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PDX-Loke

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Hello again,

Here's a quick update to fix an issue that was accidentally introduced in yesterdays patch.
4.0.12 is now available for download via Steam, GOG to follow shortly as well. The patching is lagging behind slightly on MS Store due to the high frequency of updates going through the process, but we expect to catch up by Friday this week.

Stellaris 4.0.12 Patch​

Bugfix​

  • Clone Vats should once again have the correct planet limits.

Hope this unblocks your biological ascendance schemes.
 
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Hope this unblocks your biological ascendance schemes.
Nope. :(

Screenshot 2025-05-21 204122.png
Screenshot 2025-05-21 204208.png
Screenshot 2025-05-21 205120.png
 
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Leaders losing(and starting vault council gaining ) trait selections will be fixed anytime soon? 3.14 worked fine . Beta and the "reverted" version still has the 4.0 bugs
 
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Hello everyone, 2411 years
everything lags and freezes
there were strong lags and time almost stood still
before at this point it was at least moving
version 4.06
AMD Ryzen 9 5900HX with Radeon Graphics 3.30 GHz
RAM 32nvidia Geforce RTX 3080 Laptop GPU
 

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9uprsf.jpg
 
Is the way Xeno-Compatability works right now intentional? In the 4.0 Dev Diary Part 4, it said that the combined growth would be pooled split amongst all species equally, but it does something else as of 4.0.11 .

Also! Is the growth that gets pooled for the calculation before or after getting clipped by Logistic Growth Ceiling?
 
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Can we finally get a fix for vaults of knowledge?

A fix and a balance pass, since after the leader rework rework it's really underwhelming
 
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1747842853067.png


Why are all my clone vats adding 0.00 pop growth?
 
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I'm confused. Been twice this game, and in a few others, where I get popups about pirates spawning because trade routes are under protected...the names seem to be a null value and they don't actually spawn.
 
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4.0.13 is built and we expect it to release tomorrow after a sanity check by QA, however we've also pushed it to the stellaris_test beta branch on Steam.

Early release notes are here, with the standard disclaimer that these may differ from what's released.


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.


Have fun!
 
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4.0.13 is built and we expect it to release tomorrow after a sanity check by QA, however we've also pushed it to the stellaris_test beta branch on Steam.

One more note:

The stellaris_test branch also includes a change that will not be going live with 4.0.13 tomorrow - an experimental change to how saves are transferred in multiplayers that should significantly increase the speed of it. We're not willing to push that live quite yet, but are interested to see if any of you see any improvements.

Jep new game and still no clone vats

Is that a new save on 4.0.13 or an old one from 4.0.11? They should have a planet limit of 1, increased by your capital level if you have the cloning finisher.
 
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