Greetings all,
Another patch is ready for you to download and apply to your copy of Stellaris, improving the gameplay experience in a variety of ways.
4.0.14 is now available via Steam, and soon also on GOG and MS.
Please find the patch notes below.
Planetary Economy rework
We hope you will enjoy these changes even if they happen to thwart your well-conceived exploits. Do let us know if you devise new ones.
Thank you,
*Update*
We have created one more build for you today, same as above but also including an increased save game file transfer speed for your multiplayer convenience.
This build is available as an open beta branch called "stellaris_test".
To opt into this Stellaris Open Beta:
Go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "stellaris_test" branch in the Beta Participation dropdown.
Another patch is ready for you to download and apply to your copy of Stellaris, improving the gameplay experience in a variety of ways.
4.0.14 is now available via Steam, and soon also on GOG and MS.
Please find the patch notes below.
Stellaris 4.0.14 Patch
Balance
- Fixed Hollow Bones being 1/10 as impactful as it should be. Stay away from big planets birds.
- Incubators modifiers will now be a bit more granular and not go from 30% bonus to -10% growth with 40 pops.
- Colony Auto-designation now better takes Urban districts into account for flipping to the various Urban-related designations. (We still recommend picking the one you want though. This was mostly intended for the AI)
- Gestalt empires can now build trade modules on starbases
- Non-gestalt empires can now build solar panels on starbases
- Added Logistic traditions for gestalt empires
- Split Enforcers and Telepaths
- Refactored the psionic pop output from telepaths to be on the psi corp building instead
- Introduced Job Efficiency for Psionic Pops modifier where appropriate
- Added Job Efficiency for Mechanical and Machine Pops modifier and implemented where appropriate
- Added Job Efficiency for Cyborg Pops modifier and implemented where appropriate
- Added Job Efficiency for Organic Pops modifier and implemented where appropriate
- Empire and Planet Limits for Fallen Empire Buildings now have the following rules:
- If you stole the plans through artifact diving or were gifted them by the Hive FE: Empire/Planet Limit = number of times you rolled the building, capped at 3
- If you got the tech through Enigmatic Engineering: Empire Limit: Uncapped, Planet Limit = 3
- If you have Cosmogenesis: Empire Limit: Uncapped, Planet Limit = 6
- If you’re a Fallen Empire: Empire/Planet Limit: Uncapped
- Note: It is our intention to replace this with a system that turns Fallen Empire building techs into Repeatable Technologies that base the maximum number of how many you can have be tied to the number of times you have researched it. This is likely to be in 4.1, though may sneak into a late 4.0 patch.
UI
- Reintroduced the Build District and Clear Blocker button in the District Details side panel.
- Planetary Habitability and Devastation should no longer overlap
- The column for number of pops in the species view should now correctly display larger numbers of pops without forcing a new line
- Added a tooltip to make the inability of building on an occupied planet clearer
- Improved Zone replacement popup
Bugfix
- Dictatorial Cybervision Enforcers will no longer give themselves an infinite amount of bonuses generating infinite amount of resources
- Fixed Corporate Angler council positions giving mult modifiers instead of add modifiers
- Fix occupied planets still adding their production and modifiers to their owners
- Modifier now scales with pop amount in production box and tooltip of planet view
- Prevent jobs with 0 workforce being displayed in the Strata production tooltip
- Assimilating a species now assimilates all armies, colony ships, and leaders of that species
- Added a 1 day count before VIR's enclave tutorial.
- Exotic Metabolism tooltip now lists Pop Growth and Habitability.
- Fixed the energy cost that scales with pops in the Cyberization event "Radical Physiology"
- Changed the French translation of Research from Enquêter to Recherche
- Added appropriate effects tooltip for Augmentation Bazaar.
- The Celestial Orrery Supercomputer now only gives Physicist jobs
- Removed incompatible tech from Wilderness Agenda option
- Players can no longer colonize with a prebuilt colony ship if the species isn't allowed to colonize.
- Fixed a bug with the years_of_peace trigger that made it not evaluate the delay properly, it was always treated as zero
- Fixed an exploit where people could edit their saved empires to start with late-game rewards and effects.
- Enforcers now benefit from Specialist modifiers again.
- Fixed tooltips for Angler civics
- Fixed tooltips for all Astrometeorology civics
- Fixed issues with the Astrometeology building for gestalts
- Fixed the Beastmaster civic tooltip
- Updated nested tooltips for Civil Education
- Fixed stability from Byzantine Bureaucracy not applying
- Streamlined the tooltip for Catalytic Processing
- Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
- Improved the Dark Consortium tooltip
- Contingency will no longer fail to sterilize branch offices on a planet
- Demolishing a building on an occupied planet is no longer possible
- Blocked Resource Processing Center technology for Wilderness
AI
Note: These changes are just the start, we have more significant changes planned for upcoming patches. In the meantime, we recommend turning difficulty scaling off if you are finding higher difficulty settings far too easy.- AI empires will focus a bit more on Industry and Alloys.
- AI empires value capital building upgrades more.
- AI empires are more likely to build Anchorages if their naval capacity usage is high.
- Adjusted the bonuses AI empires receive on higher difficulties. AI empires will now also gain bonuses to automatic resettlement on higher difficulties.
Stability
- Fixed OOS with different amounts of popgroups
- Fixed a Ship Design related OOS
- Fixed another possible OOS at reconnection
- Fixed CTD that happened on the planet UI for Contingency taken planets
- Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
Performance
- Fleet manager view should now not tank the fps as much as before
Modding
- Prescripted empires' starting flags now need to be defined in the 'prescripted_flags' folder
Stellaris 4.0.13 Patch
Improvements
- Behemoth Fury is now available to Wilderness Empires.
- Improved tooltips for the following civics:
- Functional Architecture/Constructobot
- Environmentalist
- Astro-mining Drones
- Maintenance Protocols
- Ascensionists
- Augmentation Bazaars
- Brand Loyalty
- Death Cults
- Dimensional Worship
Balance
- Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders
- Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies
- Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists
- Logistic Drones are now Complex Drones not Menial Drones
Bugfix
- Fixed invaded pre-ftls not becoming biotrophies
- People once more die when they are put in the Lathe
- Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms)
- Pops that are being pampered will now be forcibly switched to the correct living standard
- Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept
- Corrected a tooltip bug where a planet would display itself as a possible migration target.
- Fixed capitalisation for resources in trade policies
- Updated assorted modifiers that still referred to Clerks
- A Trade deficit now causes Job Efficiency and Empire Size issues
- Fixed the tooltip for the Polymelic trait
- Armies now protect 200 pops from raiding, not 2
- Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with.
- Blocked the Development focus task Form a Federation for some empires, for example homicidals
- Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations
- Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management
- CyberCreed pops with Ritualistic Implants can now colonise planets
- Fixed Recycled and Luxurious traits not applying to Roboticists
- Catalytic Processing Civic now lists correct information regarding job swap
- Cost for repairing orbital rings when you use bioships is now correctly calculated
- Gale Speed trait gained from Defeat no longer causes errors
- Fixed scope for LeaderShipSurvivalReason
- Fixed scope bug for ruler in leader_election_weight
- Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip
- Updated tooltip for Warrior Culture civic
- Added a pre-list colon to the Feudal Society civic's tooltip
- The everychanging stone can no longer cause artisans to have negative mineral upkeep
- Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator
- The Planetary Supercomputer no longer has an empire cap of 1
- The Research Institute/Planetary Supercomputer no longer give scientist capacity
- Added dashes to Traits tooltips and list items
- Fixed trigger logic for criminal syndicates and federations
- Fixed Offspring Bioships not being visible in game
- Fixed Offspring Bioships not being labelled as non-offspring ships in the ship designer
- The Machine Uprising will no longer spawn 100 machine pops for every 1 missing housing. However the pop-rework seems to have handled 6 million machine pops okay.
- Stopped removing occupation armies for bombarded and invaded planets on savegame load
- Repairing ruined buildings in zones is now always possible.
Performance
- Flattened pop job modifier node into planet one
- Made clearing modifiers a fire and forget job
Stability
- Fixed a possible OOS when a player leaves the game.
- Fix CTD when generating a Cosmic Storm mesh.
- Fixed a random freeze when loading save with stations containing multiple defence platforms.
Stellaris 4.0.12 Patch
Bugfix
- Clone Vats should once again have the correct planet limits.
Stellaris 4.0.11 Patch
Bugfix
- Fix Faction resource output being exponential
- Evosymbionts now have a description
- Fixed that eating a baby didn't give you any DNA or genetic insights
- Fixed the first tier of the physics lab requiring access to volatile motes to research
- A stray K should no longer haunt players that foolishly opened a certain window
- Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it
- Fixed typo in "Colony View" Databank entry
- Added localization string for +3 Unity planetary feature
- Federation Cohesion tooltip now mentions Officials instead of Envoys
- Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect
- Hard Reset event "Our [empire] Legacy" event now works as intended
- Observers can open the build queue of the empire they're observing.
- Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats
- Fixed adSul not having any resource districts after terraforming it
- Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders
- Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start.
- Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot.
- Amoeboid Pacification Empire modifier now displays effects
- Enslaves species located in Synaptic Lathe will no longer switch back and forward between neural chips jobs and slave repurposing job.
- Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds
- The Organic Paradise building can no longer be built directly
- Nexus districts no longer mention Logistic Drones when they shouldn't
- Fixed machine empires starting with the wrong number of pops
- Neglected Bio-Trophies now show as unemployed
- Fixed tooltips for Angler civics
- Fixed tooltips for all Astrometeorology civics
- Fixed issues with the Astrometeology building for gestalts
- Fixed the Beastmaster civic tooltip
- Updated nested tooltips for Civil Education
- Fixed stability from Byzantine Bureaucracy not applying
- Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
- Streamlined the tooltip for Catalytic Processing
- Improved the Dark Consortium tooltip
- Fix starting leaders often missing a background job.
- Fixed translation error in Korean text about lack of modifier.
- Added missing concept tooltip for District Specializations
- Fix the ship designer autogenerate checkbox sometimes not working correctly
- Weather Forecasting Mode is now listed correctly in Storm Chasers description
- Added Augmentor job description in english
- Fix the amount of pops affected by the voidworms bombardment
- Fix incorrect Megastructures build conditions tooltip
- The Synaptic Lathe should once again purge pops. (This will not retroactively affect existing saves.)
- Fixed a bug that prevented upgrading building that have planet limit set on them.
Balance
- Increased the number of Bio-Trophy jobs provided by most sources
- Added the Creativity Exhibition Vault as an equivalent for the Auto-Curating Vault for Rogue Servitors
- Machine Intelligences no longer give a growth penalty to organic pops
- District specialisations that add unity jobs no longer give coordinator jobs for Rogue Servitors instead they give Bio-Trophy jobs
- Bio-Trophies now increase the Job Efficiency for Complex Drones instead of their resource output
- Rogue Servitors no longer start with an additional 2000 drones
- Rogue Servitors now start with 2000 Bio-Trophies instead of 500
- Rogue Servitors now have access to the Sanctuary Enclave district specialisation, granting a large number of bio-trophy jobs
UI
- Notification Icons shan't be blurry no more
- Added more visible habitability information in the planet view.
Performance
- Reduced a number of unnecessary re-calculations of ship designs
- Sub-species with identical traits and rights will periodically merge together to reduce the total number of species and pop groups.
Stability
- OOS RANDOM_COUNT fix (caused by dependency between planet and galactic object ftl inhibitors)
- Fix common OOS related to ship behavior resulting in RANDOM_COUNT and NUM_MISSILE as well as many other OOS codes
- Fixed RANDOM_COUNT OOS caused by pop group assembly tooltip.
- Fix CTD when calculating Branch office income
Modding
- Added new effect: set_planet_purge_type. Using it on synthetic lathe to have pops purge
- Replaced base_cap_amount with planet_limit for buildings
Stellaris 4.0.10 Patch
Improvements
- Bloomed Biomass is now prioritized if unqueueing a Building that costs Biomass on Gaia worlds.
- Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
- Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.
Bugfix
- Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
- Wilderness Empires will no longer be offered Gene Seed Purification
- The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
- Wilderness Biomass is now more likely to gain the Bloomed trait
- Democratic Transference will no longer be granting hundred times more efficiency than expected.
- Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
- Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
- Updated the "Weak" trait tooltip
- Fixed outdated Overtuned Traits tooltips
- Restored icons to the "Win a War" Focus Card
- Total War Empires can now complete the "Win a War" Focus Card
- Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
- Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
- Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
- Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
- Fixed Clear Design for space fauna duplicating components and not clearing anything.
- Fix some incorrect text in civics tooltips during empire creation
- Slaves and purged pop groups no longer listed as being demoted
- Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
- Fix some modifiers missing from job production tooltips.
- Fix to Tiyanki Graveyard animation
- Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos
- Adjustments to Xeno Mediator to be correct for 4.0
- You can no longer build rural support district specialisations in urban districts if the planet type does not have the district type it would support
- AI will stop resettling from and into planets being colonized
- AI will stop losing colonies due to resettlement
Balance
- Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
- Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
- Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.
UI
- Significantly improved Pop Job's production tooltip and details panel
- Buildings in the Planet UI do not escape their frames anymore.
- Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
- Updated the District Cap Background size and also the district slots padding.
- Added more padding and even margins for the Planet UI.
- Updated the look of Planet Production and Planet Deficit section of the Planet UI.
- When opening the leaders view, the Available Positions window will now always start closed.
Performance
- Reduced the amount of pop groups by adding a mechanic for merging smaller similar ones.
- Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations
- Prevented monthly job assignment from triggering again the next day
- Reduced memory allocations between monthly job distributions
- Tweaked the grain size for planetary threaded updates
Stability
- Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
- Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
- Fixed crash when opening leader level up message if there is no trait to pick.
- Fix CTDs related to Behemoth
- Fixed OOS due to ship designer using synchronized random
Modding
- Add can_be_automated token for jobs that cannot be automated
Stellaris 4.0.8 & 4.0.9 Patch
- Fixed a circular dependency in the French localization that would cause a crash.
- REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
Stellaris 4.0.7 Patch
Bugfix
- Localization has been updated for most text
- Species modification cost is no longer divided by 100 twice
- Machine Nexus Designation no longer mentions Amenities
- Tech-World Designation description is more specific
- Behemoth death animation particles are now spawned correctly
- Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
- The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
- The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it
- Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
- Random ethics changing should now work properly and not complain about invalid pop group
- The shipyard should always display ship design names for military ships again.
- Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
- Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits
- Fixed duplicated description for Numistic Shrine
- Now only applies empire size penalty on edict costs, not the full empire size
- Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
- Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
- Refined timeline localization
- Planetary Administration and other buildings, and General Traits now correctly give Armies
- The Perpetual Lightning modifier now has a description
- Horizon Needle description now specifies where it has to be built
- Fix Automated Workforce not applying correctly district level
- Multiple auto modding traits will now work together
- Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
Balance
- Refitting a DSC no longer costs unity
- Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
- Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
- Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
- Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
- Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
- Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
- Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully
UI
- Leader upkeep is now rounded to 1 decimal for consistency
- Clicking top bar resource a second time now always closes the market view
- Fixed recommended DLC staying visible after exiting the empire selection view
Performance
- Improved performance when hovering over population number in planet view
- Fixed a major performance issue caused by outliner starbase entries
- Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)
Stability
- Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
- Fixed CTD when dlc is not readable for unknown reasons
- Fixed CTD when events without options are timing out
- Fixed invalid memory reads when finishing species modifications
- Fixed invalid memory reads as a result from on_pop_growth on actions
- Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
- Fixed expansion planner species entry crashing in tooltip
- Fixed replace zone confirmation popup sometimes crashing
- Fixed crash in grow_pops console command
- Fixes ground combat CTD
Modding
- local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
- Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
- Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
- Removed build_pops console command and changed grow_pops to do growth, assembly and decline
- Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet
Stellaris 4.0.6 Patch
Bugfix
- Fixed the preftl.180 event having no options for Ever Hungry empires.
- The Avatar Cortex building for wilderness should no longer delete itself upon being upgraded to max level
Stability
- Prevent CTD from a district containing less built Specializations than expected to
- Fixed crash when an event has no valid options
- Fixed one more CTD in government view using invalid species data
- Fixed CTD when cleaning up armies on country being destroyed
Modding
- CreatePopGroup effect no longer creates any pop group for invalid species.
Stellaris 4.0.5 Patch
Improvement
- Converting a planet into a hive world or machine world now preserves the generator, mining and farming jobs. Known Issue: The special districts on these planets do not swap names or icons to rural districts.
- Void Dwellers, Aquatics and Cave Dwellers now grant their robots the relevant trait when they invent robots
- Updated multiple Databank articles, such as Buildings, Jobs, Housing, and Resettlement
- FE buildings have been made available to Wilderness empires (under the same restrictions as normal), and have received an additional biomass cost.
- The fallen materialist's Master Archive now grants additional research options
- The spiritualist fallen empire's shrine now offers improved shroud communing
- Font of Knowledge now includes all of the 4.0 research buildings
Bugfix
- Fixed Pearl Divers not mentioning both a food and mineral upkeep in the tooltip
- Fixed some duplicated text on the strong and very strong traits
- Blocked Behemoths from laying eggs in combat
- Fixed the Artifact Relay decision for hive minds
- Fixed the Galactic Market Nomination decision
- Fixed Fanatical Purifiers and Devouring Swarm getting the 'Declare a Rival' Empire Focus
- Bio Titans built in GDF service should now be made of meat and not metal
- Fixes ethics divergence always switching the entire pop group instead of amount
- The Automated Curation Algorithms technology will no longer be offered to Wilderness Empires
- Colonization can not be started again if there's already a colony ship in progress.
- Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won't start trying to employ pops like a normal empire
- Wilderness Empires will no longer be able to build the automation buildings only to destroy them at the start of the next month
- The Automation Buildings should only show up in a research option once now instead of four times.
- Fixed multiple pre-FTL buildings sticking around after their owners had been invaded
- Advanced AIs now start with some extra unity
- Genocidal Necrophage empires no longer start with a Chamber of Elevation
- Incompatible Cybernetic Creed buildings are removed from the building list when you embrace a Creed
- Finishing Biomorphosis while having 7 tradition trees shouldn't reward a ghost tradition tree
- Fixed the Planetary Supercomputer demanding paperclips
- Permanent Employment now correctly starts with 400 zombies
- Added missing loc from Sanctuary World designation tooltip
- Scavenger Bot is now named correctly in the Timeline Event.
- You can no longer ruin your game-start economy by focusing on astro-mining while using resource consolidation to have no mining stations in your home system (Resource Consolidation and Astro Mining Drones now exclude each other)
- Fix issue where fleet/ship stats were not updated correctly when modifiers changed
- Fix modifiers not having an effect on displayed Fleet Power
- Biomimetic now applies a 50% workforce bonus to roboticist and replicator jobs
- Bodysnatchers now may edit Population Controls, similar to Necrophages.
- The War Fragment will no longer ask you to declare war on empires you have branch offices on. Profit comes first.
- Officials can now get Architectural Focus trait from Resourceful Ascension event
- Eternal Vigilance now also generates Defense Platforms for Deep Space Citadels
- Planet and slave market tooltips will correctly include dystopian specialist jobs into the general specialists list.
- Fixed an issue where if you gained the jump drive tech before researching level 2 and 3 hyperdrives, your science ships and constructors would not be equipped with jump drives
- Fixed a bug that may have sometimes caused pop decline to be determined incorrectly on planets with multiple species.
- The Empire Focus "Build an Agricultural District" now requires food use to draw
- The Empire Focus "Finish First Contact" can now be completed
- The Empire Focuses "Have 1000 Consumer Goods" and "Have 1000 Food" have been blocked for ineligible empires
- The Empire Focus "Conquer a Homeworld" is blocked for empires that lack an interest in politics
- Empire Focus "Sign a Research Agreement" is blocked for homicidal empires
- Fatal Mutations no longer cause complete planetary extinction
- Pox Bombardment for some weird reason no longer works on mechanical beings
- Armageddon and Pox Bombardment are once again capable of bombing your enemies into the stone-age (tomb-world)
- Fixed the Identity Repository scaling at 100x the value it should
- Fixed a rare case of the Fallen Empire Building Received notification not telling you that you had unlocked the Sky Dome.
- Refugees have returned to their normal behavior, no longer will people flee from the devouring swarm by running back to the devouring swarm.
- Wilderness Biomass will no longer refuse to work simple drone jobs, back to work you malleable pile of goo!
- Fixed the size of the smaller Behemoths
- Fixes to the crystal manufactory system and event chain
- Fixed missing icon for the Truce End notification
- Bodysnatchers and Genesis Symbiotes are now properly incompatible
- Integrated Preservation and Instinctive Synchronization now share effects. Both now improve Automatic Resettlement Chance and increase Amenities from Logistic Drones
- Aquatic for Machine and Mote-Powered Tools tooltips no longer mention such outdated concepts such as job output modifiers
- Machine Worlds support basic generator and mining job buildings
- Fix to Planet Automation building upgrades
- Fixed a number of tooltips for Luminary traits
- Fixed some cases of leader trait picks not being given correctly.
- Evolutionary Predators now gain situation progress for Purging and keeping livestock pops. Happy hunting.
- Agrarian idyll Housing tech now correctly tells you what it does
- Buildings having sapient pop requirements will now list the number correctly
- The Management tab of planets is now visible if you can see planet features. World Consecrators rejoice!
- Behemoth now gets value properly from mutations
- Growth Penalty for bioships is now properly applied to naval capacity
Balance
- Reduced the biomass cost for planetary expansion for wilderness by roughly 50%
- Xenophobic Individualist Machines start with an Alloy Foundry instead of a Medical Center
- Void Dwellers now start with up to 3 hydroponics farms depending on food requirements
- Further tweaks to the ethics effects of civilians:
- Reduced the happiness for xenophobes and pop upkeep for xenophiles by 50%
- Increased the amenities for pacifists by 10x
- Doubled the trade for egalitarians.
- Habitats now have a Solar Farming Bay specialisation for their Reactor districts, this gives farmer jobs, turning the district into a hybrid energy/food producer.
- Knights OP:
- Halved the number of knight jobs from most sources
- Squires no longer grant the stability of soldiers
- Reduced the Bonus Pop Growth from the Lover's Pox
- Reduced the Stability from Memorialist job swaps
- Updated Scientist Expertise traits
- Assault armies now cost food instead of minerals for empires with biological ships
- The life support system on the Crashed Slaver Ship for Broken Shackles has been discovered to be working, granting +30% habitability
- Increased the Strategic Resource cost of Fallen Empire buildings from 100 to 300.
- Increased the amount of Trader Jobs from the Galactic Commerce Hub and the Interstellar Commerce Nexus from 100/200 to 600/1200
- Reduced the Dimensional Fabricator output from +5/+2 strategic resources to +4/+1
- The Shrinkspace Depot and the Extra-Dimensional depot now grant +500/1000 minor artifact storage capacity
- The Molecular Revitalization Institute and the Bioregeneration Institute now grant fewer jobs, from 400/600 Medical Workers to 200/300 Medical Workers.
- The Robot Manufacturing Nexus and the Robot Quantum Production Hub now grant fewer jobs, from 200/500 Roboticists to 150/300 Roboticists.
- The Quantum Innovation Nexus and the Transcendental Innovation Department now grant fewer jobs, from 400/400 of each researcher type to 200/400 of each researcher type. Politician jobs have been removed.
- Curator Councilors no longer grant nigh infinite amounts of trade production
- Synthetic Fertility pops now die off much slower
UI
- Changes to modifiers are now mirrored in the UI immediately, even when paused
- Re-added pop decline alert.
- Improvements to the Build District tooltip
- Now tells you it will Build a District if you can afford it and click on it
- The modifier tooltip on a district will now also account for the modifiers coming from the district specialization.
Stability
- Fixed a common OOS after hotjoining due to leader trait assignments
- Fix common OOS related to wrong cached data about planet profit
- Fixed crash happening because a fleet was marked to be killed when the country was destroyed in special circumstances
- Fix to a wilderness growth related CTD
- Fixed a circular dependency in the French localization that was causing a crash.
- Fix crash with paragon special project
- Fix crash when merging fleets in reinforcements system fail
- Fix crash in economy fetching data from invalid diplomatic contact
- Fix crash with defensive armies removing dead army
- Prevented crash happening on special conditions that allowed holdings to be in regular zones
- Fixed crash when orbital bombardment ruins building
Performance
- Make creation of unnecessary jobs more sparse to reduce amount of objects.
- Make creation of jobs more sparse to reduce amount of objects.
Modding
- Updated species_uses_bonus_growth game rule to match can_species_procreate
Stellaris 4.0.4 Patch
Balance
- The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
- Amenities Updates:
- Logistics drones now produce additional amenities if Instinctive Synchronization is taken
- Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
- Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
- Communal Housing grants 2000 housing and 3000 amenities.
- Utopian Communal Housing grants 4000 housing and 6000 amenities.
- 100 Entertainers now give 1250 Amenities instead of 1000.
- The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
- Reverted many of the leader changes:
- Leaders once again gain traits at every level.
- The number of trait picks per level has been set back to 2 by default.
- Low level traits that were merged and buffed remain so.
- It automates:
- Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
- Automation tooltip now mentions the scaling upkeep
- Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
- It automates...even for hives.
- Gestalt Machine Empires can now turn off Migration Controls.
- Maintenance Drones now auto-migrate like the Denizens that they are.
Bugfix
- Fixed space fauna cost values
- Fixed various checks for Offspring Drones that were broken
- Fixed the Permanent Employment civic
- Fixed the planetary supercomputer not having the same modifiers as the research institute
- Fixed the Logistics Hub going missing from the game
- Fixed a broken modifier on the Hive Confluence building
- Fixed telepaths not gaining correct modifiers
- The Clone Army starting event no longer fires twice
- Commercial specialisations now accept all urban buildings
- Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
- Neglected bio-trophies should now show on the planet UI and have a happiness penalty
- Fixed planetary deposit researcher interactions with gestalt empires
- Maintenance drones now count as better than slaves for assorted checks
- Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
- The opinion penalty for purging pops have been reduced by 100
- The amount of Menace gained from purging pops has been reduced by a factor of 100
- Fixed the Splinter Hive Holding being 100 times more effective than it should have been
- The Coral Portrait now has access to rooted instead of the platypus.
- AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
- Debris is no longer incorrectly displayed as coming from our own empire.
- Scripted species can now inherit their parent species rights instead of getting default rights
- The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
- You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds
UI
- The Build District icon is now more clearly labelled.
- Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
- The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
- Clearing a blocker will open the Build Queue if it is closed.
- Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
- Fixed some modifiers from jobs being unlocalized in tooltips.
- Fixed being able to disable event messages if their default settings haven't changed.
- The pop totals in the job strata tooltip are now consistent with the strata UI.
- Fixed missing information in tooltips for why you can't upgrade buildings.
Stability
- Added more safeguards around ship graphical culture to avoid a crash
- Fix CTD happening when hovering over some leader traits in the selection UI
- Fix CTD related to districts getting deleted while a specialization was in the build queue
- Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
- Fixed issue with script killing pops assigned to a job may CTD
- Fixed CTD in colonization view due to invalid deposit entry
- Fixes CTD in planets and sector view due to species
Performance
- Multiple AI performance optimizations
- Reduced memory footprint in growth calculations
- Threaded and cached procreate calculation on pop groups to improve performance
- Reduce calculations done for planet economy
Stellaris 4.0.3 Patch
Features
- Monthly change in Biomass is now shown in the resource bar for Wilderness empires.
Bugfix
- Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0
- Devouring Wilderness now correctly generates biomass from eating pops
- You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.
- The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.
- Fixed shattered rings not showing generator districts
- Fixed some unity buildings being broken
- Fixed politicians having double the resource output they should
- Fixed the bullet points for various species traits
- Fixed empire size from district modifiers being applied twice
- Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!
- Fixed assembly specialization for machine worlds giving the wrong jobs
- Fixed the council position for worker coop providing the incorrect amount of amenities.
- Wilderness empires can no longer become the Behemoth, they are perfect the way they are.
- Fixed some localization issues with some planetary decisions (English only)
- Fixed some tooltips mentioning regular jobs for wilderness
- Fixed Wilderness colonization button
- Fixed the Avatar Forest's volatile mote upkeep being too high
- Fixed the Thermoclastic Roar using improper syntax for killing pops
- Fixed some biological offspring ships not calling the correct 3d models
- The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization
- Pre-FTL planets should once again have their buildings
- Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
- Fixed ai megacorps not having an influence budget to build branch office buildings with
- Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)
- Fixed space fauna gauss weapons dealing -100% hull damage
- Fixed biological ship point defense and flak being identical
- Fixed juggernaut fusion reactors being equippable on titans not juggernauts
- The Faculty of Archaeostudies no longer gives broken jobs
- Fixed a planetary deposit making gestalt physicist jobs require consumer goods
- Fixed budding pops making robot assembly plants sometimes stop working
- Empire with the catalytic processing civics now start with additional food districts
- The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians
- Fixed some trait tooltips overstating effects by a factor of 100 (English only)
- Ancient Clone Vats can now be built in any urban district specialization
- Added tooltip description for Wilderness Refining World.
- Virtuality no longer allows an infinite workforce loop
- The experimental ship from the War Fragment now scale
- The experimental ship from the War Fragment no longer drops debris
- You can no longer build the Wilderness Glade holding on unnatural worlds
- The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.
- Fixed numerous buildings sticking around after a Wilderness took over a planet.
- Fixed numerous event buildings not having a biomass cost for Wilderness
- Fixed the First League Filing Office not giving the unity jobs it should have to most empires.
- Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.
- Improved post game Behemoth Behavior
- Fixed biological ships not having logistic upkeep
- Fixed habitats spawning with a broken orbital
- Civilians are now generated with a mix of ethics
- Pops are now created with a randomly selected ethic when appropriate.
- The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers
- The Core focus task "Establish a Branch Office" can now be completed
- Fixed Natural Neural Network maintenance drones
- Fixed Spanish Translation of Precinct Houses
- Fixed all rural districts being destroyed when losing a colony
- Fix to an unemployment tooltip
- Fix issue with colonization on planets, specifically seen on shattered rings
Balance
- Logistic Drones now provide a small amount of amenities
- The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP
- Buffed Prosperity traditions
- Significantly buffed the scientist expertise traits
- Wilderness and Nascent Stage are now incompatible
- Nerfed spawning and assembly specializations for hive and machine worlds
- Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep
- Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress
- The chance to get the cultist's flagship is now 20% instead of 100%
- Districts for Wilderness Empires now cost 50 Biomass
- The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
- Reduced the extra society research from zookeepers
- Civilian ethic outputs have been adjusted
- State Academy now has a planet cap of 3
- Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.
AI
- Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised
- The AI now values buildings that modify production more.
Stability and Performance
- Fixed a crash when exiting to main menu
- Found an issue with Weaver growth auras that was lagging the game:
- The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.
- Significantly improved how Biomass is calculated
- Improve loading time of late game saves
Stellaris 4.0.2 Hotfix
Stability
- Fixed crash by preventing the deletion of a ship design that was only present in a build queue
BioGenesis Features
- Overhauled Genetic Ascension
- Choose from three Ascension paths: Cloning, Purity, or Mutation
- Evolve your empire's government into one of 18 enhanced authorities
- Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
- Biological Ships
- Command living fleets that evolve alongside your empire
- Replaces the classic Corvettes, Frigates, Destroyers, Carriers, and Battleships with Maulers, Weavers, Harbingers, and Stingers
- Customize these ships for specialized roles, from close range brawlers to support vessels, each capable of empowering allies and weakening foes
- Two new biological shipsets, Spinovore and Shellcraft
- Player Crisis Path - Behemoth Fury
- Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
- Three New Origins
- Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
- Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
- Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
- Hive Fallen Empire
- Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
- Fielding mighty Dark Matter Biological Ships, see if you can research some debris before one of the fragments awakens, absorbing the others.
- Eight New Civics
- Genetic Identification
- Crowdsourcing
- Civil Education
- Stalwart Network
- Familiar Face
- Aerospace Adaptation
- Shared Genetics
- Bodysnatchers
- Deep Space Citadel Megastructure
- A versatile new defensive station capable of holding off powerful enemy fleets at any system.
- 12 new Species Portraits
- Evolving and changing with levels and leader roles
- Phenotype Species Traits
- 16 new traits based on the abilities of the species
- Disconnected Drone Policies
- Maintain Hive-Mind drones in your regular, individualist empires
- Spinovore and Shellcraft City Set and Diplomatic Room
- Wilderness-themed City Set, Diplomatic Room, and Advisor Voice
- New Music
- 65 new planet and terraforming events
- Hive Mind authority and most civics are now unlocked by BioGenesis in addition to Utopia
4.0 Phoenix Features
Planetary Economy rework
- Planets produce and consume resources through Jobs.
- Districts provide Jobs based on their development.
- District Specializations dictate what Job types are provided by Districts and what buildings may be built.
- Buildings typically modify the output of the Jobs.
- The Ruler Stratum has been renamed the Elite Stratum, to better differentiate them from the actual Empire Ruler
- Pop Groups & Workforce
- Pops are now grouped together based on Species, Strata, Ethics, and Faction.
- Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
- Pops produce Workforce that fills up Jobs.
- A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
- Pop growth reworked
- 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.
- The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
- Migration pacts now apply to auto-migration.
- The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
- Empire Focus Tasks introduces short and medium-term goals for players to strive for, and offers an alternative way of unlocking key technologies.
- Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
- Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
- Task completion is retroactive and will award progress if drawn.
- Tasks may be discarded for a small cost in Unity.
- Trade revamped into a standard resource
- Trade is now used as the Market currency.
- The Trade Routes system has been removed.
- Trade Production and Policies are now available to Gestalt’s through Logistics Drones
- Traditions, buildings and districts that previously affected maintenance drones now affect logistics drones
- 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 have higher upkeep.
- Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
- Planets now have logistical upkeep paid by Trade based on their local resource deficits.
- Local deficit costs vary based on the base market value of the resources.
- 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.
- All Branch office buildings have been reworked to provide more interesting jobs to their host planet, increase local trade value, and their output now scales with branch office value.
- Branch office buildings are now all planet unique. The amount of building slots remains unchanged.
- Branch offices can now be opened on other corporate empires.
- All buildings now have an influence cost, doubled when building on another corporate empire.
- Most Corporate Civics now buff a specific branch office building, increasing its trade value bonuses and adding jobs to their capital planet.
- Added new branch office buildings: the Industrial Subsidiary and the Private Security Company.
- Criminal Syndicates can now establish commercial pacts, replacing their criminal buildings with the regular version. Regular buildings still provide a crime floor to the host planet if they are owned by a criminal empire.
- The main help button now displays the Databank where you can explore brief articles on many in-game concepts.
- With this effort, many aspects of the game’s UI have been filled with concepts, helping new players understand core mechanics.
- Clicking an underlined link in the UI of a concept that’s in the Databank opens that article and filters other related articles.
- The full external wiki is still accessible from a button in the Databank. Clicking it on the Databank start page opens the wiki start page. If a Databank article is selected, that article is opened in the wiki.
- 10 new Mammalian Portraits added to the base game
- The Hard Reset Origin added to Synthetic Dawn
- Play as soldier Cyborgs, recently disconnected from your Driven Assimilator Overlord
- 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.
- 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.
- As it no longer creates hybrids and thus no longer contributes to the inevitable decay of society (and framerate), removed the Xeno-compatibility toggle from Galaxy Settings.
- Added the Solarpunk City Set for all owners of the First Contact DLC
- Added the "Venerable Scientist" (Mandarin Language) Voice Advisor
- Added a Galaxy Settings slider for Cosmic Storm Devastation Intensity
- Added sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
- As part of our game pacing and interruption reduction pass, leaders now gain trait selection moments on even levels rather than every level.
- The Under One Rule Luminary still gains leader traits 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.
- Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
- Adjective leader trait names reverted, for example Inquisitor to Inquisitive
- 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
- 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
- Changed Inter-Dimensional trade increases event into a notification
- Changed Storm Spotted alert sound to something less intrusive
- Added unique event options and rewards based on ethics when settling your First Colony
- Added unique event options and localization for New Life Discovered events
- Reduced the frequency of the Rise of the Manifesti event chain
- Added missing reward to fanatic materialist for Comet Sighted event
- The Betrayal event has been revamped to include multiple options
- Adjusted mass extinction event chain localization and picture
- The Radical Cult event can now be forgiven and not chased around the galaxy
- Buffed the cultist battleship to make it a more worthy reward
- Reduced spammy First Contact events
- 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.
- Transport ships can now use cloaking
- Improved readability for event Covenant Formed
- The low habitability popup now clearly highlights the negative effects
- Several changes to the starbase UI to improve game flow and overall interaction
- Reworked Starbase window to harmonize naming and tooltips
- The Targeted Gene Expressions technology now allows you to remove species traits that Vocational Genomics can auto-mod into
- Assimilation and Subspecies Integration now happens monthly instead of annually.
- The number of pops assimilated each month is increased by modifiers that increase pops auto-modded per month
- The Overtuned origin now benefits from the +2 trait points from the Gene Tailoring tech in empire creation
- The Gorthikan Alliance now has the Gene Mentorship and Fleeting Excellence traits instead of Artificial Intelligence
- Renamed the Frozen climate to Cold to prevent confusion with Frozen worlds
- Added more potential random empire names to Hive Minds
- Reordered origins so that newer origins are shown first
- You can now surrender to the "Domination" wargoal of the Awakened Fallen Empires and immediately become a subject.
- Added the two new Society technologies Federation Code and Existential Campaigns
- Added the Celestial Orrery system
- You are 4x as attractive as you were before.
- Replaced all sources of organic pop assembly with new bonus pop growth modifier, increasing planetary growth instead of a single species
- Fallen Empire and Cosmogenesis Escort ships now have the same evasion value of 50
- Changed Curator Insight cost to scale with empire size
- Ascension Perks:
- Eternal Vigilance: Unlocks a new decision letting you automatically build defense platforms across all your starbasescan. Also it can be acquired early if you complete the Unyielding Tradition Tree.
- Archaeoengineers: Increased the reduction in minor artifacts cost for ship components from 10 to 20%
- Colossus Project: Now also gives -15% war exhaustion gain and -5% country ship upkeep
- Interstellar Dominion: Now also gives -50% empire size from systems
- Transcendant Learning: Now also reduces leader upkeep by 15%
- One Vision (nerf): Removed the -10% pop amenities usage
- Shared Destiny: Now also gives -20% Subject Specialist Conversion Time
- Enigmatic Engineering: Now has a very very low chance to let you roll Fallen Empire building technologies.
- Executive Vigor: Now also gives +15% council agenda speed
- Juggernauts now have 6 shipyards, up from 2
- Adjusted Anomaly spawn rates to improve the pacing of the early game.
- Both Guardian and Fallen Empire techs have had their base cost increased from 50K to 60K and 70K respectively
- 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.)
- Priests from the Imperial Cult Civic now also scale from effective leader, effective councilor and effective ruler level modifiers
- Upgrading the Payback warship now uses starbase tech instead of ship tech
- The Orbital Speed Demon traits (Bioadaptability, Limited Regeneration and Social Pheromones) have been buffed.
- Bioadaptability now gives +30% Habitability Floor, -5% Amenities Usage and +5% Logistic Growth Speed instead of +5% Habitability.
- Limited Regeneration now gives +15% Army Damage, +10% Leader Lifespan, -5% Amenities Usage and +5% Logistic Growth Speed instead of +10% Army Damage and +10 Years Leader Lifespan
- Social Pheromones now gives -15% Housing Usage, -10% Amenities Usage and +5% Logistic Growth Speed
- Roughly halved the cost to modify species
- Rebalanced Species traits from Genetic Ascension
- Delicious/Felsic - now improve the job efficiency of Livestock jobs
- Natural Machinist - improves job efficiency of metallurgist and artisan jobs by +25%
- Nerve Stapled - now improves job efficiency by 15% and reduces empire size from pops by 15%
- Vat-Grown - now improves Bonus Pop Growth +33% and reduces required housing and amenities by 10%
- Erudite - now gives +30% job efficiency to Researcher jobs, -1 maximum leader negative traits and -10% leader upkeep
- Fertile - now gives +30% Pop Logistic Growth Speed, -10% housing usage and +10% happiness
- Robust - now gives +30% Habitability, +5% job efficiency and +50 years leader lifespan
- Tweaked the balance of the Leviathan traits:
- Drake-Scaled - now gives +100% army health and 0.5 alloys per 100 pops
- Polymelic - now gives +0.10 bonus pop growth per 100 pops
- Voidling - now gives +80% minimum habitability and replaces food or mineral upkeep with energy
- Increased the output of the Dyson Sphere VI from 500 unity to 750
- Replaced all modifiers that gave extra pops upon colonization with appropriate effects
- The Cloning technology now unlocks Clone Vats
- Knights of the Toxic God:
- The habitat now starts with 800 Pops, with a corresponding number of pops removed from the homeworld
- The Order’s Demesne district has been converted into a District Specialisation
- Buildings that gave Soldier jobs now give Knight jobs on the Knight Habitat
- Squires are now an uncapped job and replace Civilians on the Knight Habitat
- Squires now increase the job efficiency of Knights
- Various knight quest rewards now also increase the number of knights from the Order’s Keep
- Restrictions on combinations of civics and origins have been relaxed.
- Updated deficit situations to modify job efficiency instead of raw resource output of jobs
- Max Buildings Slots from technologies have been replaced with appropriate modifiers and rewards
- The Zroni Storm Caster now nullifies armors instead of shields, and makes shields 50% more effective.
- Habitability now affects job efficiency not resources from jobs
- Pops will now automatically migrate to planets with 20% habitability or higher instead of 40% or higher.
- Nerve Stapled now reduces empire size from pops
- Mercenary Adjustments:
- Investing in a Mercenary enclave costs food instead of energy if you or they use biological ships.
- Mercenary enclaves no longer reward you with free ships
- The jackpot payout from Mercenary enclaves now gives more research points.
- Mercenary Enclaves now have higher base resource income
- Fallen empire reinforcement fleets can now sometimes spawn titans or titan-equivalents
- Overtuned now only requires 1 Ascension Perk before it can pick Biomorphosis (Previously Engineered Evolution)
- Tweaked the minor artifact rewards from dig to make them more significant.
- Tiyanki energy siphons now grant a small amount of shields that are regenerated when they attack.
- The Deep Sea Diver job is now a worker strata job
- The draw weights for sensor technologies are now also increased by Subterfuge traditions and the presence of nebulae
- Once the War in Heaven is over the League of Non-Aligned Powers will find it a lot harder to stay together, as their common goal is gone.
- Arcane Deciphering can now reward all the non-unique Fallen Empire buildings.
- Removed the Transgenesis technologies, instead their effects can be directly access via the Genetic Tradition Tree Finisher
- Harvesting the DNA of Leviathans no longer requires the Gene Tailoring technology
- The Salvager can now sell Frigates and can now sell regular ships of the technology level of any of the their contacts instead of the technology level of the purchaser
- The Grand Herald dig site is now more common and can now use titan models for all non-biological shipsets that have been added since the release of Federations
- Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.
- Imported some AI weights for starbases from the modding community - Credit to SirBlackAxe
- The AI will now attempt to use the Extort Favors espionage operation on empires at the top of the GalCom
- AIs will now consider their closeness to the Awakened Empires when deciding if they should join in the War in Heaven
- The system fleet icon tooltip now shows the total of the fleets' military power in the system
- Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
- 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.
- Adjusted research top bar dropdown to look more balanced, using the same settings as the strategic resource dropdown.
- Clicking the toast/alert for unlocked empire focus progression reward will now open the relevant progression reward panel.
- Renamed the Leader Pool "Recruitable Leaders" in both the UI and events
- Renamed the Planet Summary tab to Surface
- Renamed the Population tab to Economy
- Renamed Government tab to Overview in outliner
- The low habitability popup now clearly highlights the negative effects
- Several changes to the starbase UI to improve game flow and overall interaction
- Clone Soldier Ascendants can now cyberize
- Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
- Research income can no longer be negative
- You can directly terraform from Toxic World to Hive World if you have both ascension perks.
- 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
- 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
- Fixed the Titans technology not listing the weapons it unlocks
- Fixed Champions of the Empire not applying to heirs
- Fixed the policy and government reform cooldowns being reset by advanced democratic authorities
- Clarified that Imperial Heirs don't have any upkeep
- Ship Designs now remember their graphic culture, so that when you edit a ship design from another culture you get their design, not yours (applies for Federations and the GDF)
- Fixed the Disruption Field starbase building being prevented from being built by a Comms Jammer
- Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
- Assorted species traits that affect leaders and/or research are now mutually exclusive with the Serviles trait
- Ship tooltips will now display the weapon type modifiers affecting them (such as explosive_Weapon_damage_mult)
- The Polaris System should no longer spawn near your borders.
- Planetary part of ringworlds no longer take on empire color
- Relic Worlds no longer trigger true using the is_dry scripted trigger
- Exploration Protocol secondary species empires spawning with the Void Dweller Origin now properly get their secondary species.
- Reanimated space fauna ships cannot upgrade no matter what, they are dead Jim
- Salvaging ships now works more intelligently, for example Cosmogenesis empires that salvage fallen empire ships will gain Cosmogenesis ships instead of regular ships.
- The space fauna large giga bombard now has the correct range
- Gravity Snare now disappear when there's no valid target anymore
- Set the nanotech ascension path interdictors to use different ship models from the swarmers
- Only one planet colonization view can be opened at a time.
- If a starbase with strike crafts is disabled, it will now correctly destroy the strike crafts that it had rather than leaving them to fly around aimlessly
- Fixed the aquatic dragon ignoring machine ascension paths
- Fixed a hostile empire telling you that you'll need to be put down by yourselves
- Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
- Removing an ineligible ruler trait during character creation will now update the design eligibility right away.
- Adaptive Ecology will no longer increase the maximum allowed districts for artificial planets.
- Updated all planetscaper civics to use founder_species_growth_mult
- Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
- Treasure Hunters AIs now correctly go through the dialog events
- Broken Shackles events now react to more Galcom events
- Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
- Negative effects added to the Magnetic Disruption planet modifier
- Blocked the integrate_country_effect from inheriting gestalt nodes.
- Fixed the Starbase upkeep modifier not applying to starbases and only applying to their buildings and modules
- Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
- 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
- Increased Neutron Throwers mutation damage
- Sector Modifiers will no longer be applied to pre-FTL worlds
- Inspired Rhetoric will no longer display a placeholder icon
- Fixed some archaeo weapons having incorrect cooldowns
- Fixed the icons for biological & space fauna versions of disruptors, plasma weapons, arc emitters and energy lances not having the correct color
- Fixed Orbital Debris event from spawning in a system without ruined megastructure
- Lithoid resource traits no longer block cybernetic leviathan traits
- The Ancient Mining Drone Expansion fleet debris can no longer give you the technology for zero point reactors
- Added tooltip to Cutholoid Hunter and Voidworm Hunter modifier
- Reanimated Cutholoids and Voidworms ship size name are now consistent with other reanimated Space Fauna
- 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.
- Added job game text functionality to hook up with scripted job swaps. You can do job_key.XXX, Planet.job_key.XXX or Country.job_key.XXX, where XXX is GetName/GetNamePlural/GetIcon. (So e.g. "My miner name: [miner.GetName]")
- City Sets no longer require Ships Sets to be defined, see Wilderness or Solarpunk as an example
- Pop Groups:
- Added `create_pop_group` effect, use this instead of create_pop
- 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.
- Add `transfer_pop_amount` effect that transfers pops from a pop group to another
- This is an incredibly flexible effect so in addition we have replaced all instance of resettle_pop (code) with resettle_pop_group (script effect).
- Replaced all instances of pop_change_ethic (code) with pop_group_transfer_ethic (script effect)
- The trigger num_pops is replaced by pop_amount since there are now 100 times more pops
- Moved resource upkeep and production for pops from species archetype and traits to the resource tables for archetypes and traits, instead of them being part of the pop categories
- Jobs, Districts, Buildings, and Specializations
- Added tags to jobs, allowing us to easily group them for use in triggers num_pops_with_job_tag and num_country_pops_with_job_tag.
- Districts now support a list of specialization slots defined in zone_slots = { }, these slots define which specializations are valid in this district.
- If start = <specialization_name> is defined for a zone_slot, the specialization slot will automatically include this specialization.
- Zone Slots have include = { } and exclude = { } lists, typically held in inline_scripts which define which specializations are valid in the zone slots
- District specializations are built in zone slots inside districts and have building slots, defined by max_buildings = int
- Valid buildings for district specializations are defined by using any of the included_building_sets, excluded_building_sets, include, and exclude lists. Note that exclusion takes precedence over inclusion.
- Buildings must now belong to at least one building set.
- District specializations also support district_planet_modifier and triggered_district_planet_modifier which are planet scope modifiers that are automatically scaled with the number of districts on the planet of the same type that the district specialization is in.
- When a resource is spent to build a building or enact a decision, it is stored locally and can be accessed in script such as “on_queued” and “on_unqueued”, see Wilderness buildings for an example
- Biological Ships:
- Added a new scope "ship growth stage" or "growth stage" for short. Used for the sub-designs of stages that grow. Ship Designs contain everything that is true for all designs, while Growth Stages contain everything that's related to a specific Ship Size. Triggers have been updated.
- Added the "add_evolution_progress" console command, that adds evolution progress to all bioships in a fleet.
- You can now specify "growth_stage" in the "create_ship" effect to set the growth stage to use at creation (starts at 1)
- Added bioship_can_grow trigger to evaluate if a bioship has the potential to get growth progress
- Added target_focus parameter to ships and components to control if it focuses fire or spreads it among targets
- Added on_hit effect for weapon component templates
- Added repair_shield_percentage, repair_amount, repair_armor_amount, repair_shield_amount effects
- Added the has_armor_percentage and has_shield_percentage triggers
- Message Scripting:
- 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.
- create_message target supports faction scope (clicking the message will open the factions view with that faction selected if it is listed).
- create_message target supports federation scope (clicking the message will open the federation view if the player is in a federation).
- Message notification background is now separated from the message type icon.
- Species Trait Tags:
- Species traits now support tags, similar to ship weapons. These are primarily used for the new triggers listed below as well as the new add_random_species_trait in the modify_species effect.
- To see how this is used check the “add_random_trait_evopred” effect in the biogenesis_effect.txt file.
- Added new field localized_tags to species traits used to show the corresponding categories in the trait tooltip
- You can now add one or more `portrait_override` to trait, in case you want specific exceptions to the archetypes and species classes limiters. For example, if you wanted to make an egg laying, flat tailed, funny lookin, fast swimming, warm blooded duck billed web footed burrow digging p p p p p p platypus.
- Added `species_class_override` and `archetype_override` triggers to trait. If those triggers return true, then the trait ignores the associated requirements (species_class or allowed_archetype)
- Added "trait_has_all_tags" trigger that returns true if the trait in the scope has all the traits in the list
- Added "trait_has_any_tag" trigger that returns true if the trait in the scope has at least one of the trait in the list
- Added "trait_has_tag" trigger that returns true if the scope trait has the tag used for the trigger.
- on_actions:
- Added the on_resolution_vetoed on action.
- New on_action on_favor_gained that gets triggered when a country receives a favor.
- New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
- Add on_ship_enter_fleet and on_ship_leave_fleet on actions
- Added the on_resolution_put_to_vote on action
- Game Rules:
- 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 should_leader_gain_trait_every_level game rule.
- Added the species_has_uncapped_habitability_on_planet game rule, this sets the habitability ceiling for a species to use the HABITABILITY_CEIL_UNCAPPED define instead of the HABITABILITY_CEIL define
- Created new rule can_uplift for species
- Added the will_leader_survive game rule that replaces the leader death toast with a survival one.
- Added the should_colonize_use_terraform game rule, used to get the behavior Wilderness has with terraforming
- Added the should_hide_pop_group_size and should_hide_planet_sector_pop_amount which Wilderness uses to obfuscate the amount of pops on a planet
- 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.
- Scripted loc can now be used in concept tooltips and the top bar tooltips.
- Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
- Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.
- Added auto_trait_prio support for planet classes
- TerraformLinks resource block now has the planet as from scope
- Added desc parameter to top bar multi-resource groups.
- Added spawner_planet event target link for armies to replace the old pop link
- Added parameter to Fallen Empire scripts to prevent using custom empire designs, see the Fallen Hive Empire for an example
- Added parameter to force the spawning of neighbors on system initializers, see the Fallen Hive Empire for examples
- Added support for leader class-specific skill level modifiers.
- Added support for triggers in starbase_level pictures
- Added "city_graphical_culture" triggers that test a given graphical culture (or that of a target scope) against the graphical culture used for the scoped country. If the target is also a country, it compares both the graphical cultures used for cities
- Graphical cultures now have `ship_selection_weight` to calculate their chance of being picked by empires
- The "graphical_culture" trigger now works on species (return the culture associated with the species class) and can take a target, so like "graphical_culture = FROM" will return true if 'this' and 'FROM' have the same graphical culture
- You can now specify a global design when creating a starbase, but it only works for designable starbase size (ie the space citadel)
- Orbital and Planet Deposits now support habitat_modifier, which as you might expect from the name, applies a static modifier to the habitat(s) in the system.
- Added a update_node_portraits_if_gestalt_effect scripted effects
- Added documentation to the common/global_ship_designs directory
- Added keyboard shortcuts to scripted actions
- Support setting animation state from scripted action
- Added support for the shipclass_military_special to use cloaking
- Modifed Empire Creation so it can handle normal in-game triggers. Removed local_human_species_class and local_human_origin triggers that were used in this context.
- dynamic_capacity can now be used for all resources not just those that use special_max_amount
- Moved AI only origins into their own file
- Added trigger parameter allowed_planet_classes_override to traits in order to override planet classes listed by allowed_planet_classes
- Added ai_should_not_restrict_system game rule
- Set ideal planets to also provide +100% Habitability so they work nicely with uncapped habitability
- Allowed using custom tooltips for forbidden peace offers in war goals
- Removed the "attraction_label" from the outliner UI to make more room for faction production.
- added "system_modifier" and "triggered_system_modifier" to jobs to have modifiers that are transmitted inside the same system.
- added "can_always_dismantle" flag to starbase levels to indicate a starbase type should always be destroyable
- Added the inner_radius trigger to determine the size of the gravity well of a solar system
- count_species_traits trigger now only filters by category when one is passed as a parameter
- Since we build the citadel anywhere, we needed a way to set its position. the easiest way was to do it in code, so now when you've set a starbase in your megastructure, the code will generate it automatically. However the megastructure will not be destroyed by code, so if you want to do that you still need to do it manually.
- build_outside_gravity_well flag in megastructures is deprecated, replaced with `build_type = inside_gravity_well/outside_gravity_well/around_planet` used to determine where and how to place a megastructure
- Added scripted triggers for has_purity_ascension, has_cloning_ascension and has_mutation_ascension
- Added the can_add_mutation_traits scripted trigger
- Added is_purity_authority, is_cloning_authority and is_mutation_authority scripted triggers
- Added the generate_new_species_and_pop scripted effect to quickly add new species and pops to a planet.
- Unified all variants of the assorted plantoid and lithoid traits into single traits using the species_class_override parameter for species traits.
- Added the colony_age_years trigger
- Updated thrusters, FTL Drives, Cloaking Devices, Ship Reactors, Combat Computers and probably more to use scripted triggers
- Added custom_tooltip_with_modifiers support to starbase buildings and modules
- Added the upgrade_path parameter to ship components. For core components, components that have the same upgrade path are shown on the same row
- The "end" value of a Situation stage is now a scriptable value instead of just an int. It's evaluated when the situation is spawned, and then stays at that value for the duration of the situation
- Added Planet as a possible scope for the `has_deficit` trigger
- Added the "damage_army" effect
- You can now restrict civics and origins by graphical cultures by using the "graphical_culture = { <restriction> }" restriction in possible or potential. It works like every other civics/origins restriction.
- Added "add_random_species_trait" to modify_species, which takes a trigger that's applied to all the possible species traits, and randomly adds one that fulfills the trigger.
- Added definition for invisible extra large turret
- Added a country_uses_bio_ships scripted trigger
- Technology Swap can now change the Area and Categories of the tech. For example, Corvettes (engineering, voidcraft), can become Brawlers (Society, Biology).
- Added a ruined_icon parameter to planet buildings allowing them to produce a different icon when destroyed
- Added planet_building_capacity_add, allowing planets to function like starbases producing multiple things at the same time
- Static Modifier Custom Tooltips can now have parts of their localization designated to be multiplied when a static modifier is applied. This allows for modifiers such as defensive_stations_tracking_add to be defined entirely in script
- Origins can now be given a room and city_graphical_culture argument to automatically change the players designs when the origin is selected. The AI should respect this too.
- The resources that appear in the top bar are now scriptable and conditional. See how Wilderness handles the Consumer Goods/Biomass swap as an example
We hope you will enjoy these changes even if they happen to thwart your well-conceived exploits. Do let us know if you devise new ones.
Thank you,
*Update*
We have created one more build for you today, same as above but also including an increased save game file transfer speed for your multiplayer convenience.
This build is available as an open beta branch called "stellaris_test".
To opt into this Stellaris Open Beta:
Go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "stellaris_test" branch in the Beta Participation dropdown.
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