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Stellaris 4.0 "Phoenix Update" Free Features

Hello everyone!

We’re less than a week away from the release of BioGenesis and the free Stellaris 4.0 “Phoenix” update, and we’d like to take some time to talk about the things coming in the free 4.0 patch coming to Stellaris on May 5th. We’ve also released a list of preliminary patch notes on the forums, you can read those here.

Game Director Eladrin set aside time to talk about the Free 4.0 Update for Stellaris Official on YouTube.

Pop Groups, Workforce, and Species Modification

Pops have long been one of the biggest causes of late-game performance issues in Stellaris. As such, we’ve grouped singular pops by species, strata, and ethic. This allowed us to reduce the number of calculations required as the number of pops increases in the late game.

Pop groups will produce Workforce, which is assigned to jobs on your planets. Pop groups can supply Workforce to multiple jobs, and species traits that previously would create extra resources, now generate bonus workforce when working these jobs.

With pop groups, we’ve also changed pop growth to be simultaneous across all species on a planet, which should result in a more realistic growth and demographics of pops in your empire. With the added focus on Pop Growth, Empires will generally start with large masses of Civilians on their planets, enough to comfortably colonize several worlds, where they will emigrate over time.

We’ve also done some work on Species Modification. Now, with the Gene Tailoring Technology or Integrated Anatomy tradition, you can specify a default template for a species, afterwards any subspecies with Sub-Species Integration set the Integrate Into Default Sub-Species species right will integrate into the default species template over time.

Trade, Logistics, and MegaCorps

The old Trade Routes system was another system that was hurting game performance, made worse by it being also one of the most hard-to-use and unintuitive game systems. We decided that it was time to remove Trade Routes altogether, and instead make Trade a regular resource that can be used and stockpiled.

Trade will now accumulate monthly over time, and represents logistical effort on behalf of your empire. Planetary deficits will now impart a trade expense, as freighters are commandeered by your empire to transport resources to worlds that aren’t otherwise self-sufficient. Military fleets as well will impart a trade cost, decreasing when they’re in orbit of friendly starbases, and increasing when in hostile territory. Trade can also be spent on the Market for the purchase of resources.

This was also an opportunity to make Trade available for Gestalt empires, who can now collect Trade from both jobs and deposits. While they don’t have much use for Traders and Clerks, their Maintenance and Logistics drones will produce most of their trade.

MegaCorps also had a facelift in 4.0. Most corporate Civics now give bonuses to specific Branch Office buildings, and gain Trader jobs on their Capital from the Branch Office building. Branch Office buildings are now limited to one per planet, but give more appropriate jobs to the host planet.

To offset the bonuses to Branch Office buildings, constructing these buildings now also costs Influence, and has an increased effect on Empire Size.

Criminal Syndicates have also had some improvements, for both their playability and for playing against them. Criminal Syndicates can now establish Commercial Pacts. Having a commercial pact with a Criminal Empire will replace all criminal buildings with their "lawful" counterpart. As long as the commercial pact remains, criminal branch offices will not be removed from the planet. All Criminal branch office buildings now produce 25 Crime and give criminal jobs in addition to regular jobs. We have also added a crime floor to non-criminal branch office buildings on empires they have a trade agreement with, which means there will always be a minimum amount of crime on the branch office planet. Criminal branch offices are also up to 25% more profitable on high crime planets.

New Planet UI & District Specializations

The change from Pops to Pop Groups also opened up an opportunity to revamp exactly how Districts, Buildings, and Jobs interact with each other. Districts provide a base number of jobs, District Specializations provide additional jobs per District, and buildings provide Jobs.

District Specializations are a new feature coming in Stellaris 4.0. City Districts will be able to choose two District Specializations, while the Generator, Mining, and Farming districts each can choose one. District Specializations provide extra jobs per district of that type constructed.

Unlocking Specializations will be locked behind key technologies, but choosing a specialization will also open up three additional Building slots.

Assigning and restricting Jobs works remarkably similar to how it did in previous versions of Stellaris, but now instead of assigning Pops to work the job directly, you’re assigning Workforce from several different Pop Groups to work the job.

New Mammalian Portraits & Precursor Selections

And now my deer friends, one mooo-re surprise for you! The Stellaris 4.0 ‘Phoenix’ update brings ten paws-itively stunning new Mammalian portraits to the base game!

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We know some of you have Precursors that you like the most - and the least - and with Stellaris 4.0, you’ll now be able to turn off the Yuht after you get it for like the sixteenth time in a row.

We’ve also added a new Empire timeline that tracks major events in your empire. We know this is something that some of you have wanted for a while, and it’s great to be able to look back and remember events that happened in your empire.

There’s so much more to talk about coming in Stellaris 4.0, you can read the preliminary patch notes here.

The free Stellaris 4.0 “Phoenix” Update and the BioGenesis expansion will be available May 5th on Steam, or you can get BioGenesis as part of Stellaris: Season 09 for a discount!

Thanks to everyone for playing Stellaris!
 
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It's funny how much the change in terminology from "zones" to "district specializations" got me on board with the feature, at least in terms of it's base principles.

Agreed! I saw something similar in the preliminary patch notes.

A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.

This is a helpful clarification. Makes it easier for me to understand the naming choice, and it also helps frame the player-built economy to clearly distinguish that it's in support of the military-industrial complex, and not necessarily a total picture of all transactions that happen in an empire.
 
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The old awful trade system is dead.

Long live a new, awful in a different way, trade system. (Seriously it makes no sense to be able to store it, what are you thinking?!)
Yeah, seriously. What do they expect us to do with our money? Bank it? What a silly idea.
 
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The change from Pops to Pop Groups also opened up an opportunity to revamp exactly how Districts, Buildings, and Jobs interact with each other. Districts provide a base number of jobs, District Specializations provide additional jobs per District, and buildings provide Jobs.

District Specializations are a new feature coming in Stellaris 4.0. City Districts will be able to choose two District Specializations, while the Generator, Mining, and Farming districts each can choose one. District Specializations provide extra jobs per district of that type constructed.

Unlocking Specializations will be locked behind key technologies, but choosing a specialization will also open up three additional Building slots.
Can you go into any more detail here? It SOUNDS like some changes have been made, including of course the name from Zones to Specializations, but I can't tell for sure based on these paragraphs.
 
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I am seeing a distinct lack of tentacles in these portraits. Where is the body horror? You give me the option to pick a Mutation path and expect me to not look like the the Umgah!?
 
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That's called 'energy credit storage'.
And now it is called "Trade Storage." It works the same way but with a different name. It makes at least as much sense as trading in electricity, which is itself only one of countless goods with inherent value. Trade Value just includes things of value other than just electricity.

Edit: This is no different than when they added Consumer Goods to the game. Pops used to have a mineral upkeep called "consumer goods." The devs just took it to the next logical step, much as they are now.
 
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The Hard Reset origin reminds me that a number of cybernetic authorities have happiness debuffs to non-cybernetic pops. While this would make sense for most non-cybernetic pops as they can't link up, sapient robot citizens also get hit with the happiness debuff. Shouldn't they be exempt since they can connect with the cybernetic network as well as those pops with implants?
 
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And now it is called "Trade Storage." It works the same way but with a different name. It makes at least as much sense as trading in electricity, which is itself only one of countless goods with inherent value. Trade Value just includes things of value other than just electricity.

Edit: This is no different than when they added Consumer Goods to the game. Pops used to have a mineral upkeep called "consumer goods." The devs just took it to the next logical step, much as they are now.
Yes and no. Trade is also supposed to be logistical capacity, instead of just valuable things.

Also, energy is still used to represent monetary value in events, Enclaves, etc.

So Energy and Trade are in a somewhat weird competition over what "money" is.
 
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Yes and no. Trade is also supposed to be logistical capacity, instead of just valuable things.

Also, energy is still used to represent monetary value in events, Enclaves, etc.

So Energy and Trade are in a somewhat weird competition over what "money" is.
I agree that Trade and Logistics should be separate things. I wouldn't be surprised to see that happen in the future. It's just that that simply wasn't feasible to do with the time the devs had to work on this update. Not to mention the danger in changing too many things at once.

The solution to your second point would be for the Custodian team to change Enclaves as well as events explicitly calling for currency to require Trade Value instead of Energy.
 
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I'm not, there's plenty more to science fiction about genetic modification than body horror. Having a mix is great.

But the other portraits aren't that unique from what we already have ? Except for the minuscle changes their leaders have overtime.
 
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That's called 'energy credit storage'.
It makes even less sense to be able to economically store energy than it is to store abstracted money in a bank. And by less, I mean no sense.

'Energy Credits' never made sense anyways and I long for the day that the devs finally purge the game of that. I mean, why on earth would you tie your economy to something physical who's value fluxes with how common it is just stupid.

--'Lord chancellor we can't keep building that fleet! the cost of supplying all their power generation is killing the economy! the ever-increasing rarity of energy for the civilians is playing havoc on the market and our trade partners are getting annoyed at the destructions in their operations!'
--'Lord Chancelor! if we build that dyson sphere we will crash the economy! so much energy suddenly appearing as available will crash the economy. Talks of keeping that energy out of the civilian market has already sparked protests from those without economic training and they aren't listening!'
Yes and no. Trade is also supposed to be logistical capacity, instead of just valuable things.
Trade is more like your empire's budget/wealth or something. Having to run logistics will decrease your wealth--especially when compared to not having to move things through FTL--makes a lot of sense. at least to me the mechanics of trade works.

A separate Logistics resource would work to, but it would make sense for at least megacorps to be able to throw money at logistics. Several other empire types as well.
Also, energy is still used to represent monetary value in events, Enclaves, etc.

So Energy and Trade are in a somewhat weird competition over what "money" is.
True, and this is why trade needs to take that position. Though it would be a right pain to go through all those events and change them, so I'm not to upset it hasn't happened.
The solution to your second point would be for the Custodian team to change Enclaves as well as events explicitly calling for currency to require Trade Value instead of Energy.
Alternatively, a single line of text suggesting that fuel for their power generators is more useful than some young race's currency that isn't even 10,000 years old. Can't expect them to trust an untested economy, can you?
 
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The solution to your second point would be for the Custodian team to change Enclaves as well as events explicitly calling for currency to require Trade Value instead of Energy.
Well, I did already ask.
Seems like it was at least not planned:
That is not the intention.

Energy Credits are still used as general currency. Stockpiled trade is used on the galactic market when trading, or when providing supplies for logistics.
But we'll see if that changes.
I agree that Trade and Logistics should be separate things. I wouldn't be surprised to see that happen in the future. It's just that that simply wasn't feasible to do with the time the devs had to work on this update. Not to mention the danger in changing too many things at once.
There's a bunch of things in this update that are similarly I feel not just undercooked in implementation, but where the concepting stage fell short. I think they did try to change too many things at once.
 
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one point of constructive criticism, I note that default templates are described as one per spices. the new system would truly live to it's promise if multiple default templates could be set.

also, does branch office value still convert to energy? if not, well, that's a shift.

lastly, how well can criminal branches hold with all corporate buildings at 25 crime?
 
Would y'all be willing to elaborate a little more on how pop growth has been changed? Has the growth ceiling been touched? I know there were complaints regarding the UI feedback of pop growth in the beta, and even looking at the streams it still seemed to only show what was happening monthly, not why. Do pops beget pops now While the minimum growth of planets has been changed, how much has the maximum growth?
 
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