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What are the new default Logistics settings? I'd like to give them a try tonight while I wait for tomorrow's patch.
The growth ceiling defaults to 5.

However do these numbers still not leave holotheatres as still almost strictly worse than luxury housing.
They're a little more interesting if you have civics that change them or Charismatic pops.
 
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The growth ceiling defaults to 5.

I see. I thought you meant that the default itself was changing to a new number. Good to know.
 
The growth ceiling defaults to 5.


They're a little more interesting if you have civics that change them or Charismatic pops.

Respectfully, I still don't think it's great if one default building is strictly worse than another by this much unless you have highly specific build options. Might as well make it a civic specific building at that rate and remove a newbie trap from the UI.

Having done some quick mental maths I don't think I would build entertainers with charismatic pops in 90% of situations either.

If it's going to need 200 pops and the CG upkeep it'd need to outperform luxury housing in amenties by a lot, not just by the 20% from charismatic.

They both had a purpose in previous patches as Luxury housing won out by a long way for pop efficiency and Holotheatres won out by a long way for building slot efficiency. This was cool as it created different situations where sometimes one or the other could be correct.

Still, this is a pretty low priority issue since using luxury housing instead won't break the game, just thought I'd voice my disagreement :)

Good luck with the bugfixing.
 
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It did. The old default was 1.5, which is causing quite a few people to bemoan that "colonies grow too slowly!"

I'm confused. Should I have the growth ceiling of 5 or 1.5?
 
I'm confused. Should I have the growth ceiling of 5 or 1.5?
Just do yourself a favor and hit "Revert to Default" at the bottom. Then go through and set your game up as if it was the first time, leaving the growth factors alone. I've mentioned it in a couple threads (and maybe this one, I've been forum-watching all day because of the rapid-fire patch notes) but it fixes some bugs in the settings menu that have been around since the Storms DLC. And resetting yourself from Cadet to whatever skill level you play on takes under a minute :)
 
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For a singleplayer - only player can decide what is making sense. All restrictions must be logically explained. In this sitation explaining is - "it is already good enough

Well, that's actually the fun part: if they show that they can patch the game in a week, why didn't they publish it directly next week?
Because they have deadlines? Paradox has shareholders to please. Its easier to release a game with bugs and get money to further develop the game or DLC than it is delaying it forever until its bug free.
 
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For a singleplayer - only player can decide what is making sense. All restrictions must be logically explained. In this sitation explaining is - "it is already good enough

We've had a good day of fixes, so here's a preliminary changelog for tomorrow's 4.0.4 update. As usual with a preliminary changelog there may be additions or removals from this before the final release depending on how the tests go in the morning.

Lots of crash fixes in this one thanks to the crash reports you've been sending in, so thank you.

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

Out of Syncs and Performance are still very high on our priority list, so you'll be seeing a 4.0.5 later on this week.
Thx for the info. Yall are working fast. Btw, where do i find info on the new pop numbers etc.?
 
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glad to see more space fauna fixes
 
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Because they have deadlines? Paradox has shareholders to please. Its easier to release a game with bugs and get money to further develop the game or DLC than it is delaying it forever until its bug free.
Also because we live in 2025 where they can publish 5 patches the first week, unlike 1992 where patches got put on a floppy disk (note K, not C disk) and published with game magazines for computer nerds... if at all.
 
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For a singleplayer - only player can decide what is making sense. All restrictions must be logically explained. In this sitation explaining is - "it is already good enough

Well... 10+ hours after release and the update is still not available in the Microsoft Store. I would advise PDX to tell Microsoft to hurry up, one hour or two I can understand to verify a patch on the end of Microsoft (even tho it should take nothing like Steam or GOG do), but for you to tell us "MS Store is in the certification process and will also receive the update shortly"? Last time I checked, a "shortly" definition would be in the worst case scenario a 2+ hours wait, not 10+ hours...

Shouldn't you just tell the MS owners of the game to "wait 24+ hours" so we are not refreshing the thing every hour to see if it's up? It's exhausting not knowing when approximately this will drop...
Why? Just wait a reasonable amount of time. Might be a hang up at the storefront, not with the dev team.
 
@Eladrin I've noticed that bioship defense platform components still cost alloys only (no food cost for the component, but there is food cost in the upkeep). Is this intended?
 
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Also because we live in 2025 where they can publish 5 patches the first week, unlike 1992 where patches got put on a floppy disk (note K, not C disk) and published with game magazines for computer nerds... if at all.
Im glad they push fixes so fast. Im also glad that they get the money in, because devs arent robots, yet, so they need to eat and pay bills. Gamers just got some weird entitlement thing going on.
 
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As a preview of what we're currently looking at, 4.0.4 will have fixes for a number of the Out of Syncs fixed, purging being 100x as effective as intended, Offspring drones, and Amenity improvements for both Holotheaters and gestalts. (This is a non-comprehensive list, just some of the changes coming.)

It will also be released this week.
When you say out of syncs you are referring to the main issue with multiplayer desyncs right?
 
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Well... 10+ hours after release and the update is still not available in the Microsoft Store. I would advise PDX to tell Microsoft to hurry up, one hour or two I can understand to verify a patch on the end of Microsoft (even tho it should take nothing like Steam or GOG do), but for you to tell us "MS Store is in the certification process and will also receive the update shortly"? Last time I checked, a "shortly" definition would be in the worst case scenario a 2+ hours wait, not 10+ hours...

Shouldn't you just tell the MS owners of the game to "wait 24+ hours" so we are not refreshing the thing every hour to see if it's up? It's exhausting not knowing when approximately this will drop...
don't worry, GOG update is also still lost somewhere in the Abyss...looks like only Steam is important enough...probably because, you know, the reviews and all that stuff...
 
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Could the release not have been delayed? You went through 3 patches already. Q2 ends in June 30th, no?
I think summer vacation hits and no work gets done in june
 
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Im glad they push fixes so fast. Im also glad that they get the money in, because devs arent robots, yet, so they need to eat and pay bills. Gamers just got some weird entitlement thing going on.
really, how entitled can people be, wanting a WORKING product for which they payed money for...how dare they say anything while they are being misused as beta testers for the product they buy...really, the audacity of those people...
 
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Hey,

Completing the new devouring origin turns all your planets into Hive worlds. The UI of those are bugged since you can change a districts that were previously a food/Energy/Mineral district, into one of those but the tooltip is still for swarmdistricts. So you don't really have a clue that you can upgrade those for more workers of food, minerals or energy.
+
If turned to a hive world all planets loose all previously build districts of energy, food or minerals even tho you can simply build them on it which can kill your economy since all planets turn hive nearly at the same time.
 
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