes in) and then add a research zone to get some research going.
I've not seen this at all. Like normal--for me anyways--I have a consumer goods deficit, but it's been quite easy to handle with the market. and even more than before because I don't have to worry about spending all my energy on fixing the CG deficit.
3. Unintuitive UI design for jobs
I've not seen this yet but sounds annoying as all get out.
If it is still does the same (increase Upkeep and Output), I think that is not a good term.
Its efficiency of pops for output. Still better than bonus workforce. Though I agree it doesn't provide intuitive understanding of the increased upkeep.
 
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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.)

I honestly like this flavor. You should also consider adding immigration push to new colonies and events related (and limited) to the 1st 10 or 20 years of the game, telling how your species are having a new age of discovery, and how having certain species traits like Nomad gives better rewards / flavor doing the colonial race and new era of discovery.

-- could also be a way to make your colonies get other ethics such as materialist or spiritualist etc to reflect different people groups colonizing your starting planets. such as FREEDOM(tm) (c) agriworld in a savanna planet. And Gaia world having religious renaissance despite materialistic ethic of your nation.
 
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So, I haven't begun playing but, I've mainly gone around the UI to see what everything has to offer. For the most part I like what is being added and there are some things I don't like. I'm not gonna list them because they are prone to change. The one thing I do wish to list is origins. Every Origin is fairly impacted by this upcoming update but, there is one in particular that felt like lost their end game potential.

Under One Rule, the origin focused around your ruler, rather than your empire or people. This Origin to me has lost it's end game potential where every other origin has either gained a buff or increased power creep. Gaining leader trait points every 2 lvls fits well for other empires but, when playing UOR, this hinders the purpose of the Origin.

I have read the dev diary and why this was done and I thought it would be a great idea until I played today's Beta. Had the original idea of traits starting as their lvl 2 counterpart been implemented, UOR wouldn't have lost it's end game potential, at least to me and my thorough experience with the origin.

Other than UOR losing half it's power, I am looking forward to this update.
 
I have read the dev diary and why this was done and I thought it would be a great idea until I played today's Beta. Had the original idea of traits starting as their lvl 2 counterpart been implemented, UOR wouldn't have lost it's end game potential, at least to me and my thorough experience with the origin.
didn't they say they hadn't implemented that part of the leader change yet? That's how I read the dairy anyways.