We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Building on this, I've noticed some other weird Wilderness things. Not sure they count as bugs or just oversights:
Things that affect X number of pops have weird effects. For example, I picked an event option that killed 70 something pops in the Purity situation and it completely depopulated and uncolonized a well developed planet because of the weird pop numbers.
Also, the final stage of idyllic bloom for Wilderness doesn't really work right. The bloom event fires but the trait is never added. The building can't be deleted, so the whole civic ends up pretty terrible (not that it was amazing but I like it).
Yeah anything that affects a certain number of pops will destroy any wilderness colony
For Idyllic Bloom however, I found that after a few years my Wilderness pops did start to get the Bloomed trait, idk when exactly but it does work correctly
Yes, Wilderness is overall in a rather disappointing state right now. I was really hyped about this concept, but sadly it's rather unplayable for now (
I found it a lot LOT better than regular hives, you don't care about housing or amenities, it's just quite slow at the start
Once I figured out that you can actually build several biomass generating buildings however, it has been a lot smoother (all my colonies have the capital building + 4 cradles + the gaia seeder), and now I even think that it's far too strong
Colonies are almost immediately up to speed, no need to wait for pop growth or migration, and again you don't have to think about Housing, Amenities, or Deviancy
Tried playing as XT-Eliminators, and despite having gotten the higher tier capital building, there isn't an option to upgrade the uplink node. (All the other buildings upgrade fine.) While an option eventually comes for Fallen Empire buildings, which includes the Justice Complex, this isn't listed as building for any of the districts, but the others are there to build.
1st post here from a fellow lurker. But just want to say a heartily thank you to the developers for such a bold and great job in their vision for 4.0 and beyond, ensuring Stellaris is constantly being improve, innovated, and patched. Thank you for never giving up despite the amounting challenge during this transition and adoption which is no easy feat.
Description 4.0.2 c7fe- Leaders dont get lvl2 level up points if they start with negative trait. Vault of Know Gives +1 trait. Game Version 4.0.2 What version do you use? Steam What expansions do you have installed? Do you have mods enabled...
Stellaris originally came out in 2016, and as such our lowest supported resolution is 720p. All UIs have to work with that resolution unless we choose to stop supporting it, which is something I would like to avoid. (There are a much larger number of players than most people think that play at sub-1080 resolutions.)
This summer I plan on investigating whether (downward) UI scaling can be used to provide a satisfactory experience for low resolution users while letting us make the base UI screens larger. Even moving the default to 1280x800 (Steam Deck) would provide a huge amount of space for our UX designer.
Building on this, I've noticed some other weird Wilderness things. Not sure they count as bugs or just oversights:
Things that affect X number of pops have weird effects. For example, I picked an event option that killed 70 something pops in the Purity situation and it completely depopulated and uncolonized a well developed planet because of the weird pop numbers.
Also, the final stage of idyllic bloom for Wilderness doesn't really work right. The bloom event fires but the trait is never added. The building can't be deleted, so the whole civic ends up pretty terrible (not that it was amazing but I like it).
moving biomass is free, so you can move some over before you confirm the situation
In general I feel like having at least 100 biomass per planet "in stock" is a good idea, otherwise it breaks fast.
If it's one thing I truly dislike though, it's the UI, it's TINY! If I open the planet screen, I get a tiny little window, same with the fleet designer. Just WHY?!
Because the original Stellaris planets were 5x5 tile grids, and the reworks since then try to cram the now far more complex planet UI into the same space, resulting in a Japanese metro simulator.
Then again, if memory serves one of the reasons for planet rework was to simulate overcrowded planets, so mission accomplished I guess?
Ok, but I got nothing at all from consuming. Two different species purged, it had no effect at all on the situation.
Only progress was from planetary deposits.
Please also add some indicator for Machine worlds for what their "rural" districts (the bottom three) are specialised in, as clicking on them to get that info gets tedious pretty fast :3
EDIT:
Additionally, when hovering the "Build district" button, getting an overview of new jobs and their upkeep would be neat-o.
We have another patch ready for you, bringing a number of bug fixes, balance adjustments, performance optimizations, and stability improvements.
Our work continues for all of the above and more.
The 4.0.4 update should now be available via Steam. GOG and MS Store following shortly.
Please find the patch notes below, along with the previous patches for your convenience.
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.
Empire Focuses and Timelines
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.
Branch Office Refresh
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.
Databank Game Library
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
Improvements
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.
Leader Adjustments:
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
Early Game Event Adjustments:
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.
Balance
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
AI
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
UI/UX
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
Bugfixes
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
Modding
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 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
Known Issues
BIOGENESIS:
Crash on new year calculation - fixed and will be released in a 4.0.2 hotfix shortly
Armies do not cost food if you have bioships
The Wilderness' City Set and Room art might swap to the Spinovore or Shellcraft Variant
Empires with the Driven Assimilator and Bodysnatcher civics generate Nascent Stage trait pops with wrong species rights
Rarely Pre-Sapient generated from Nascent Stage can work jobs (Fixed for 4.0.3)
Players with Biological ships can build mechanical GDF Titans and Juggernauts
Players in Federation can build mechanical ships with biological weapons and vice versa
Aerospace Adaptation modifier remains on the planet permanently (Fixed for 4.0.3)
Abandoned Hatchery fleets stay idle in your system when they defeat player's defenses
Players are able to create ship designs with the same name
Maulers and Weavers stop playing their animations when they enter combat
Rarely attacking fleet do not close in to be able to fire its weapons and just flies in circles
Newly acquired species will have Population Control enabled when playing with Bodysnatcher Civic
Behemoth custom orders don't auto update when a new ability is unlocked
Hive Purity Breach event kills 300 pops instead of 100
Eternal Vigilance ascension perk does not build Defense Platforms on Deep Space Citadel every 6 months
Orbital Habitat Mutation is structured differently
The Behemoth doesn't play animations in combat
The Behemoth's summoned fleet uses naval capacity
The Behemoth doesn’t generate an explosion on death
Behemoth class I replaces with the model of Behemoth class II on Death Animation
Reinforcing bioships ruins fleet composition on the save
Ship auto-designer is not adding growth gland to maulers and weavers
Shield points modifiers apply to the Behemoth only after saving and loading the game
Focus rewards mentions regular ships for bioship empires
Wilderness Empires can be asked to build a Farming Districts and Regular Empires can be tasked with building an Orchard Forest (Fixed for 4.0.3)
Conquering a pre-FTL world as a Wilderness Empire can leave you without a capital building. Best solution is to abandon the world and re-colonize it. (Fixed for 4.0.3)
4.0:
Cybernetic Creed spiritualists don't handle ethic drifting well
Planetary Designations have text issues on their tooltips
Pop Group creating effect doesn't respect country ethics
Gestation World Decision has unlocalized text
There are too many redundant Pop Groups in the late game
Slaves are switching between the Computing Component and the Slave job in the synaptic lathe
Presapients in Genesis Guide empires with default slavery flicker between slave and presapient
Forced Labour and Processing purging type do not have output
Presapients not always taking Conserved Fauna job when you play with Genesis Guides civic
Budding creates a tooltip entry for every pop
New faction message setting shows multiple times
Head of Research's previous job is displayed as a part of string ID
T3 Researcher boosting buildings show job names for all empire types
"Disband" option from the Army Details Menu is not reactive
Pop groups being purged or slaves are listed in their tooltip as being demoted
Unemployment tooltip is misleading
Effect of the "Kinship" tradition is duplicated in its tooltip
Country Defaulted has multiple of Pop Demotion modifier dupes on the tooltip
Colony Abandonment costs are not only applied for the last movement of pops from a colony if the total population is less than 100
Chemical Plants and Ancient Refinery Building Tooltip is missing Volatile Motes Icon
Enforcer jobs not shown in planetary overview tooltip
The Feral Overload event chain may decolonizes a planet
There are issues with how the Portraits are displayed for Reptilians on Linux
Ring Segments can have Mineral Support specializations
Quantum Innovation Nexus using wrong text in the tooltip
Ethics Attraction modifier from traits is not displayed in ethics tooltip in Faction Tab
Receiving traits has no toast messages
Alien Zoo building replaces Biologists against Zookeepers in tooltips everywhere instead of just on the planet it is built on
Catalytic Processing / Organic Retrofitting as machine starts with deficits and no production of Food
There are Farmers mentioned in the tooltip of Agriculture Districts while playing as a Hive-Mind Empire
Displayed leader upkeep is rounded when hiring a new leader
The game desyncs during multiplayer with error ECONOMY
Sanctuary of Repose tooltip doesn't mention providing Death Chroniclers Jobs
The tooltip for workforce does not display the modifiers that affect it
Strata pop amount tooltips are inconsistent for pops moving between strata
Building icons escape UI for building details and building boxes
Not all Soldier related jobs/bonuses are replaced with Squires in Toxic God Habitat
Awakened Empires do not expand even though they have an expansion plan
Auto-generated concepts for techs do not show all of the technology effects
Ships' animations in the ship details window reset after every daily tick
Planetary Administration Upgrade Tooltip displays wrong information
Habitat capitals UI tooltip doesn't show the pop upgrade requirements
It is impossible to apply species templates to planets with low population
AI tends to set their fleets to follow each other
Central Spire planetary feature does not give researcher jobs
Clicking on the Trade icon a second time does not close the market window
We hope that your experience is improving with each of these iterations, there are more to come.
What is the word on the Starlit Citadel origin having its Starlit Citadel bug out and delete itself? Think we might see a fix soon in 4.0.5? Really don’t want my empire to be suddenly defenseless!
ngl, even with the slightly better drone housing building for amenities as a machine intelligence it's still way too tedious to be fun. i really don't get why they decided to make maintenance drones the "unemployed" job. its just unnecessarily causing more micro and is just tedious like i said having to manage amenities so much more and having to disable migration just so your "unemployed" maintenance drones don't just ditch the planet they're on to go fill a job somewhere else.
i will literally sacrifice a goat or something if you just revert maintenance drones to being a permanent job so there isn't this unnecessary micro that just makes the game rather unenjoyable compared to before.
and before anyone else says just disable migration, that just adds even more micro having to relocate pops manually. please just dear god make maintenance drones permanent again, preferably a job that just comes with city districts like it used to not even a week ago.
The optimization of the new systems will be an ongoing process, not something that will ever be fully implemented.
4.0.4 has a bunch of improvements in it. Currently we're also looking at a memory issue that causes the game to slow down over time - restarting Stellaris fixes it but obviously that's not a desirable playloop.
We're investigating some solutions to this. (One of the possibilities is exactly what you're suggesting - an Abandon Colony decision.)
They're still being worked on. Unfortunately, Out of Syncs are sometimes tricky.
Does this mean you will never make the game faster, or is this just within this patch until 4.1 or 4.2, etc., comes out?
Oh, and can someone please tell me where and how I can build chemical and synthetic crystal plants? I'm running dangerously low. Thanks.
EDIT: Ah, found it. Apparently now motes, gasses, and crystals come from metalurgists and artisans (after you build chemical plants, etc.)... a bit annoying, as it (a chemical plant) takes up a whole space where I'd normally put the alloy plants, and there's no "districts" like in the 3.14 version to place for metalurgist jobs. Kind of a BIG nerf... But I'll see how it goes.
ngl, even with the slightly better drone housing building for amenities as a machine intelligence it's still way too tedious to be fun. i really don't get why they decided to make maintenance drones the "unemployed" job. its just unnecessarily causing more micro and is just tedious like i said having to manage amenities so much more and having to disable migration just so your "unemployed" maintenance drones don't just ditch the planet they're on to go fill a job somewhere else.
i will literally sacrifice a goat or something if you just revert maintenance drones to being a permanent job so there isn't this unnecessary micro that just makes the game rather unenjoyable compared to before.
and before anyone else says just disable migration, that just adds even more micro having to relocate pops manually. please just dear god make maintenance drones permanent again, preferably a job that just comes with city districts like it used to not even a week ago.