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  • Scripted species can now inherit their parent species rights instead of getting default rights

Bug is Still present on genesis guides.
The first starter Species gets uplifted fine and turned residence.
Any uplifts on new ones created through genesis arks still when uplifted remain tagged as presapient and able to work but unable to be moved around and also have no requirement housing and amneties.
Note when you are able to enslave them and uplift you can enslave and then turn into resident or citzen afterwards removing the presapient.
 
This if the kind of comments that irk me. So blatantly wrong, like if you even knew what you are talking about. It is mind blowing. Tell me, are you a dev to say this so confidently? Ofc not.

Do you know? No you don't, so first, stop saying nonsense, like if you knew things you don't. IN FACT, it is very likely and reasonable to expect them to be the same people you know? This argument you are saying applies to things like translation, assets design etc, as those are usually not done by the 'programmers'. But this kind of things are the ones that developers do, so it is fairly logical (and most likely correct) to assume that those working in that area are developers that could have worked in something else. We do not know that, might tas well be the same dudes, might not be. But one thing is CERTAIN, whether they where the same or don't, that dev time could have been used somewhere else.

So, instead of being like: "Oh, look I can use this argument I have seen online here" even though it is wrong and makes 0 sense, think about the thing a bit before saying nonsense.

Or, ofc, IF I am wrong, tell me, HOW DO YOU KNOW which people worked on what in this update? Since you are telling me that the people where not the same you clearly do know what you are talking about right? Are you a dev, some other member of paradox staff? No? That is what I thought, stop acting all entitled like you know better, you clearly don't.

And again, it is very likely that the same devs that did the leader changes worked on (or could have worked on, should they had more time) other parts of the release.

The update has not been out for 2 entire days and the change had to be rolled back because it was awful. That time could have been put somewhere else. A simple as that/
You sound angry. Maybe taking a step back from this community and even the game might do you some good.
 
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Just a quick question. Does the increased planetary ascension effect modifier still work on the planet's empire size, or was that patched out, or was it ever a thing?
I've just noticed it seems to no longer be the case. I do remember it affecting the numbers, including empire size in the old tooltips.
 
You sound angry. Maybe taking a step back from this community and even the game might do you some good.

Maybe paradox releasing junk like this, which also gets tiresome over the years would help in ppl not getting angry in the first place?

Its not like they wheren't warned that some of the features are not going to be well received by the majority... or that the majority of the ppl giving beta-feedback said that there is no way that this patch/update is going to be ready for the release. almost every participant in the open beta could see the writing on the wall.

the argument that "different ppl worked on the leader compared to the pop/planet-changed" in itself is laughable as well.. feedback was given here.. something every team shouldve had access too.. and quite frankly even if its the case that different ppl/teams working on different aspects of the game.. they are still a fucking team working on the same project's and should communicate with each other.

And before you start, no i don't care about "investors" or "quarterly report-quotas" not after over a decade of things getting worse by the years and over differnt IP's. Paradox in general is in dire need of a compentent project-manager that can actually manage the timetable to a satisfactory degree.. and not whoever is responsible for either Graveyard of Empire's over at Hoi4 or this DLC. You'd think paradox learned a lesson with the eu4 Leviathan update.. but obviously not.

This release-quality CANNOT be the target.
The argument to "just wait for 1-2 month until its fixed" CANNOt or at lest should not be the default attitude of customers for a release. paradox is training their customers to wait partially for month and not buy their DLC's ( or even freshly released games like Millenia, Imperator Rome or other games ). this is sabotaging their own marketing-efforts to drum up hype for a release.

and quite frankly if one has to wait for month before a game becomes playable/dlc one can wait just as well until a sale.
 
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Most people have pointed out the bugs and I wanted to add that I do not like what has been done to the migration system.

First, I don't understand why the migration system was changed from the push-pull to the auto-migration system. I'm not sure how that helps performance or even why it was done at all.

Second, I am unclear as to what Automatic Resettlement Destination Chance means. This seems to replace immigration modifiers but I'm not sure if it actually does. It seems like it includes both internal migration and external immigration into the player empire which I don't think compressing those two things is very practical. It's a clunky, unintuitive phrase that is not explained clearly in game.

Third, I find it to be very eerie that the developers have removed basically any modifier in the game that refers to immigrants or immigration. Free Haven, Open Arms, Nomadic, Xeno-Compatibility all had moderate to powerful immigration modifiers, some are gone entirely, like with Xeno-Compatibility and Nomadic, while some seem to be replaced by Automatic Resettlement Destination Chance which doesn't seem to be the same thing as immigration. I think its weird and odd that any mention of immigration or immigrants seems to have been scrubbed away with few exceptions
 
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First, I don't understand why the migration system was changed from the push-pull to the auto-migration system.
Because it now actually moves pops, rather than being plumbed into the infinite weirdness of 3.x pop growth.
 
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Because it now actually moves pops, rather than being plumbed into the infinite weirdness of 3.x pop growth.
Ohhhhh ok-- personally I didn't mind the 'infinite weirdness' of the original system. That still does leave me with what Automatic Resettlement Destination Chance means or who it applies to. Does it apply to pops that are unemployed within your empire or does it apply to pops outside of your empire or both?
Also I do appreciate the respectful answer Field Marshall grommile :)
 
Most people have pointed out the bugs and I wanted to add that I do not like what has been done to the migration system.

First, I don't understand why the migration system was changed from the push-pull to the auto-migration system. I'm not sure how that helps performance or even why it was done at all.

Second, I am unclear as to what Automatic Resettlement Destination Chance means. This seems to replace immigration modifiers but I'm not sure if it actually does. It seems like it includes both internal migration and external immigration into the player empire which I don't think compressing those two things is very practical. It's a clunky, unintuitive phrase that is not explained clearly in game.

Third, I find it to be very eerie that the developers have removed basically any modifier in the game that refers to immigrants or immigration. Free Haven, Open Arms, Nomadic, Xeno-Compatibility all had moderate to powerful immigration modifiers, some are gone entirely, like with Xeno-Compatibility and Nomadic, while some seem to be replaced by Automatic Resettlement Destination Chance which doesn't seem to be the same thing as immigration. I think its weird and odd that any mention of immigration or immigrants seems to have been scrubbed away with few exceptions

I think what we are seeing, in many cases is, a multitude of systems, like emigration and immigration, simply removed and not at all re-implemented(yet). It's very bold to do, like a gut-rip of parts of the game but maybe, this is the bridge to a better game that none of us have had yet.

I think we'll see a 'version' of these systems coming back or being more visible but... as has been alluded to, there's a lot of things to still do... But you are right, the silence of key areas like that is a bit deafening. You've every right to question it though, I'm sure we might even get an answer about it in the AMA anything tomorrow if you ask it. Good thoughts Roxabot, good thoughts.


[Edit] Or just listen to Grommile :p
 
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I think what we are seeing, in many cases is, a multitude of systems, like emigration and immigration, simply removed and not at all re-implemented(yet). It's very bold to do, like a gut-rip of parts of the game but maybe, this is the bridge to a better game that none of us have had yet.

I think we'll see a 'version' of these systems coming back or being more visible but... as has been alluded to, there's a lot of things to still do... But you are right, the silence of key areas like that is a bit deafening. You've every right to question it though, I'm sure we might even get an answer about it in the AMA anything tomorrow if you ask it. Good thoughts Roxabot, good thoughts.


[Edit] Or just listen to Grommile :p
Thank you for the thoughtful reply Lt. General Foxosaur, and yes Grommile has been quite helpful-- and thank you for letting me know about the AMA, I think I'll show up and ask-- I do hope, as you say, that we get a version of these systems in the future-- thank you again for the reply :)
 
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First, I don't understand why the migration system was changed from the push-pull to the auto-migration system. I'm not sure how that helps performance or even why it was done at all.
The automatic resettlement system can be used to represent everything the growth-shifting (push-pull) system was supposed to cover, but better. In the push-pull growth system, internal migration would stop completely if all your worlds got more pull than push. Pops without growth could not use the push-pull system to begin with. The resettlement system also had the potential of being upgraded to let us "lure away" pops from other empires. There were also several situations where modifiers were applied to just one of the migration systems but it would have made more sense for both to get modifiers at the same time.

The #1 reason though, in my opinion, is that it did not make much sense for Stellaris to have two parallel migration systems that ultimately serve basically the same purpose, both from a CPU resource management perspective (why have two systems when one is sufficient for the job?) and from a design perspective (it is easier to keep a single system well-maintained; having only one system avoids the risk of illogical inconsistencies between them; and the level of quality / improvements can be greater if development focus is given to a single system rather than being split between two). It was a situation where Stellaris would clearly be better off from just choosing one of them and doubling down on it - and the automatic resettlement system was simply the one that made more sense to keep, given their pre-4.0 states and the 4.0 changes to population management.

(I am not saying that the resettlement concept is inherently superior to the push/pull growth shifting concept. In another timeline we might have had a more sofisticated pop growth shifting model that made automated resettlement a pointless addition, leaving us with a model entirely based on shifting around pop growth and decline, and the effects of push/pull being based on the differences between relative net numbers of different worlds rather than just going "net push means emigration, net pull means immigration". In this timeline, however, we got the Greater Than Ourselves resolution/edict that allowed Egalitarian empires to use automatic resettlement to relieve the pressure of overpopulated worlds while the growth shifting system fell far short of that. And then the resolution/edict became so popular that it should clearly not be contained to that single resolution/edict, and became a general feature. Or at least, that is how my momentarily foggy memory seems to recall it right now.)

Here is an old discussion thread:
Do we really need two different migration types?
 
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Thank you, I'm working on a new playthrough now and going to see how things pan out going much slower with colonization, ...

After doing some quick testing on 4.0.4 (with everything pop-related reset to default and no mods), the pop-based debuff / buff for pop growth in the range 100ish - 500ish appear to follow something pretty close to the formulae in the following space:

(Total Pops of that species on planet / 433) - 0.98
to
(Total Pops of that species on planet / 450) - 0.96

Zero buff / debuff is around 425 pops.

I've got some data above but there is weak but trending evidence the equation may change constants around the zero point.

On the positive side, the buff maxes out at 4.00; not enough data to figure out how many that takes with any precision but probably in the low to mid 2k range. Which means that the optimum for (single-species) growth is seemingly now a bunch of medium-pop planets.

One take on a starting process might be: Pick a basic resource specialty, built a district of that type, transfer a block of 100 pops from the homeworld, build another district of that type, transfer another block of 100 pops from the homeworld, then start figuring out what you want to do with your planet now that it's been push-started.
 
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After doing some quick testing on 4.0.4 (with everything pop-related reset to default and no mods), the pop-based debuff / buff for pop growth in the range 100ish - 500ish appear to follow something pretty close to the formulae in the following space:

(Total Pops of that species on planet / 433) - 0.98
to
(Total Pops of that species on planet / 450) - 0.96

Zero buff / debuff is around 425 pops.

I've got some data above but there is weak but trending evidence the equation may change constants around the zero point.

On the positive side, the buff maxes out at 4.00; not enough data to figure out how many that takes with any precision but probably in the low to mid 2k range. Which means that the optimum for (single-species) growth is seemingly now a bunch of medium-pop planets.

One take on a starting process might be: Pick a basic resource specialty, built a district of that type, transfer a block of 100 pops from the homeworld, build another district of that type, transfer another block of 100 pops from the homeworld, then start figuring out what you want to do with your planet now that it's been push-started.

Thank you, thats really helpful :) A couple of people asked in discord too, I'll link them to your post.
 
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After doing some quick testing on 4.0.4 (with everything pop-related reset to default and no mods), the pop-based debuff / buff for pop growth in the range 100ish - 500ish appear to follow something pretty close to the formulae in the following space:

(Total Pops of that species on planet / 433) - 0.98
to
(Total Pops of that species on planet / 450) - 0.96

Zero buff / debuff is around 425 pops.

I've got some data above but there is weak but trending evidence the equation may change constants around the zero point.

On the positive side, the buff maxes out at 4.00; not enough data to figure out how many that takes with any precision but probably in the low to mid 2k range. Which means that the optimum for (single-species) growth is seemingly now a bunch of medium-pop planets.

One take on a starting process might be: Pick a basic resource specialty, built a district of that type, transfer a block of 100 pops from the homeworld, build another district of that type, transfer another block of 100 pops from the homeworld, then start figuring out what you want to do with your planet now that it's been push-started.
It looks like it's just the old formula, with the constant changed. The new constants are 1 and 0.0025 (previously, 3 and 0.125).

So the new formula is 1*0.0025*(p*(1-p/c)-1).

If the result is below 1.0 it's shown as a penalty. If it's above 1.0 it's shown as a bonus.


Edit: all this double checking and now I see that LOGISTIC_POP_GROWTH_R is now 0.0025, while it was 0.125 before. Aka, this is correct, but it would have been a lot easier to find out if I'd just known which define to check...



The old formula was 3*0.125*(p*(1-p/c)-1), where p is the population, and c is the planet capacity (calculated as pops+remaining housing+4 per unblocked district, for normal planets). Though the wiki writes it slightly differently.

After some testing, unblocked districts are the same, but rescaled (800 extra housing from 2 districts and two unblocked districts produce equal growth, so 4*100=400 per unblocked district).

If we assume the formula has the same structure:
  • Test planet has 2972 pops, 919 unused housing, 7 unblocked districts, and 1+3.12 growth.
  • C is 2972+919+7*400=6691
  • Rebalance the equation to solve for the constant k = 4.12/(2972*(1-2972/6691)-1) = 0.0025
As a weak test:
  • Add 2400 housing without changing district count by swapping the urban district specialization
  • Free housing is now 3505 (pops moved between jobs, which made things weird.
  • c = 2972+2627+7*400=8399
  • 0.02*0.125*(2972*(1-2972/8399)-1)=4.798
  • Observed actual value is 1+3.79=4.79
 
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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.
Will the missing biological shipset textures for the grand archive be added in coming patches? Its the only megastructure that the biological shipsets dont have a reskin for.
 
Greetings everyone,

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 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
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.

Talk to you again soon.
Can you please return the craft class name on ships? After I create different builds I can no longer view the class name in the build directory to distinguish between any of them. Thanks for viewing this.
 
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Just a generic remark from a loyal customer: I'm fine with delaying releases - I'm not fine with this amount of hotfixes.
As another loyal customer, I just thought I would add that I'm fine with the release and hotfix method. As long as it comes with a promise that the custodian team/whoever isn't going to abandon the idea of fixing older bugs from past releases. If you gotta get it out fine, but there are past releases that still need at least a look over. Season 8 was great for what we got, but don't think you can push out buggy release after buggy release and only half-patch them. This rework is a good time to come to some kind of solution for things like this though, it *is* getting to be a pattern.
 
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As another loyal customer, I just thought I would add that I'm fine with the release and hotfix method. As long as it comes with a promise that the custodian team/whoever isn't going to abandon the idea of fixing older bugs from past releases. If you gotta get it out fine, but there are past releases that still need at least a look over. Season 8 was great for what we got, but don't think you can push out buggy release after buggy release and only half-patch them. This rework is a good time to come to some kind of solution for things like this though, it *is* getting to be a pattern.
My treatment of releases it to just sit back and watch the fireworks for about a week and then start playing a long term campaign.

However, this time it seems that the release has been extra buggy, dirty and greasy!! And that's just unacceptable. It no longer is the case to just "wait for a few patches and you're good to go". This thing needs a month of work...
 
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You sound angry. Maybe taking a step back from this community and even the game might do you some good.
Ahahaha, so, I sound angry because I replied with facts (unlike you,, that tried to do so but only said nonsense)? And no, not angry, annoyed more like it.

And no, I don't think I should 'take a break' because of other people doing things I don't like. If I did, I would eventually seclude of lots of things. Imagine taking a break everytime someone acts all entitled even while being wrong (like you did), I would need to hide in a cave. Not to mention, even the game, should I take a break from the game because of what exactly? Lol.

You sound not-smart, perhaps you should take a step back of the community, and the game, and go to school? It will definitively do you some good. See what I did here? Did you got the point? I doubt it.
 
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