• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Has the problem with pop’s spawning and workforce being calculated wrong been figured out?

Still being investigated, along with some other strata related issues.

Here are some preliminary patch notes for this week's update:

4.0.22-Wilderness Open Beta 2025-07-03 Update​

Improvement​

  • Grown pops now immediately join an available job (like “Civilian”) instead of being processed for a month

Balance​

  • Various guardian space critter factions will now ignore ftl inhibitors.
  • The diplomacy tradition "The Federation" now gives 25% progress in the Federation Code technology
  • The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.
  • Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)

Bugfix​

  • Fix to building limit logic that was destroying things like the Archaeostudies building.
  • Land Appropriation once again kicks pops off their planets and makes them into refugees.
  • Strategic resource maximum for invalid countries is now calculated as zero
  • Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over
  • If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.
  • Synapse drones job modifier will use the correct icon in the building effect summary.
  • Jobs production modifier fix in nested tooltip for Serviles trait
  • Maze Harbingers now use the correct amount of naval capacity
  • The hive Sensorium building no longer mentions Evaluators
  • The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers
  • Fixed Integrated Preservation still giving modifiers to Evaluator jobs
  • Job swaps that require buildings on a planet now require the building to not be disabled.
  • Improved consistency with the tooltips for the Galactic Curator civics
  • Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.
  • Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.
  • Unrest.4200 will no longer generate descriptions that don't describe the planets.
  • Improved dead object database
  • Science ships can no longer continue progressing archaeological sites without a leader
  • Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.

AI​

  • Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all

Stability​

  • Fixed an OOS at reconnect

Performance​

  • Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines
    • Open Beta Note: This one is a little risky, so if you see weird stuff going on in the Planet UI, please let us know.
  • Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish!
  • The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms
  • Minor improvement to refugee_effect
  • Minor improvement to handling modifiers
  • Memory leak fix from faulty pattern.

UI​

  • Centered the army icons to be in the middle on background
  • Habitability and Dig site no longer overlap each other in the Planet UI.
  • Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.
  • Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.
  • New icon for strange wormhole
  • Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.

Modding​

  • Console commands now use country index instead of country ID, making them easier to use
  • Add displace_pop_amount effect that simply raises on_pop_displaced
  • Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)
  • Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.
  • It is now possible to override the Icon for the dynamically generated modifiers by adding a [modifierName]_icon entry in the localization.
  • Added on_queued, on_unqueued, on_built effects for district specializations
  • Added a capital_tier parameter for capital building and an associated planet scope trigger.
  • Refactored the has_x_capital scripted triggers to account for capital building tiers
 
  • 13Like
  • 4
  • 3Love
Reactions:
Slaves will straight up not auto migrate even with the building. I thought it might be related to the −50% Automatic resettlement chance on the building but even if you mod it out slaves will never auto migrate.
 
  • 3Like
Reactions:
Slaves will straight up not auto migrate even with the building. I thought it might be related to the −50% Automatic resettlement chance on the building but even if you mod it out slaves will never auto migrate.
Yes, slaves are completely broken and so far there has been no real report on when and if it will be fixed.
They dont migrate and also if they dont have a job thay dont become civilians or are shown as unemployed.
 
  • 2
  • 1
Reactions:
The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers

Hell yeah, galactic curators is one of my favorite civics and I’m glad it’s councilor position is no longer worthless.

Various guardian space critter factions will now ignore ftl inhibitors.

Does this apply to marauder raiders? Currently raiders break if they can’t reach their target planet due to all possible paths being non-viable due to FTL inhibitors.
 
  • 4Like
  • 1
Reactions:
Slaves will straight up not auto migrate even with the building. I thought it might be related to the −50% Automatic resettlement chance on the building but even if you mod it out slaves will never auto migrate.
May I ask, did you (or anyone, for that deal) tried playing Slaver Guilds? It's bugged on my old (4.14) save but looks fine on new versions, however I haven't booted a long game with it.
 
So how do you even get evaluators in the first place?
 
If you're going to give entertainers a glowup, can you fix Corporate Hedonism council position so it actually gives 0.8 trade per councillor level instead of doing nothing.

planet_jobs_trade_produces_add = @councilor_corporate_hedonism_entertainer_trade_value (does nothing?)

should instead be:

planet_entertainers_trade_produces_add = @councilor_corporate_hedonism_entertainer_trade_value
 
  • 3
Reactions:
"The diplomacy tradition "The Federation" now gives 25% progress in the Federation Code technology"

This is not ideal, one could take the diplo tradition later, after building a federation. Make it so the diplo tradition, besides other things, makes federations a bit better/easier to manage, for example it could be extra cohesion, extra xp , acceptance bonus etc.
 
  • 2Like
  • 1
Reactions:
The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
I need to ask, but is there any chance that this change will be pushed to the live branch?

I really want to play more stellaris, however I just can't get into it if most AI empires completely shut down 100 years into the game. I can't even download the beta because I use GOG too.
 
  • 4Like
Reactions:
"The diplomacy tradition "The Federation" now gives 25% progress in the Federation Code technology"

This is not ideal, one could take the diplo tradition later, after building a federation. Make it so the diplo tradition, besides other things, makes federations a bit better/easier to manage, for example it could be extra cohesion, extra xp , acceptance bonus etc.
I'm going to assume it's in addition to its current effect and not a replacement, in which case it's just a QoL upgrade.
 
  • 3
Reactions:
I'm going to assume it's in addition to its current effect and not a replacement, in which case it's just a QoL upgrade.

TBH I did not even look at the diplo tree, and I never take it. Now I see the tree gives all the stuffs I recommended already (cohesion, xp and acceptance). Still the main reason ppl took diplo was just to get a federation and if they already got the tech they would unlikely take it, especially if they see one of its perk less useful for them now. It could be something like this: if you don't have the tech you get 25% and guaranteed option. If you do have the tech your federation or any federation you create or join in the future gets x xp for start.
 
I need to ask, but is there any chance that this change will be pushed to the live branch?

I really want to play more stellaris, however I just can't get into it if most AI empires completely shut down 100 years into the game. I can't even download the beta because I use GOG too.
August will probably the time all improvements/fixes flow into the live branch. So u have to endure July.
 
  • 2
Reactions:
I'm going to assume it's in addition to its current effect and not a replacement, in which case it's just a QoL upgrade.

Confirmed.

1751540952643.png
 
  • 5Like
  • 2
Reactions:
1751543897082.png


Is there a bug with the job efficiency? Loaded up 4.021 save, and I have thousands of unemployed pops.
For example 300 researcher workforce with a 25% job efficiency.
This would lead to 300*1.25 workforce doing the job.
But with only 300/1.25=320 pops needs to work that job
 

Attachments

  • 1751543868456.png
    1751543868456.png
    746,8 KB · Views: 0
Is there a bug with the job efficiency? Loaded up 4.021 save, and I have thousands of unemployed pops.
For example 300 researcher workforce with a 25% job efficiency.
This would lead to 300*1.25 workforce doing the job.
But with only 300/1.25=320 pops needs to work that job
Does anything change:
  1. When the month ticks over?
  2. If you adjust any of the sliders to force a job recalculation?
And are you still seeing this behavior on saves from the current build?

If you provide the save itself we can investigate further.
 
  • 2Like
Reactions:
It doesn't work. So there is nothing to push live.

It makes them go significantly further than before.

I found that they'll consider the build plan complete (so won't have one selected) if they're hitting 90% of all of their targets though, so they need some additional plans for the mid and late game that scale higher. We'll probably have those in next week's update. (Though I do want to split up the build plans more than they are right now - they don't need to have a single economic plan to focus on.)
 
  • 4Like
  • 1
Reactions:
Does anything change:
  1. When the month ticks over?
  2. If you adjust any of the sliders to force a job recalculation?
And are you still seeing this behavior on saves from the current build?

If you provide the save itself we can investigate further.
1. No
2. No
I don't even need an old save. When I start a new game at 4.022, I find the following. An intelligent pop gives 10% pop job efficiency to researcher jobs.
So it has 60 x 1.1= 66 workforce, and it also reduce the pop needed from 60 to 55.
I will attach the save anyway.
1751547596541.png
 

Attachments

  • workforce.sav
    3,4 MB · Views: 0
  • 1
  • 1Haha
Reactions: