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Void Dwellers cannot gain farmer jobs except from hydroponic farm buildings, greatly limiting their ability to produce food.
Yeah, Catalytic void Dwellers used to start with an hydroponic farm, which made sense, because the empire probably wouldn't have made it up to that point without it.

But i started some other games and the starting buildings seem quite random in general now, so you just have to hope your civics let you start with useful buildings. The opeing setup of some empires makes sense, but I checked and another empire started with -75 crime because it had way overinvested in enforcers for some reason and another had 2 buildings with 400 pop that were wasting their time, so it just seems like something that has to be ironed out.
 
Hi. I have decided to compose some notes on how I feel about Stellaris 4.0 after few hours of gameplay.

DISTRICTS, ZONES & BUILDINGS
  • A lot of Zone names are questionable (Archives is silly Fallen Empire stuff).
  • Buildings do not focus on job efficiency as promised - instead they are just extra jobs making them redundant with Zones. I do not feel like I am making important decision when picking Research Lab vs District.
  • Overall I like Zones as more granular replacement for Planetary Designation. I like the Synergies. I kinda wish Zones would replace it completely (altough I understand conflicts with Planetary Ascension).

POPS & JOBS
  • Multiplying pops & jobs by 100 makes whole game significantly more difficult to read. I know it makes fractions better and I may eventually get used to it but currently - it makes me feel detached from the economy more.
  • Proposal: replace 100 with 1000 or 1000000 and just note it as 1K or 1M.
  • Civilians are a good concept and representation of private sector which is great. Altough seeing how many pop jobs average planet can generate I worry that they will end up as irrelevant.
  • I hope for some mechanic which will encourage keeping at least some Civilians. It can lead to interesting balance and decision making.
  • Corporate Branch Offices could and should interact with Civilians since they also represent private/foreign investments.
  • Researchers split seems like a good idea on paper. In practice they serve as clutter on the UI wasting 3 slots instead of 1.
  • There are too many Specialist jobs right now. Consider adding new stratum for Industrialists (below Specialists)?

TRADE
  • I love the planetary Logistic Upkeep.
  • I wish that planetary Logistic Upkeep would scale with Empire Size. Massive empires require massive logistics.
  • I cannot get used to Trade Value as stockable resource rather than Capacity converted into other resources.
  • I believe that Gestalts using Trade Value is unholy abomination.
UI
  • Surface UI: Zones progress bars are not properly aligned. Also, changing Zone specialization is done particularly poorly with small, hidden button. Also, I do hate that Building Queue is hidden.
  • Management UI: I don’t understand its purpose. There is very little to manage here. Cannot even resettle pops from it.
  • Job UI: standard view does not show job outputs, just Pop resources. You have to get into details to get any substantial information. Pop resettlement should not be here. Also, I do not see Trade Value I pay for Planetary deficits.
CORPORATIONS
  • I love that Corporations got this level of attention. Any attention put to Megacorps is good attention.
  • Gospel of the Masses without Priests stops making any sense.
  • Holdings generating Capital Trader jobs basically force every Corporation to pick Free Traders.
  • Holdings are a bit confusing on paper. Need to play more to see them in action.
  • Again: I wish Corporate Holdings would synergize with Civilians.

OTHER
  • Unemployment UI is borked. It shows me plenty of unemployed pops but when I hover over it it tells me there are no Unemployed Pops. Sad.
  • Open Markets agenda have no effects.
  • Normal empires start with Medical Clinic without having appropriate technology.
  • Trickle Up Economy tradition does not seem to work.

WHAT DO I LIKE
  • Concept of Civilians
  • Concept of Zones
  • Planetary Logistics
  • More Building Slots
  • More Complexity and Synergies in Planetary Management
  • Megacorp Love
  • New Culture Monument
  • New Biogenesis Content

WHAT I DO NOT LIKE
  • Loss of Clarity caused by Pop Math, Researcher Split and UI changes.
  • Not clear focus between Districts, Zones and Buildings. All of them provide some modifiers and some jobs. Some scale, some don’t.
  • Archive Zone. Sounds like something coming from Fallen Empire.
  • Free Traders dominating Corporation choices due to Holdings giving Capital Traders.
  • Trade Value for Gestalts. Kill it with fire.

PROPOSED CHANGES COMPILATION
  • Rescale Pop back from 100 to 1. Add M. Now you talk about Million Pops AND use fractions.
  • Make buildings focus only on Pop Job efficiency or Unique Jobs.
  • Merge Researchers back (for now).
  • Make Planetary Logistics upkeep scale with Empire Size.
  • Make Civilians more desirable or necessary (remove Traders, focus on Civilian trade again?).
 
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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

This is not a good change. Leaders are now categorically worse than they were in 3.14 since the stated plan of buffing leader traits apparently didn't happen.
 
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Will there be a rebalancing of early game resource generation? Playing with civics like Eager Explorers, where there are no mining stations constructed in your home system, has the player starting on a negative mineral income. In prior versions, you could adjust job priority for mining to quickly build up monthly mining income, but the new system has no option to do so. I'm hoping this is an oversight on the development team.
 
Ok I actually took the time to pull up the 3.14 wiki and the game files to do some comparisons and it seems that a lot of the leader traits (not all and potentially not most since I didn't go through all of them) did actually get buffed by 1.5x or 2x. They just got left out of the patch notes. So its not perfect but they did make changes beyond halving leader traits and calling it a day.
 
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Let's go! A few potentially really annoying bugs, but the only potentially game breaking ones listed are the crashes and desyncs, but I'm sure those are at the top of your hit lit. I know what I'll be doing today.

One Vision (nerf): Removed the -10% pop amenities usage

Dang. That amenity reduction was the reason I took One Vision.

Renamed the Planet Summary tab to Surface

Subterranean Empires: "Am I a joke to you?"
 
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I logged a bug report but dropping this here as a PSA: The otherwise very cool new automation building is bugged in 4.0.1 and scales its upkeep off every single building and district on the entire planet. It will destroy your economy and it's very difficult to spot that this is happening from just looking at the tooltip.
 
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I logged a bug report but dropping this here as a PSA: The otherwise very cool new automation building is bugged in 4.0.1 and scales its upkeep off every single building and district on the entire planet. It will destroy your economy and it's very difficult to spot that this is happening from just looking at the tooltip.
Also, contrary to the normal expectation, machine empires do not get automation buildings..... don't ask....
 
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Also noticed that Skywatcher jobs from Starlit Citadel origin have A LOT of modifiers (filling Production window on their own).
Every Starbase tier, Orbital Ring tier and Deepspace Citadel tiers have separate stats causing a moderate boost to Tracking & Weapon Range take up huge textbox.
Oh, and Pop Demotion modifier just repeats the same text multiple times.
 
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Void Dwellers cannot gain farmer jobs except from hydroponic farm buildings, greatly limiting their ability to produce food.
Overall I feel like playing Void Dwellers in 4.0 is a step back compared to 3.9 due to this, bug with empty systems and catalytic processing starting with -70 food. It makes early game VD once again annoying and unrewarding. Why does every major rework that touches habitats make you want to give up on playing VD until they get a fix some time down the line?
 
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A Machine Empire with the Resource Consolidation Origin starts with negative housing and negative amenities. Also, all Districts on a Machine World are labeled as Nexus Districts.

Edit: The Districts all being labeled as Nexus Districts might be WAI. If you dig into the menus, you can see their specializations and what jobs they provide. It could be that all Machine World Districts are supposed to be this customizable. If this is the case, I would strongly recommend the tooltip listing what jobs they provide per district so it is easier to tell at a glance what they provide.
 
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Empire Focus system needs a toggle. It's intrusive and doesn't belong in a sandbox 4X game like Stellaris except as maybe an optional setting that new players can use as a sort of tutorial. There's a reason Civ VII removed the annoying "Eureka" system from Civ VI that similarly forced players into doing nonsensical tasks to get ahead in tech.

I'm worried about how much content has likely been removed from the game without mention. Is piracy still in the game at all? Space pirates are a core sci-fi element that needs to be in the game.

Dividing the planet UI into even more tabs when having to look at multiple tabs to get a basic overview was ALREADY a problem before is asinine. Things like Planetary Features need to be on the first tab. In general, the amount of clicking just to do basic things on planets has only increased over the years for no good reason.
 
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A Machine Empire with the Resource Consolidation Origin starts with negative housing and negative amenities.
Yeah, they clearly didn't have time to balance out things like the startbuildings of the various types of empires yet. I happened to have a day off and was planning to have a go at it, but it feels still way too much like a beta version to keep playing.
 
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Empire Focus system needs a toggle. It's intrusive and doesn't belong in a sandbox 4X game like Stellaris except as maybe an optional setting that new players can use as a sort of tutorial. There's a reason Civ VII removed the annoying "Eureka" system from Civ VI that similarly forced players into doing nonsensical tasks to get ahead in tech.

Yeah, it really surprises me that there is no toggle. It's not an essential mechanic that still affects a lot of stuff. Sounds like a perfect toggleable mechanic.
I have no dobuts that someone will release a mod that just removes all the missions, thus disabling it.
 
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The game now gets endgame lag after 40 years
I have a distinct recollection of wondering why, if the change to workforce was for performance, performance didn't improve in the beta which had workforce.

It was a possible explanation that it was basically the infrastructure for the performance improvements, not the source of them... but now where are the performance improvements?

Can't say I'm happy about QA in general here, but particularly the performance was supposed to be greatly improved and appears to actually be worse.
 
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