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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.068
37.829
www.paradoxplaza.com
Hello everyone!

We've updated the Open Beta to 3.99.1, with the following changes:

Stellaris 3.99.1 ‘Phoenix’ Open Beta update​

Fixes and Improvements​

  • Fallen Empires are blocked from using the Existential Expulsion casus belli
  • Negative effects added to the Magnetic Disruption planet modifier
  • Assembling robots will no longer cause the slow and inevitable decline of your growing pops
  • Changed auto pick leader traits setting to default to off
  • Made Species Rights button different for pre-sapients

Pops and Workforce​

  • Fixed traders not being created from trade zones
  • Adjusted amenities and housing from luxury housing
  • Pops now have appropriate Diplomatic Weight
  • Civilians now grant the benefits associated with culture workers

Planetary View​

  • Tabs in the Planet view now have correct hotkeys
  • Urban Zones now show their titles
  • Moved the build district level button from District Details view into the Planet Summary screen
  • The Build Queue tooltip no longer says "Previous"
  • Displaying the District type names in the Planet Summary screen
  • Moved job production changes to buildings for better tooltips
  • The Colony View tabs now have ordered ZXCVB keyboard shortcuts

Empire Focus​

  • Rescaled focus reward requirements to be easier to reach the final tier
  • Fixed the DLC requirements for focus tasks "Observe a Pre-FTL" and "Build a Mega Shipyard"
  • Fixed the requirements tooltip for the Beastmasters focus task "Have 10 Space Amoeba Mothers"
  • Fixed the completion check in the Conquest focus task "Have 3 Subjects"
  • Drawing leader level focus tasks now require the previous task to be completed

Cultists​

  • The chance to encounter the Cultist event chain now depends on your ethics
  • The Cultist event chain now fires after a year instead of after a month
  • Cultists are now neutral until you choose to attack them
  • You can now forgive the Cultists and have them join you

Modding​

  • The trigger num_pops is replaced by pop_amount since there are now 100 times more pops

How Do I Opt Into the Beta?​

  1. Turn off your mods. They will almost certainly cause you to crash.
  2. Go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "stellaris_test - 3.99.1 Open Beta" branch in the Beta Participation dropdown.

The 3.99.0 Open Beta branch will also remain available.

For more information on the Open Beta, as well as the intentions and goals of releasing such an early, unpolished version, please see this dev diary. So far we're extremely happy with the response and your participation has already found several major issues, some of which we're addressing during this release. We expect to update the Open Beta again early-to-mid next week.


 
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OK please please please add a zone that does both alloys and cgs using 2/3rds of ur capitals zones for them means u have no choice in what to build at the start of the game limiting player options and builds.

It honestly reminds me a lot of the old system u had where the cgs and alloy building dictated what the industry district produced and u removed that because fans did not like the feature. Don't make the same mistake again
 
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OK please please please add a zone that does both alloys and cgs using 2/3rds of ur capitals zones for them means u have no choice in what to build at the start of the game limiting player options and builds.

It honestly reminds me a lot of the old system u had where the cgs and alloy building dictated what the industry district produced and u removed that because fans did not like the feature. Don't make the same mistake again
But isn't it normal that the capital produces both anyways?
 
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OK please please please add a zone that does both alloys and cgs using 2/3rds of ur capitals zones for them means u have no choice in what to build at the start of the game limiting player options and builds.

It honestly reminds me a lot of the old system u had where the cgs and alloy building dictated what the industry district produced and u removed that because fans did not like the feature. Don't make the same mistake again
I agree with this. Sometimes you need to have industrial worlds until the economy supports better specialized planets. Having to invest in 2 different zones just for this feels bad, specially early game when resources are scarce.
 
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UI issue that persists:
* The build queue (and features count) is hidden, this makes Tabbing over planets to see which planets has features as well as what is being built tedious, as now you need to Tab + Click several times to see the same information.
 
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OK please please please add a zone that does both alloys and cgs using 2/3rds of ur capitals zones for them means u have no choice in what to build at the start of the game limiting player options and builds.

It honestly reminds me a lot of the old system u had where the cgs and alloy building dictated what the industry district produced and u removed that because fans did not like the feature. Don't make the same mistake again

Agreed. They said on stream yesterday they had no plan to but from what we play at the moment I think that's a mistake. There's not a lot of diversity in openings. You start with your basic industrial zone giving you CGs through labourers but it debuffs everything else so you want to get rid of it (if you do you'll need to replace it with CGs or rely on trade). Seems like you can either use your second zone for alloys or science, then have to wait for a second colony so you can build a CG zone somewhere.

Feels quite restrictive.
 
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But isn't it normal that the capital produces both anyways?
not always it depends on your build and play style it also just makes it feel more restrictive since you have to have them its not really a option giving hives a some advantage since for example, they can have 2 tech or both tech and unity zones with a alloy zone where you have to pick between tech or unity
 
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Agreed. They said on stream yesterday they had no plan to but from what we play at the moment I think that's a mistake. There's not a lot of diversity in openings. You start with your basic industrial zone giving you CGs through labourers but it debuffs everything else so you want to get rid of it (if you do you'll need to replace it with CGs or rely on trade). Seems like you can either use your second zone for alloys or science, then have to wait for a second colony so you can build a CG zone somewhere.

Feels quite restrictive.
it's also oddly immersion breaking. planets are pretty big after all
 
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maybe something wrong with habitability, the opp upkeep is doubled,i cannot play such a begin:mad::mad:
1741948479304.png
 
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it's also oddly immersion breaking. planets are pretty big after all
Strongly agree with this. Putting a hard limit on the number of different resources that can be produced on one planet feels extremely dumb, not even taking balance into account.

It is also completely incompatible with all the origins that leave you with only one colony for a long time. (Which is especially a shame because the new population growth system should support them better). Edit: You can include various other empires that probably only have one planet in this as well, such as former pre-FTLs.
 
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The first ten years experience has been better on the UI front (obviously still a long way to go) but still running into a bunch of weird issues that make it hard to test. It's tricky to know what's a bug, what's a feature, and what's lacking in balance. Some notes I took while playing:

UNE run 3.99.1

  • Started with 100 open jobs so took a while to get civilians
  • +2 GC and +4 alloys at start really limits options for development since you can't go unity or research first unless you're focusing into trade (which will tank when your civilians move/promote or your massive debuff building is removed)
  • Rather than an immersive first contact we were contacted before the end of the year by an FE on the literal other side of the galaxy
  • Land of Opportunity still gives "Pop growth from immigration"
  • Blockers did not disappear from the management tab until they were all gone. In addition the districts cap still exists despite the blockers being cleared (must be a UI bug because I checked later and it was gone)
  • It seems to take years for pops to demote. I've had 1000 unemployed workers and only 100 citizens for several years.
  • I set up a new colony world for unity as I was at -3 due to lack of civilians, even with a unity zone and buildings it had no bureaucrat jobs and thus produced no unity until it filled all the colonist jobs (probably another UI bug as they appeared later)

EDIT: After playing some more

  • Unity production is very hard, or to put it another way: there will always be some resource you struggle with at the moment. Leaders have levelled up a few times and even though I only have 5 leaders I'm in the negative. One of my scientists was elected and now I can't buy another
  • Like the FE an artisan troupe across the galaxy made contact with us
  • Finally building robots and they’re sat as civilians. Even disabling worker jobs doesn't prioritise them taking anything.
  • Expiring curator deals being a toast actually results in more clicks since the default option is to decline. This means if I want to keep my deal I have to click the toast and click accept, rather than just accepting directly from the curators. It would be better if the default option was accept.
 
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Please move the capital and system names setting to the main species name settings. After all, in the pool of species names and their adjectives correlate with the pool of names of capitals and systems.

Or add synchronization when generating names between the name tab and the homeworld tab.
 
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There seems to be some discrepancy between displayed number of pops, and available workforce.

Is this intentional, caused by some modifier, or is this a bug?

1741953596158.png
 
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Custom empire.

The first issue is day 1 of an empire start is not represented correct and the colony UI correct by day 5 I believe but the top bar does not correct until the month changes. That is just wrong. It implies day one that I need to fix something. I will put a bunch of screen shots below.

Again, the red text on Primitive Factory for jobs providing less than 100% needs to go. When you look at the jobs screen the factory is staffed by laborers and I am not sure how exactly anyone would put a scientist or any other specialist in the job to suffer the penalty.

I really do not like the new TIMES ONE HUNDRED population choice you have made. All I have now are large USELESS numbers.

Rant on Colony UI - tabs/etc

Management - Current Population - just a long column of BIG NUMBERS for which all I can do is click view species/set rights - but not actually do anything relative to the colony.

Population - Except it isn't! Its actually JOBS. Worse I get rows of large numbers under portraits that I cannot act upon. Why show me at all? By that I mean if I have multiple factions of the same specie working a job I cannot choose by faction which job they work so the representation of them on the screen is just pointless. Again - do not show number that we cannot act on. Its frustrating. I want my happy joyful faction people to work X but I cannot tell them to work X because sad face faction people are in that job. You are providing a granular representation of our pops but not giving us the ability to act on that level.

Planet Summary - Nothing tells me why I would want a zone. Nothing tells me how it is different from a district. The fly over text for everything appears to be multiplied by 100. See below.


ST wrong numbers.jpg





Empire
ST EMPIRE.jpg


Day 1
ST Day 1.jpg


Day 6

ST Day 6.jpg


Month 2

ST Month 2.jpg
 

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I've noticed that when colonizing planets, the newly grown/migrated pops have a strata of "no category". Bug or intentional?
 

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not always it depends on your build and play style it also just makes it feel more restrictive since you have to have them its not really a option giving hives a some advantage since for example, they can have 2 tech or both tech and unity zones with a alloy zone where you have to pick between tech or unity
To be fair, it's nothing new that hive economy is simpler and snowball faster, it's the same outside of beta
 
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