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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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I fully admit up front I am not an expert in Stellaris. Been playing for about 3 years so dont have the whooooole history of it, but I'm confused. You have one of the best reviewed and successful games of the genre which, I'm lead to believe, is still selling well. Why spend so much time, effort (and indeed money) making such radical changes which, anecdotally, are not exactly being enthusiastically received (so far)? Is it your view that for the past 9 years you've been selling a broken game or something? Honestly, I just want to understand why you are not instead releasing "Stellaris II" (or whatever).

Stellaris has gone through many, many reworks and iterations. One can say that we have lived through many "Stellaris sequels" already. Many aspects of the current game that we all enjoy, were extremely controversial changes back in the day that took a lot of trial and error until they got them right.

In the top of my mind:

> Entirely changing the combat system and FTL methods, ditching the 3 initial FTL modes into the current unified "hyperlanes only" model
> Going from tiles a la Civilization to jobs and resource chains, upending the entire economic system in the process (we have had 3 economic reworks already!)
> Leaders becoming limited in number in exchange for being more powerful and relevant

We all take those for granted, but at the time they caused massive amounts of upheaval, for some of them also ditched good aspects of the old systems. I would dare to say that, despite that, the game became better for it in the long term, acting as a renewal process that brought fresh players while keeping the interest of the veterans, but the transition process tends to be messy, and sometimes we are left with "unfinished" systems or bandaid solutions (think about the Global population cap).

It has been a fascinating process to follow, and one that requires a very careful equilibrium between attending player feedback and the Developers sticking to their original vision.

Serious question though, whats going to happen to someone who is mid way through a protracted playthrough when this drops? Will existing saves be compatible?
Nope, existing saves and most mods won't be compatible with the new version once it goes from opt-in beta to live, but you will be able to load older versions of the game. If you go back enough patches, you might discover entirely different games which will vaguely resemble modern Stellaris :p
 
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  • Breaching the Shroud seems to be linked to how many pops you have. So the project costs way too much! It would take 1129 months till completion.
  • Integrating a subject has the same issue; even with just one planet, the costs have skyrocketed.
  • As mention just here by @Kenshin Pre FTL seem to vanish. I had Pre FTL Sol, with a space station. Upon making an outpost in the system, they vanished. Haven't seen any other Pre FTLs at all (guessing they vanish before being found)
 
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Helpful update today, easier to understand how districts / zones work.
Wonder if options for buildings in zones will be refined so you get a limited list of zone suitable building types ?
Also if it will be possible to close / replace zones as your Empire evolves gaining or losing, or re-purposing planets?
 
If you go back enough patches, you might discover entirely different games which will vaguely resemble modern Stellaris :p
I keep forgetting how old this game already is.
Half my suggestions have 0 votes, because they came from the old forum that didn't have voting on suggestions.

I have a suggestion similar to Civlians going back half a decade:
I guess I was ahead of the times :)

My oldest suggestion is from June 2016 - 15 months from being a decade old:

Which also means the game is approaching it's 10 year aniversary.
 
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It looks like the old "pop flickering around between jobs" bug has resurfaced
View attachment 1265648
Report it with a savegame. It is the only way to get it fixed.
And to make sure it isn't a bug from the previous beta version.
 
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New Beta update (v3.99.1-open beta (2701), first test game notes:

Empire Focus:
1. "Hire an Official" has no reward for completion. Task is offered before owning a second planet with no possible placement option for the official so completing the task would just cause an idle leader notification.
2. "Improve Relations" is offered before first contact, with no way to progress... actually amusingly it's bugged and progressing before first contact with another race has been made (1/102, 3/102, 6/102 progress), it's nice that they like me before meeting me.
3. "Win a fleet battle" is offered to a pacifist empire before any alien life is found (unthematic in multiple ways). For pacifist empires I'd like "Pacification project" available after meeting something that can be pacified and win a battle only after encountering hostiles that cannot be pacified (pirates).
4. "Have a mineral income of +50" has no reward, and oddly swaps to 2k/2k progress for a fraction of a second on completion
5. "Build an industrial district" is not valid with no industrial districts available to build
6. "Embrace a faction" has no reward and appears before factions exist, following the instructions leads to an empty page
7. Refocus "Embrace a faction" task replaced it with "Embrace a faction" merely wasting unity and the cooldown
8. "Finish first contact" has no reward

No real positives for me as an experienced player, and I think as a new player I would get frustrated with lots of tutorial tasks that cannot be completed yet. Needs a lot of work.

Empire timeline:
1. Empire timeline now has 5 pages, with only 2 events per page and is stuck on the first page (I didn't think it was doing anything until I had a look for bugs). That could all easily fit on a single page. Zoom out and Zoom in buttons do nothing.
2. Could at the very least automatically advance to the newest page as the game advances rather than being stuck in the past.
3. "Footprints in the void" Encountered a precursor doesn't say which precursor (the Irassians) and you cannot click it to open the situation log precursor element
4. "The Dust of ages" First archeological site doesn't say which site (Crashed Starship) and you cannot click it to go the dig site
5. "A higher path" first Ascension perk doesn't say which perk (Mastery of Nature), cannot click to move to the traditions and perks page
6. "A voice unheard" expanding the council doesn't say what slot I opened up (Principal Instructor) cannot click to move to the council
7. "A new world" founding a new colony DOES say the name of the colony (Sol Prime) but doesn't let you click to look at the colony
8. "Secrets in motion" first espionage action doesn't tell you who it was against (and establishing a network counts, not actually performing an operation)
9. "Elections." first election doesn't tell you who won the election or who lost, or anything useful
10. "What sleeps must wake" encountering a "Voidwyrm" doesn't say where or take you to the location. I think it means the Ether drake.
11. "Chains of Allegiance" subjugating another empire DOES say the empire (Zero-Zero-Onan Manifold) but not the subject type (Scholarium) nor let you click to move to the Contacts Agreements tab

No useful information. Actual useful information hidden in tooltips or missing. No ability to click entries to go to the relevant locations. UI stuck on first page and is very spread-out. Zoom buttons do nothing. Needs a lot of work.

Planet UI:
1. Zones make me sad. 3 of the 4 city district zones look like they are part of another district, as far apart and unconnected as generator and mining districts are and city districts are doing far too much all at the same time.
2. To select a city district you have to click the blank area around the district (clicking on the District icon or districts available icons does nothing), clicking the picture of the District that appears on the right plays the build sound effect but does nothing, you have to click upgrade button off to the left away from the other buttons to actually build a new district and there's no destroy zone button.
3. "Early industry zone" says that it provides labourers and clerks, it fails to mention it also provides 100 scientists of each type and Bureaucrats (quite important).
4. Early industry zone redevelopment is messy. It provides 800 jobs per district and 3200 starting jobs on the planet. Upgrading the starting city district adds 800 jobs split into 6 different categories, adding a new early industry zone adds another 3200 jobs. Doing any form of redevelopment of the starting zone will unemploy a lot of workers moving to a mere +100 jobs per city district from the other districts... it's very ugly.
5. UI indicates 0 available jobs and 0 unemployed (there are 4+13 unemployed), unemployed pops rounds down while available does not
6. Primitive factory is just terrible and confusing. +200 flat jobs for +4 CG output not scaling with districts and a 50% penalty equal to -9/9/9/11 science and unity, destroying it actually costs 10 CG... just to be confusing the upkeep of each of the 4 debuffed jobs increases from 1.68 to 2.8 while the UI takes a few months to update to any changes, and the UI doesn't update properly when closing jobs except for the tooltips... (I'm going crazy here)

The old tile system connected buildings, pops, happiness and output on a single screen with no need for tabs and sub-menus (very simple).
The old Districts were colour-coded and simple, and retained some of the old building art.
The new zone system is uglier (work in progress) and more complex (I'd doing math over multiple screens), and buggy with missing tooltips (the math I do doesn't add up, but obviously it's all work in progress)
Needs a lot of work... and even then I don't think it's an improvement.

Big Bugs:
1. Crashed on loading a save game... bug reporter also failed to upload x3, crashed on starting a new game, bug reporter also failed to send for unknown reasons.
2. Pre-FTL found and declining (215, 210, 205...) probably the same bug as before... now the planet has been decolonized
3. Tomb world colony pop growth stuck at 3 pops, time to complete advances a month each month (due to low habitability probably)

Little bugs:
1. Leader level-up had a blank "available positions" window to the right that needs closing to see the leader, only happened once
2. Saw AI science ship wander into pirates (passive not evasive?)
3. It is possible to have monthly trades to buy 20 minerals and sell 20 minerals at the same time
4. Aid Agency holding construction tooltip indicates it produces 1,000,000 amenities and 1400 unity according (actually produces 23.8 amenities and 0.4 unity according to the job tooltip, or +1000 amenities from the box on the right, or +900 amenities and 10 unity while using 2100 amenities from the detailed pop group tooltip... every tooltip says something different... I think it's actually the +1000 as total amenities drop 200 down to 3800 when menial drones swap jobs then back up to 4800 as the new job output is recalculated)

Overall... I'm more nervous with each update for 4.0 than I was before.
 
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Hello everyone, workers still appear in the population tab, but their jobs are missing from the jobs section. The planet is in economic collapse because no workers are assigned to jobs, even though they still exist. Anyone else having this issue?
 

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Hello everyone, workers still appear in the population tab, but their jobs are missing from the jobs section. The planet is in economic collapse because no workers are assigned to jobs, even though they still exist. Anyone else having this issue?
Stratums only appear if someone is working them. You have way too many specialists, no workers.

Note that Early Industry actually provides 400 Specialist and 400 Worker jobs per City. Not then 400 workers it indicates.
 
Stratums only appear if someone is working them. You have way too many specialists, no workers.

Note that Early Industry actually provides 400 Specialist and 400 Worker jobs per City. Not then 400 workers it indicates.

While you're right about stratums not appearing without anyone working them the third picture shows >1000 workers on the planet. So either the UI hasn't updated or there's something weird going on where promoted workers are keeping their designation.
 
Pre ftl pops goes up in smoke
They dissappear after finding them

This is correct. A couple people have posted bug reports on it, so hopefully the devs will track it down.


 
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Two 'big' Pirate fleets appeared in current game, well experiment, both around 26K.

At this stage 26K seems big, bigly big.
 
While you're right about stratums not appearing without anyone working them the third picture shows >1000 workers on the planet. So either the UI hasn't updated or there's something weird going on where promoted workers are keeping their designation.
I've been investigating/observing pop promotion and it is kinda hairy. Pops can keep their original strata description for a while while working jobs outside their strata. They definitely don't update in the UI instantly. Sometimes it can take months for them to properly reflect their new strata position. (Example: Worker stops working Farmer jobs and works as Biologist. Their strata may not update to become a Specialist in the UI for 4+ months, even though they are working a Specialist job)

Demotion is equally confusing, as it is clear to me that pops do demote out of their strata, but most of the time it is VERY slowly, like 1-3 pops per demotion cycle. That simply isn't fast enough in most scenarios, as pop growth seems like it often outpaces or equals the demotion rate. It can lead to death spirals where you perpetually have unemployed specialist pops, as they won't demote into workers fast enough.
 
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I've been investigating/observing pop promotion and it is kinda hairy. Pops can keep their original strata description for a while while working jobs outside their strata. They definitely don't update in the UI instantly. Sometimes it can take months for them to properly reflect their new strata position. (Example: Worker stops working Farmer jobs and works as Biologist. Their strata may not update to become a Specialist in the UI for 4+ months, even though they are working a Specialist job)

Demotion is equally confusing, as it is clear to me that pops do demote out of their strata, but most of the time it is VERY slowly, like 1-3 pops per demotion cycle. That simply isn't fast enough in most scenarios, as pop growth seems like it often outpaces or equals the demotion rate. It can lead to death spirals where you perpetually have unemployed specialist pops, as they won't demote into workers fast enough.
I played around with job assignments for the population and realized that the game tries to fit the available population into all possible jobs. However, this causes pops to jump from one job to another repeatedly. I think the developers should implement a priority hierarchy for job assignments to prevent this issue.
 
I've been investigating/observing pop promotion and it is kinda hairy.
Yes, at the moment there's potential here for micromanagement. Adding a zone / sector can lead to dramatic shifts unless you dive in and use the sliders. I added two zones and went from a healthy surplus in consumer goods production to a crazy deficit.

Unclear how to get 'civilian industries', presumably the replacement for early factory thing.
 
I have a suggestion similar to Civlians going back half a decade:
I guess I was ahead of the times :)
Oh we braggin'?

I got some braggin'

 
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Will be interested to see next Beta update. At present some of the things you can do and can't do don't make sense. Looks like you can't upgrade the early industries to civilian industry to counter consumer goods or food deficit, but looks like you can build mote, gas or crystal mines without the requisite techs.

Of course it is possible to exchange / convert resources using the market, even when you have no contact outside of your own Empire; buy consumer goods or alloys with trade value, sell excess energy or minerals. Does seem odd to be able to do that when you're working with an internal market. It's such a fudge . . .
 
The fundamental problem is I cannot get an empire to survive long enough to even try and engage with the focus/timeline system to give feedback. I've started several games and every single one has entered a different death spiral deficit less than 2 dozen years in. The latest one leaders just passively leveling completely absorb all the unity I can make. You've been very clear the beta is in a rough state and that's fine in theory, but not when the rough parts prevent actually generating feedback.

The other problem is, as always, that the default UI design is makes things too large. Everything containing other things is too small while everything contained by something else is far too large. I can only see 3 events on the timeline at a time, only 2 dozen years in, I can't imagine being willing to go through 30-50 pages at the end of the game to review what my empire has done. Planet view is also a problem, why can I only see 2 planetary features at a time, why are the features so huge? In general why is the planet view window so incredibly tiny compared to what it is trying to show. I don't know why this design philosophy for UI/UX of making everything require scroll bars because it's too big has persisted this many years into the games life that UI Overhaul is an actual necessity to make the game playable without scrolling 8 different boxes just to read your game state.

And in the name of the worm why is the build queue hidden behind a button? If you want to share that space with other interfaces it's fine to cover the build queue with them, but the default view absolutely needs to show if anything is building.

I like the concept of the timeline, keeping track of key events so I can look back on how my empire has evolved, even if it has no gameplay impact. I'm also interested in how the focus system will affect empire development and progression. But in the current state getting to a point where I can reasonably engage with these systems to give feedback isn't practical.

Edit: Reworded some of my complaints about the UI.
 

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