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A basic resource specialization unlocks a building slot for your boosting building, and gives you 1.5x jobs/housing on your already built districts. 1 building slot was worth 500 minerals in 3.14, and if you've got 3 districts built, the specialization gives you another 1.5 districts immediately (equal to 450 minerals), and a 1.5x multiplier on any further districts.

It's 1.2x output for the Mineral Purification Hub, so your value calculations are all wrong. Basically, until you have at least 5 districts, it is not worth it. Also, conversations about hitting planet cap & potential bonuses from additional techs are not speaking to a relevant part of the game. The mineral cost of district specialization is a year 5 to year 10 problem.

I am just wrong. Ignore.

The capital designation is already superior to the unity one (~18% resources from jobs is better than +10% output and -10% upkeep) except for Holy Covenant, and the other designations were for fixing the fact that CG/alloy job distribution previous came through designation or that trade wasn't a resource (and wasn't buffed by the standard capital designation).

Why compare the numbers of a normal unity planet designation with the numbers of a capital designation?

I generally want a ton more designations, even if there's only a tiny use-case (like an entertainer designation for the Cyberdome-build). Micromanaging and specializing the economy is part of the fun of the game! But in particular, given how much planetary ascension is supposed to matter for unity builds, it annoys me that they don't get a designation.

Nope. It's a Roboticist replacement. Jobswapping doctors would make this job go bananas.

Considering that Mutagenic Spas is already in the game and scales better than Reassigners, why not? Zombie strats are terrible right now. Although, again, they could be like clone vats and just not provide jobs at all.

STRONG disagree. A % research speed buff that scales with your planets would be crazy, even if it's only for Biology.

But why? The flat society research genomic researchers provide already scales incredibly well into all late-game society techs, this would be essentially a huge nerf to 3/4th of the society tech pool.

These are supposed to be net profitable.

The strategic resource income in the game went up by 100x, so the upkeep costs might as well not exist right now.

Dark Matter isn't as easy to generate. It's the same income standard as pre-4.0 (still an incredibly strong trait, of course).

These traits are fine. They're for unlocking things that need strategic resources early.

Yeah, and I'd prefer if the game was re-balanced to match their cost levels, but part of the strategic resource rework is that many of the strategic resource costs are scaling. Their relevance was cut to the first 20 years tops, where in the past they could potentially cover your needs for 50 or more. Maybe just bringing them down to 1-cost is fine, but again, you have to pick lithoids when there are a lot of good bio phenotype traits right now.

having leaders not die is great.

It's actually the livestock buff that's the powerful part of this trait. Easy 200+ food at year 0 if you turn all your serviles into livestock. Although you're not using the leader part of the trait for them, so you can see how it's always half-use.
 
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It's 1.2x output for the Mineral Purification Hub, so your value calculations are all wrong. Basically, until you have at least 5 districts, it is not worth it. Also, conversations about hitting planet cap & potential bonuses from additional techs are not speaking to a relevant part of the game. The mineral cost of district specialization is a year 5 to year 10 problem.
No, the specialization is 1.5x. Each district goes from giving 200 jobs/housing to giving 300 jobs/housing: if you have 3 districts built, the specialization bumps it to the equivalent of 4.5 (and gives a building slot that you can immediately use for your mineral processing). Hence: 500+300*1.5=950 (and unlike a city and 1.5 mining districts, it costs 0 additional energy upkeep or empire size).

I'd call that equal to 1000 minerals.

Why compare the numbers of a normal unity planet designation with the numbers of a capital designation?

I generally want a ton more designations, even if there's only a tiny use-case (like an entertainer designation for the Cyberdome-build). Micromanaging and specializing the economy is part of the fun of the game! But in particular, given how much planetary ascension is supposed to matter for unity builds, it annoys me that they don't get a designation.
I compare the two to establish that the capital isn't worse for unity. The capital being worse for unity than a specialized planet would be a self evident reason to buff it, or give it some special unity designation. But if there's no perverse incentive to e.g. not do unity on the capital, then there's no inherent need to buff it for unity.

As for more/less designations: I think we just have a different philosophy there. The game already has tons of complexity; any further complexity added should have a strong reason why it can't be done through something that already exists.

Considering that Mutagenic Spas is already in the game and scales better than Reassigners, why not? Zombie strats are terrible right now. Although, again, they could be like clone vats and just not provide jobs at all.
Mutagenic Spas being a job swap is already (in my opinion) not great. The building doesn't give jobs, so the only thing that changed is that now you have to build both if you want Spas, instead of only the Spa. Edit: you have to build both if you want the full benefit, but the building does give extra Medical Workers (which makes its combination with e.g. Biogenesis stronger).

If they did the same with Reassigners, they would have to either make it the same pointless "exactly the same, but now you build both buildings" setup and increase the total assembly by giving 2 jobs (then 4, with Biogenesis), or else nerf the assembly and buff other medical worker scaling things even more by adding more medical workers to the planet.

I think the devs went a little overboard with converting unique jobs to others (like with the Telepath job swap they reverted). It makes sense for a lot of jobs, but plenty of unique jobs are better off just staying unique.

But why? The flat society research genomic researchers provide already scales incredibly well into all late-game society techs, this would be essentially a huge nerf to 3/4th of the society tech pool.
400 jobs per planet is definitely not outscaling the entirety of my empire's other society research, at least in none of the biogenesis empires I've played. I think only with Cosmogenesis's degenerate medical center spam is that anywhere close to happening.

Suppose you've got 400 Genomic Researchers (making 24 base research) for every planet, and ~1/4 of your planets are research worlds with 3000 researchers each (1000 of each type), making 10 each, with additional boosting buildings. 10*1000*1/4*1.3 > 400*6. Even if you kept your research otherwise balanced, you're just boosting your society by ~1.8x (and you're probably not investing as much in Biologists if you've already got Genomic Researchers).

But if it's a % research speed buff, it varies with the number of planets. It's either so tiny that it doesn't matter for smaller empires (ex. 0.3% per genomic researcher, totaling to ~8% for a 6 planet empire), or so huge that it becomes ludicrous for large ones (1% per genomic researcher, totaling to +600% for a huge one). And that's before counting efficiency. Whereas the Genomic Researchers would be around 1.8x society, regardless of size (assuming all else is balanced)

The strategic resource income in the game went up by 100x, so the upkeep costs might as well not exist right now.

Dark Matter isn't as easy to generate. It's the same income standard as pre-4.0 (still an incredibly strong trait, of course).
Sounds like a good reason to nerf that ridiculous strategic resource output (which literally everyone, including the devs, agrees is on the list after the worst balance changes get fixed) before balancing the entire game around those number then.

And it doesn't matter if Dark Matter is hard to generate: you can just buy it. Even at the maximum possible price (paying a whopping 130 trade for every unit of Dark Matter), DME is still massively profitable to put on every pop. The cost is just tiny compared to the absurdity of +40% efficiency (or output, in past patches).

Ex. a Trader with +60% output from designation/Mercantile/stability gets 8*1.6*0.4=5.12 trade from DME. 0.02 DM, at 130 trade each, is 2.6 trade. You would have to pay 13x its market value (while the max is 6.5) in order for it to not be profitable. And that's from one of the least scaling jobs in the game.
 
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I believe Dark Matter Engine mostly exists so that Modularity can be considered viable when compared to Virtuality, it was already nerfed from +60% output to +40% (but the 4.0 update converted it and virtuality outputs to job efficiency if I recall right).
 
The building doesn't give jobs
It does. But yeah, it's either keep the unique jobs, or be more consistent about converting all of them. They have hit an awkward middle ground where things like Reassigners have been left behind because they don't convert into anything. Though people were already building medical centers with reassigners for the pop assembly buffs, so the 'same medical worker setup' complaint doesn't really apply. This is just bringing a mechanic up to parity.

you're just boosting your society by ~1.8x

Isn't that huge, lol??? Especially for a well-developed empire with maxed-out science planets lol. And your genomic researchers are going to be set up well before all of those researchers are employed, so they'll have 10-50 years of an output headstart. I also don't like the idea of a biologically ascending empire being strategically incentivized to not employ biologists. It don't make no sense.

It's either so tiny that it doesn't matter for smaller empires, or so huge that it becomes ludicrous for large ones

Just tie it to the type of biological ascension. And frankly, as long as small empires get a usable effect, I don't really care if mega-wide empires get some insane bonus (countered by sprawl anyway). Or if cosmogenesis allows for ridiculous stacking. You've already won the game at that point.
 
A couple things I've noticed this run:

1. BUG -> The AI is continually claiming systems bordering a Stagnant Militarist and getting spanked
2. HiveMind Logistics is very painful, a maxed out hiveworld logistics hub should be generating more than 700 trade. I can understand not having the ability to go wild on trade like a megacorp or regular empire, but forcing a Hivemind to take Mercantile traditions just to be able to field a fleet sucks. There are no orbital ring buildings, planet limit buildings and I haven't seen the FE Buildings available either. I have massive fleet cap and can't fill it because I have -4k Trade even though I have multiple dedicated trade planets.
3. EvoPred origin should only get the positive portions of traits that get added via Adaptive Evolution, Incubators becomes a nerf to growth, I'm fine with the negative traits you have to pick to start, but maluses on positive traits shouldn't happen.
4. QoL -> The Plasmic Relic trait on EvoPred is how it should work on all empires, it is so much less annoying. Please fix Inner Darkness to work the same way on EvoPred.
5. BUG/QoL -> Can you please fix the Specimen Collection Tab to allow drag and drop between storage and active display of specimens? If you have already paid to unlock the slot, you should be able to move specimens in and out of display if you have more that you can display, without being forced to sell them. I don't want to sell them, its part of my history of the game, its more interesting than the timeline.
6. BUG -> Please fix Erudite for EvoPred, it does not apply to leaders and keeps disappearing. Fixed literally while I was writing this - nice work Devs!
7. QoL -> I love that you added Organic FE Shipsets and allow access to them with Cosmogenesis - please allow the regular versions of ships to upgrade into them or swap into them. I can understand not wanting to add them as a 4th growth stage even though that would be really cool.
8. Are Hive Worlds supposed to be able to have the Science Research Specialisations tied to resource extraction? It would be nice if they did so you could dual focus a planet effectively and synergistically.
9. It would be nice if +1 Cloaking strength was a repeatable (I would like to get the cloaking level high enough to evade FE)
10. QoL -> can you either allow science ships to auto-explore wormholes OR allow the technology that allows wormhole travel to automatically show where they lead. Either option would be fine for me, but the current iteration is tedious.
11. It doesn't make any sense that special deposits on planets like colonization events and other situations would be removed when terraforming into any other type of planet, including Ecu, Hive, Gaia, Machine, etc. If an empire has the technology to terraform in the first place, how could it not be capable of preserving one small area of the planet. Maybe those deposits or areas could be preserved as a blocker that was removable by decision - just don't let planet automation AI remove it.
 
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9. It would be nice if +1 Cloaking strength was a repeatable (I would like to get the cloaking level high enough to evade FE)
Cloaking is capped at 10 even now, and they have 10 detection strength if I am not mistaken.
I personally wouldn't want cloaking to be a repeatable, but it would be nice with more sources of it for non-psionic empires and to be able to go higher than 10.
 
Cloaking is capped at 10 even now, and they have 10 detection strength if I am not mistaken.
I personally wouldn't want cloaking to be a repeatable, but it would be nice with more sources of it for non-psionic empires and to be able to go higher than 10.
It could be limited like the Fleet Cap repeatable, or there could be a repeatable to enhance detection. Either way it could add some more depth to the game.
 
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It could be limited like the Fleet Cap repeatable, or there could be a repeatable to enhance detection. Either way it could add some more depth to the game.
I don't think a repeatable would be good for the game, even if capped.
A single technology, maybe, but I would prefer if it came in the form of, say, a new type of cloaking device (Example: Astral Cloaking Device), or traditions, civics or even authorities.
 
My mistake. It's a lot stronger than I thought it was.

But yeah, it's either keep the unique jobs, or be more consistent about converting all of them. They have hit an awkward middle ground where things like Reassigners have been left behind because they don't convert into anything. Though people were already building medical centers with reassigners for the pop assembly buffs, so the 'same medical worker setup' complaint doesn't really apply. This is just bringing a mechanic up to parity.
Roboticists do not get 3-4 jobs per planet to start, nor do they get a job that gives multiplicative boosts (except with Lubrication Basins, which is currently mega-busted).

There's no "parity" to bring them up to, unless you want it to be equal to the broken +10000 assembly per month civics which will soon be nerfed: Reassigners and Medical Workers are just different jobs that do different things, and their closest parallel doesn't have a Medical Worker equivalent that it merges with.

If they were a job swap, it would let you combine all 3 (Permanent Employment, Pharma-State, and Mutagenic Luxury) to get massive assembly, massive growth, and even higher efficiency than before.

Just tie it to the type of biological ascension. And frankly, as long as small empires get a usable effect, I don't really care if mega-wide empires get some insane bonus (countered by sprawl anyway). Or if cosmogenesis allows for ridiculous stacking. You've already won the game at that point.
The type of biological ascension has nothing to do with the number of planets an empire has. They all offer something for both tall and wide.
 
except with Lubrication Basins, which is currently mega-busted.

...I feel like you're refusing to see a world in which Permanent Employment has design parity with Mutagenic Spas *and* the numbers of both of them are rebalanced to be fair. It's also not hard to put in an exclusion rule in either, so you can't stack all three. Why are you not making the leap?

The type of biological ascension has nothing to do with the number of planets an empire has. They all offer something for both tall and wide.

Again, is it so hard to imagine tying a differing '+0.0x% Genetic Research to Genomic Researchers' modifiers depending on choices made during the ascension situation? It could create reasons to pick certain options because they would be stronger for wider empires, even if you don't care for the effect otherwise.
 
In the latest non-beta patch, robotics and replicator numbers are the same now, but assembly didn't increase with replicator numbers decreasing (the building used to give another, right?). Anyone know if they've fixed this so the assembly per job is the same? Or is it intended for machine intelligence civs to have a lot less assembly?
 
Not sure if this was balance-fixed earlier in the beta, but resource shortages situations should be updated to include penalties for civilians. The most egregious right now is that if you run out of CGs civilians still produce research, So if you have enough to cycle between a shortage phase and a recovery phase and not go into bankruptcy, you effectively get all the research as if you had spent the CGs. Also the choices in the situations themselves that ease the shortage should have penalties for civilians.

The same should be done for unity, trade, amenities and the rest.

Also any updates on the beta this week? Thinking of properly playing wilderness once more...
 
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I hate to bring this up every time, but from what I witnessed, slaves are still broken, they dont migrate, they dont have civillians or become unemployed they just vanish from the job menu and can only be found in the pop menu where they have no job and just consume food.
Wouldnt it be a relatively easy fix to add a slave civilian job ?
Also on a positiv note, the mechanic to prioritize slaves over citicens is really great and should be added to robots.
 
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I hate to bring this up every time, but from what I witnessed, slaves are still broken, they dont migrate, they dont have civillians or become unemployed they just vanish from the job menu and can only be found in the pop menu where they have no job and just consume food.
Wouldnt it be a relatively easy fix to add a slave civilian job ?
Also on a positiv note, the mechanic to prioritize slaves over citicens is really great and should be added to robots.
Slavery lives in an existential limbo in the game, since empire size was added. It's silly how civilians can be multiple times more efficient and not even have work places.

I would still like to see QOL fixes and buffs for it, if only for the roleplaying runs.
 
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Slavery lives in an existential limbo in the game, since empire size was added. It's silly how civilians can be multiple times more efficient and not even have work places.

I would still like to see QOL fixes and buffs for it, if only for the roleplaying runs.
Yes, but besides qol and balancing it would be great if it would at least work a month after release
 
Regarding the Wilderness changes, I think they work in general, with some exceptions:

1752510891492.png


Where are my job efficiency indicators, Summer? I.e. how do I know what bonuses are being applied here?

Also, what others have said: using just pliable mass as the pop equivalent is plain wrong. It makes things like this:

1752511125265.png

impossible to achieve, and it makes empire size and diplomatic power work in strange ways. I think it we need to incorporate biomass used for buildings somehow into total pop numbers for wilderness somehow, or completely remove that stat, but just pliable biomass does not work well.

Edit: I know Wilderness gets 100% diplomatic power from economy but even if that's enough to compensate them there, there are other weirdness like not being able to promote a planet as galactic market center because "you have 0 pops".
 
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Biomass don't use housing nor amenities, so unless something is done to it (I don't mind it's being useless), is there a point to even generate/show those resources? (Just to remind - wilderness can not, in any way, see CG, even if producing them from any source).

Biomass is not present on planets and thus don't produce maintenance drones jobs, which further - don't produce additional TV (I don't mind it since it's unique feature for wilderness alongside not using housing, feels great to me). But certain things still refer to maintenance drones, like logistic tradition.

And a question (and maybe food for thought).
Can wilderness allow other species to live on its surface? Feels very promising to create empire of living, thinking planets that creates paradices on its own to let other species thrives (both hiveminded and single-minded species).

Wilderness colonization should also preserve presapiets IMO.

Better yet, allow a sapient species to start on the homeworld. I want to do a Pandora gameplay and have the Na'vi on me.

The Wilderness Open Beta we wrote about in Dev Diary #386 is now available on Steam.

This Open Beta experiments with a different, more robust model for handling Wilderness' mechanics. We believe that it also better captures the spirit of being the planet itself, and provides more control over your economic production. Please see the linked Dev Diary for more details.

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

Feature​

  • Experimental changes to Wilderness:
    • To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.
    • Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.
    • These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations. Please provide feedback!
  • The experimental fast save transfer for multiplayer is included in this build.

Bugfix​

  • Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.

To opt into the Wilderness Open Beta, go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "wilderness- Wilderness Open Beta" branch in the Beta Participation dropdown. You may need to restart Steam to get it to appear.

Our intention is to run this Wilderness Open Beta for the rest of the summer so we can gather feedback on these changes.

As a modder, I'd like to thank you for making it easier for me to update my mod (Fantastic Districts). May I know when this will be implemented and stop being beta? I can't wait to get my hands on this.