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While I think that many players will appreciate the addition of the Industrial Zone, my bigger problem still lies with the Early Industry Zone. It doesn't feel satisfying from a game play perspective to start with something you just want to delete as fast as possible. That's kind of the point of the blockers on your homeworld. I think it would be much better to have a "do-it-all" zone that is capital-unique and upgradeable. That would help with both the game experience and roleplaying by making the capital unique. Most players will likely delete the starting building and then replace the starting zone with an Industrial Zone anyway. This is janky and could be improved. Adding the Industrial Zone feels like a bandage to the problem and will likely be unused outside of the early game.
Agreed. Though I think it would feel better if we could simply upgrade the Early industry zone instead of deleting the building and then replacing the zone.
 
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I have a few questions about future content.
Will there be any bonus to trading with the events of the Dacha system?
Will there be trading bonuses from hypertranslators and gates
What will happen to the buildings of the extinct empire? extinct zones?
How will this help to defeat the specialization of robots that can live with a population of 300 in 3 areas not in beta? that is, with the monoform and other bonuses to housing capacity, if robots remain roughly the same, on the contrary, they will lose their versatility, there will be no point in making planets universal, there will be separate planets with science, trade and alloys.
Will the growth rate and build speed be as good as before? will they be weakened?
What will happen to the extraction of rare resources? given their enormous benefits and necessity, it would be foolish to cut back on their production. The same thing with the building of the extinct empire, for example, the robot assembly shop of the extinct empire, you can put as many as you want to get significant bonuses, but in the new version it will clearly need to be redesigned
Will it be possible to achieve such indicators in the new version as in the previous one (screenshot 1, 2, 3) and if not, then there are some questions about the balance What will happen to the ringworlds, given that the metallurgists' districts have been removed, now there are only 3 types of districts
What will happen to the balance of Crises, given the new costs of ships in the form of trade
Will there be sections in the zones to quickly find the necessary ones?(or is there already?)
Will there be an integration of saves from previous versions, it would be very sad to lose them
 

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It's nice that you're working on the update, but I'd like at least a little bit of news about the new dlc
I don't understand why so many people disagree with this so hard, but I will say it's probably not close enough yet.

A lot seems to be hinged on 4.0 releasing first, and 4.0 doesn't look to me like it will be ready particularly soon. To be honest, I think this entire setup may be a bad idea - they can't finalize DLC mechanics for release until they finalize 4.0 for release, which essentially puts it on a timer to make a finalized version so they can do that... but that's the thinking that left us with the current pop/job/district system for a solid half a decade when it should have been scrapped or fixed when it was released.

Back then, they had to finalize it and move on to make DLC - and right now, if this isn't genuinely ready in time, we're going to get a new and shiny broken system for another half a decade (or no change, which is still broken but not new and shiny). It's possible it will be done in time, it does look like significant changes and improvements are being made at a pace that previously never happened - so the real question then is, has the pace been sustainably increased so that the problems with last year's DLC can be both fixed and never repeated? Or is this more of a crazed rush that will at some point revert to the previous pace, with this not ready for primetime but also no option to just NOT implement it?

We shall see. But back to the DLC information question, while I also want it, considering it's probably including a genetic ascension rework there's probably very little polished content they can show us until they adjust the numbers and display to match the final version of 4.0, which doesn't exist yet so they can't yet.
 
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I'm probably tuning an old violin, but is there any things in work in regards to the UI on high resolution monitors?

I'm currently playing on a 4k 32" screen, and the resolution and UI size makes it absolutely unplayable without scaling.

With scaling it becomes a very blurry experience, with the consequences of eye strain and fatigue.

I know it's probably not an easy fix, because otherwise you would have done it. But can you lend a few words on why it's not happening?

This problem only becomes more prevalent as more and more transition to bigger screens with higher resolution. Stellaris is ageing extremely poorly in this regard.

I've bought all DLC's so far, and i love the game. But i cannot in good faith buy a game i can't play, because i decided to upgrade my setup.

Thanks.
 
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Zones now have a larger active area to click on that is clearly visible.
I don't have the full survey in me right now, but:

1)) On an already built zone, the section with the zone name and icon to the left of the buildings section looks very much like a button, but isn't. Clicking on it feels like it should bring up the district details UI side pane, but does not.
2) Similarly, each district's icon is the most obvious place to click but it's the only bit of the district panel that does not open the district details side UI pane. That feels very weird.
3) The "replace" button for the zones would feel more natural if it was aligned to the left over the icon, or possibly stretched across the entire width.
4) Hovering over the icons of zones should also tell you what jobs are being provided by and what income being generated by a zone. I have no idea what the pre-ftl industrial zone actually does other than cost 2 energy upkeep.

e: Split this up into another post
 
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While I think that many players will appreciate the addition of the Industrial Zone, my bigger problem still lies with the Early Industry Zone. It doesn't feel satisfying from a game play perspective to start with something you just want to delete as fast as possible. That's kind of the point of the blockers on your homeworld. I think it would be much better to have a "do-it-all" zone that is capital-unique and upgradeable. That would help with both the game experience and roleplaying by making the capital unique. Most players will likely delete the starting building and then replace the starting zone with an Industrial Zone anyway. This is janky and could be improved. Adding the Industrial Zone feels like a bandage to the problem and will likely be unused outside of the early game.

This is currently my biggest bone to pick with the 3.99 build. Why exactly do we need to start with pre-FTL tier infrastructure? Who asked for this? I'd rather start with basic buildings that give a 3.14 grade starting economy than start out with something that actively hinders my development, such as a general-purpose urban zone that isn't great at anything specific but can support a collection of starting buildings that make sure most planets don't start in the red for consumer goods, unity, and alloys.
 
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Oh and still finding the idea of upgrading my singular, continent-spanning "Mining District" very weird. It's just one S at the end of a word but it's a very important S.
 
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I'm probably tuning an old violin, but is there any things in work in regards to the UI on high resolution monitors?

I'm currently playing on a 4k 32" screen, and the resolution and UI size makes it absolutely unplayable without scaling.

With scaling it becomes a very blurry experience, with the consequences of eye strain and fatigue.

I know it's probably not an easy fix, because otherwise you would have done it. But can you lend a few words on why it's not happening?

This problem only becomes more prevalent as more and more transition to bigger screens with higher resolution. Stellaris is ageing extremely poorly in this regard.

I've bought all DLC's so far, and i love the game. But i cannot in good faith buy a game i can't play, because i decided to upgrade my setup.

Thanks.

The devs touched on this in the recent beta stream, here's a link with the timestamp

 
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How does the AI seem to be handling all this?
Poorly.

I haven't tried 3.99.2 yet, but in 3.99.1 it couldn't build any zones besides the government zone and was unable to use the market, so it's locked into permanent resource shortage death spirals and rebellions.
 
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Question for those playing the Beta, can you still specialize planets for research and unity production?
You can do triple districts of the same thing and push the job ratio to the max. Not sure if you will be able to keep up with amenities and police though. Thats's why I hate this system.
Oh and still finding the idea of upgrading my singular, continent-spanning "Mine District" very weird. It's just one S at the end of a word but it's a very important S.
No it's all Mine!!!
 
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How does the AI seem to be handling all this?

It's not been updated for 4.0 yet. Can't remember what dev diary they said it in but for the beta atm it's just picking the cheapest option to build on each planet. Which, funnily enough, is not a great strategy. Most AI exist in a state of economic spiral and regular revolutions.

It also seems like the beta hasn't properly locked what ethics a nation can swap into because I got a revolution that caused my xenophobic militarist neighbours to become gestalt.
 
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I'm probably tuning an old violin, but is there any things in work in regards to the UI on high resolution monitors?

I'm currently playing on a 4k 32" screen, and the resolution and UI size makes it absolutely unplayable without scaling.

With scaling it becomes a very blurry experience, with the consequences of eye strain and fatigue.
The game is approaching it's 10th year. And they always want to support the resolutions that were common back then.
Do fallen empires and pre-FTLs still automatically decline? I'd like to know before I start a new game so I can disable them in galaxy settings if they're still broken.
pre-FTL's do when you start building a Observation post. Or maybe just have them in your borders.
Haven't taken a look at Fallen yet.
How does the AI seem to be handling all this?
Since it wasn't properly updated yet, not that well.
No point wasting development time on this when the basic system isn't set in stone yet.
 
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The build queue not being always visible is very annoying, and the button very small. I would suggest that the build queue pane open by default when you open the main planet view and get swapped out for the other panes when clicking district details or what have you. A similar default but swappable side pane behaviour would be pretty useful in a few other places while also keeping to the teeny tiny resolution requirements.

Or just move it to the big empty space on the bottom right of the management tab.
 
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do i understed it right ? picking zoone is no longer black magic where you have no idea what that zoone give you ?

damm fianly we move from pre apha to alpha + :3
 
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