• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!

AD_4nXcpPK-S3yZZsg-OphuIWI5dp4SCOUC68dJ8kl8FApj4BMvi8p9SeNqK9nMLZk6ncyWNSxsWpkO7Uq2-qHHjbg0fmbD04TU8bRKTA8GiUnHGCHLim99-dmo6XjvrhdbuxjPcI2VWrw


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!
 
Last edited:
  • 72Like
  • 24Love
  • 8
Reactions:
It was more a step in the conversation. because I still fail to see in any way how this is the game 'forcing' you to do anything. people can and do enjoy this game playing in all kinds of different ways. And, there is nothing locked behind the focus system. and its clear you can just ignore the fucus system and nothing changes before. So, I still don't understand in what way this is 'forcing' anything. I'm trying to explain. I don't get it.

And what you said: "it's still forcing you even if it's possible to play the game perfectly fine and achieve every goal." And it's just not how the term 'forced' works.
I didn't say that, so that's pretty much the problem right there.

I said, clearly and repeatedly, that it is objectively optimal to use the focus system. In most mechanics, this is synonymous with "forcing" you to use that mechanic - if you can win the game with 0 jobs filled, that doesn't constitute "you aren't being forced to fill jobs." What is possible and objectively suboptimal is USUALLY effectively forced. In this case, because it isn't an intrusive system (ignoring it would seem to have no consequences... unless federations are ONLY locked behind focus, and not unlockable through Diplomacy), I see no difference between removing and ignoring the mechanic.

In the fighting game example, to reiterate, yes, you CAN use only one attack. That doesn't make it an equally valid option. You CAN commit crimes, but it's completely reasonable to say "the law forces you not to do X/Y/Z" even if it is physically possible for you to do X/Y/Z.

It's not quite the same as the examples previously given - if you ignore ship tiers past corvettes, they still exist. Your enemies still use them. The research options still appear. You actually can't ignore them, you can only make objectively worse choices around them.

Focus, if ignored, is essentially removed from the game (above Diplomacy contingency excepted). There aren't other mechanics attempting to offer you modifiers for focus, and the AI won't gain essentially anything from the system. If you ignore it, that by itself is basically the same as removing it via a setting.

It is still objectively superior to use it, but NOT, in this case, the same as forcing you to use it. Because it lifts out of the game with no collateral, unlike other things that are both objectively superior AND forced.
 
  • 4
  • 1Like
  • 1
Reactions:
Probably not the place to ask this but given this is the final thread before BioGenesis goes live, I haven't been able to find anything concrete regarding the upcoming Advanced Government Authorities coming with Genetic Ascension. The reason I'd like to know is so I can plan accordingly as opposed to finding out by trial and error. I got enough on my plate digesting the upcoming 4.0 changes but getting a full breakdown would be extremely beneficial since I'd like to see if Genetic can match Cybernetic with respect to minimizing Empire Size.
 
  • 3
Reactions:
You know, you guys could totally work in a "manpower" resource in the future. I know the Star Wars mod does it.
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.
Sure is Master of Orion 2 around here.

Question: How Trade performs regarding Empires which use Trade to make, well, money?
I mean, It's all well and good to use Trade to depict shipping capability, but there's a difference between an Empire which use its shipping to make money through trade, and an empire which uses its shipping for military logistics.
performance improvements performance improvements performance improvements performance improvements
Based.

Performance is good, gimme more Performance.
I want to play a 10k Star Map game!
 
Take any ten unique objects and arrange them in a line. Once done, rearrange them into a new line. Repeat until you have created an exhaustive list of all unique arrangements. This activity is the same class of computation as pathing (in a 10 star galaxy).

Another way to look at this is a deck a playing cards. If you could give a good shuffle (completely randomize) the deck once per second and had been doing so since the beginning of time (~13.7 billion years), the likelihood of getting the same sequence of cards more than once is infinitesimal. This is also the same class of computation, but for a 52 star galaxy.

There is a reason there is so much research and effort put into finding better ways to approach the pathiing problem. Cutting this out definitely will improve performance.
I don't really wanna argue on this too much because I am out of my depth here. But there is way to mitigate those numbers isn't there? A very quick exemple on the top of my head would be to limit the trade to work sector wide. I'm not saying my idea could 100% be optimized in a way to make it work, but we're probably not talking about the same ballpark as the card deck analogy.
 
That's like 3 AM for me in US ET. And conveniently I work the evening shift tomorrow.

It seems the time change worked out to my benefit this time around.
 
yeah, they mentioned that they are gonna make a a morning release for once, so they can instantly start working on bugs XD

rather than leaving us with the base version until the next morning :p
 
I suspect megacorps will be just as unplayable, flavorless and boring as they were before. They are going to need a whole lot more "facelift" than couple measly bonuses.

I would be more interested in branch office buildings if branch offices were actually buildable. Yet this aspect doesn't seem to have changed.
Megacorps are pretty close to OP right now. It's trivial to get MASSIVE surpluses of energy. So this is an odd take. One might find them flavorless or boring, but they're more than viable.
 
Last edited:
  • 1
Reactions:
I didn't say that, so that's pretty much the problem right there.

I said, clearly and repeatedly, that it is objectively optimal to use the focus system.
I'd like to know what the different posters mean by "using" the focus system. If by "Using" it people mean changing the current focus to match the player's focus then the "hand-holding" complaint doesn't really make a lot of sense. If by "Using" it people mean letting your current goals actually impact your behaviour, then either:

a) the focus system will be only sending you things you were going to do anyway, in which case you can safely ignore it and you'll get your tech items showing up anyway without meaningfully "using" it.

b) the focus system will be sometimes sending you stuff you weren't going to do anyway, in which case assuming you were already playing optimally for your planned strategy you would need to deviate from otherwise optimal play in order to "use" it, which implies it's a trade off between optimal strategies.

c) the focus system will be sending you trivially achievable but pointless tasks like that "assign a scientist as a governor (and then un-assign them immediately)" task that triggered a lot of feedback, which is a serious implementation issue but not a core concept issue.

For cases a and b there's minimal functional difference between turning it off and ignoring it. The tech system is already such a mishmash of pseudorandom systems that one more is only going to be obvious if you go looking. Case c will be a big issue and will result in a great deal of yelling, with at least some of it from me, but individual problem tasks won't require ripping out the whole system or even redesigning it to resolve.
 
  • 2
  • 1Like
Reactions:
Why the obsession with the scientist that you assign to a world and then put them somewhere else instantly? Do you peeps not put a scientist or two on science worlds sooner or later anyways?
 
  • 1
Reactions:
Why the obsession with the scientist that you assign to a world and then put them somewhere else instantly? Do you peeps not put a scientist or two on science worlds sooner or later anyways?
Because if they don't normally, or just hadn't yet, the fact remains that it can be achieved instantly and for no cost - it's JUST annoying.
I'd like to know what the different posters mean by "using" the focus system. If by "Using" it people mean changing the current focus to match the player's focus then the "hand-holding" complaint doesn't really make a lot of sense. If by "Using" it people mean letting your current goals actually impact your behaviour, then either:

a) the focus system will be only sending you things you were going to do anyway, in which case you can safely ignore it and you'll get your tech items showing up anyway without meaningfully "using" it.

b) the focus system will be sometimes sending you stuff you weren't going to do anyway, in which case assuming you were already playing optimally for your planned strategy you would need to deviate from otherwise optimal play in order to "use" it, which implies it's a trade off between optimal strategies.

c) the focus system will be sending you trivially achievable but pointless tasks like that "assign a scientist as a governor (and then un-assign them immediately)" task that triggered a lot of feedback, which is a serious implementation issue but not a core concept issue.

For cases a and b there's minimal functional difference between turning it off and ignoring it. The tech system is already such a mishmash of pseudorandom systems that one more is only going to be obvious if you go looking. Case c will be a big issue and will result in a great deal of yelling, with at least some of it from me, but individual problem tasks won't require ripping out the whole system or even redesigning it to resolve.
I assume they mean going out of their way at all. No way to be sure I suppose.

I see it as a strictly positive addition. If it offers things I want, I can get them without RNG. If it offers things I don't want, making them guaranteed options means they will no longer be part of my tech options when they roll. Either way, RNG pain is reduced to get what I actually want (and sometimes removed entirely).

If there are tasks I don't want to complete because the action is not something I want to do/do yet, like build a particular type of ship, I just won't do it unless and until the cost of those ships becomes worth it for the given reward.

Seems like a good system to me, probably will need some polish but... what doesn't?
 
  • 6
Reactions:
Why the obsession with the scientist that you assign to a world and then put them somewhere else instantly? Do you peeps not put a scientist or two on science worlds sooner or later anyways?
If it pops up early before it's a good idea to do that organically then:
a) you're teaching players bad habits using a system that's partially to help teach new players the game
and
b) "optimal play" involves clearing the card by dropping in a scientist and then sending them back to do what they were supposed to do.

If it only pops up in the mid-game when a new player should be learning that that's a thing they can and should do and an experienced player has already done it (or forgotten to and could do with the reminder) then yeah it's less of a problem - but it should still probably require them to be assigned for 180 total days or something.
 
  • 7Like
  • 1
  • 1
Reactions:
If it pops up early before it's a good idea to do that organically then:
a) you're teaching players bad habits using a system that's partially to help teach new players the game
and
b) "optimal play" involves clearing the card by dropping in a scientist and then sending them back to do what they were supposed to do.

If it only pops up in the mid-game when a new player should be learning that that's a thing they can and should do and an experienced player has already done it (or forgotten to and could do with the reminder) then yeah it's less of a problem - but it should still probably require them to be assigned for 180 total days or something.
It should require being assigned for a certain number of days and with a minimum number of jobs that they actually provide bonuses for.

If it said "assign a scientist to a colony producing at least [Amount of Research], for a total of 180 days" it would both no longer be busywork and be teaching good habits. Instead of putting a scientist on for the milestone and immediately removing them if you didn't want it, or leaving them there with no science for a new player, the behavior it would encourage is making a research world and then assigning it a scientist governor to produce yet more research.
 
  • 3
Reactions:
It should require being assigned for a certain number of days and with a minimum number of jobs that they actually provide bonuses for.

If it said "assign a scientist to a colony producing at least [Amount of Research], for a total of 180 days" it would both no longer be busywork and be teaching good habits. Instead of putting a scientist on for the milestone and immediately removing them if you didn't want it, or leaving them there with no science for a new player, the behavior it would encourage is making a research world and then assigning it a scientist governor to produce yet more research.
I get what you're going for but at that point we start hitting all the various problems which go with deciding how much is a "real" science world. Like the difference between "build 20 destroyers" and "have 10 destroyers in a fleet" where the latter is actually easier to "miss" for much longer.

Could moosh the two together into "produce X extra science from assigning scientists governors to science worlds". So dropping them on a good world gets you it quicker but if you don't have a dedicated science world you could drop them anywhere and eventually get it from incidentals, or even drop a few around the place. And if you've already had a science governor on a science world for a while it will autocomplete. The issue there obviously is now the game needs to store how much science was generated because of scientist governors.
 
I can't help but feel that the Focus system would be much better received if it was more themed and marketed as an in-universe thing. Currently the first impression people get is of an unskippable unimmersive tutorial, which obviously isn't very popular.
 
  • 2
  • 1Like
Reactions:
Probably not the place to ask this but given this is the final thread before BioGenesis goes live, I haven't been able to find anything concrete regarding the upcoming Advanced Government Authorities coming with Genetic Ascension. The reason I'd like to know is so I can plan accordingly as opposed to finding out by trial and error. I got enough on my plate digesting the upcoming 4.0 changes but getting a full breakdown would be extremely beneficial since I'd like to see if Genetic can match Cybernetic with respect to minimizing Empire Size.

There’s spoilers for some of the new authorities scattered throughout both the prior dev diaries and the dev comments in their threads. So far I think we’ve only seen the list of effects for like, 4-5 different authorities. You’ll probably have to wait until tomorrow for the full list.