• 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.
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
It doesn't have tooltips with any details, just stuff like "gives alloys".
 
Does anyone know if the Tutorial is updated for the beta changes yet? I tried firing up a play through and was thoroughly confused. In addition I'm seeing an indication that my planet has unemployment in the quick view in the map, but the planet itself lists no unemployment which is confusing.
 
  • 1Like
Reactions:
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.

From my testing in v3.99.2, yes. Both pre-ftls and Fallen empire population continue to decay. I know there is a bug report for the pre-ftls declining that Eladrin commented on, but I haven't seen one about Fallen empires. The root cause of both is likely related.

 
  • 3
  • 2
Reactions:
Does anyone know if the Tutorial is updated for the beta changes yet? I tried firing up a play through and was thoroughly confused. In addition I'm seeing an indication that my planet has unemployment in the quick view in the map, but the planet itself lists no unemployment which is confusing.
Not a chance the Toutorial is updated for a early beta like this.

The unemployement indicators are messy right now. Best ot check for actually unemployed pops and especially civilians, to decide when to build new jobs.
 
  • 2
Reactions:
From my testing in v3.99.2, yes. Both pre-ftls and Fallen empire population continue to decay. I know there is a bug report for the pre-ftls declining that Eladrin commented on, but I haven't seen one about Fallen empires. The root cause of both is likely related.

And likely related to the one where pre-sapients decay once you colonize.
They are a race against the clock right now.
 
  • 1
Reactions:
Does anyone know if the Tutorial is updated for the beta changes yet? I tried firing up a play through and was thoroughly confused. In addition I'm seeing an indication that my planet has unemployment in the quick view in the map, but the planet itself lists no unemployment which is confusing.


I haven't tested it yet, but it is very unlikely the tutorial has been updated. They are still trying to nail down UI and exactly how the new systems are going to function for 4.0. I imagine the tutorial would be close to the last thing they work on before release, depending on how stable they get everything by then.
 
Yikes, pops are moving from job to job like crazy around 60 years in. Unless you only have just enough jobs for the population, it becomes a weird mess of them moving around. I find I end up having to tweak my planets using the sliders a lot more than when I had to babysit them in 3.14,
 
  • 3
Reactions:
Yikes, pops are moving from job to job like crazy around 60 years in. Unless you only have just enough jobs for the population, it becomes a weird mess of them moving around. I find I end up having to tweak my planets using the sliders a lot more than when I had to babysit them in 3.14,
If you drop below 10 income (for most jobs), emergency weights are applied.
When pops move to the jobs and they go above 10, the weights vanish.

Try to get some buffer.
 
  • 3
Reactions:
I'm so impatient for 4.0 but I don't want spoilers from playing the beta.

To everyone currently helping the devs with beta testing: Keep up the good work!
 
  • 3Like
Reactions:
This is not for 3.99.2, but 3.99 in general.

Colony ships should take pops from the system that it was built as a cost (this means 100 pops are just being transported from old planet to the new colony and 100 pops don't just magically appear)

Expansion tradition that gives colonies 100 more starting pop should be changed to either:

1. Increase migration speed to new colonies; or
2. Increase migration attraction to new colonies; or
3. Increase the number of pops transported by a colony ship.

Stellaris should move away from those things that give free pops, save for a few specific occasions like events or relics.
 
  • 14
  • 4Like
Reactions:
I think it would be much better to have a "do-it-all" zone that is capital-unique and upgradeable.
Not even capital unique, but just for an unspecialized planet.

Hell, you can give additional zones to districts based on planet size or number of districts built. Make bigger planets more valuable.
 
  • 3Like
Reactions:
Played open beta (3.99.2 version) for a while. Sadly, did not enjoy it much.

The new mechanics may be better for the future of Stellaris. But the UI fails to communicate them in a satisfying way and ruins the impression of the beta.

I've read argument about keeping support for 720p UI as a matter of principle, but frankly it is absurd. Planetary management is probably the most crucial mechanic in the game. Yet the UI for it is a small, brutally overcrowded window with five tabs and a huge list of various numbers, with no context, on the right side of the window. The fact that it can't even list all modifiers correctly (you can't see how much amenities some jobs produce), because the window is too small, just proves the point.

In other words, it is hard to gauge information from the new UI and in turn that overcomplicates the calculations you have to make. The current version (3.14) has its problems, but for its shortcomings, it is simple to read and understand. You can clearly see who does what and what the effect is. That's why you can quickly calculate how more of a certain resource you may need on a planet or how to get it and so on. You don't need to hunt for info and then do mental conversion of jobs into raw output.

Compare that to Vic 3 province management, which is even more complex than Stellaris open beta planetary managemant. Yet, its UI makes it easy to quickly access information and make decisions. So, if Stellaris is trying to emulate Vic 3, it needs a better UI too. Get rid of 720p restriction. People who want to play Stellaris in 720p no matter what, should still be able to, as is their right. But there should be a solution which does not impose on the rest of the playerbase.
 
  • 8Like
  • 5
  • 1
  • 1
Reactions:
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
There are clues that suggest that

1) the species portraits of the expansion will have a "molting" theme
(someone noticed a mention of "moltoids" in a script line somewhere in the beta; a molting species could perhaps have dual templates, one juvenile and one adult, where the juvenile template adds no pop growth and eventually matures into the adult template, which can spawn pop growth for the juvenile template)

Edit: misremembrance, the above is incorrect

2) the expansion adds biological ships
(the devs did not want to show a screenshot related to ship design because it is something the expansion team is working on, and previous comments have implied that biological ships are on their radar, and therefore...)

3) the expansion will focus on boosting biological ascension
(we are supposedly supposed to get it this year, and it fits better with the two items above than the supposed psychic ascension boost)

Edit:
4) Also, for some time now, Eladrin's signature has been saying "Adding meat to our Spaceship of Theseus".
 
Last edited:
  • 1
Reactions:
I still feel like the job numbers for the specialist jobs are out of whack with the lower-end jobs; researchers don't give enough research to really help with actual progress through technologies, industrial/factory/foundry zones don't give enough jobs to meaningfully contribute [net 100 per, where research zone gives 300 jobs that have very bad output].

I also feel like the Early Industrial Zone should maybe have Laborers produce a pittance of alloys and CG. Bump their upkeep a bit, but keep their throughput overall very low.

As it is, there is a lack of a decent income adjustment for alloys and CG in early game, that hamstrings the ability of economic growth in the game. The current hamstringing of research means that the progress through some technologies takes far longer than it probably should at this time, especially if players dedicate a large chunk of pops to science.
 
There are clues that suggest that

1) the species portraits of the expansion will have a "molting" theme
(someone noticed a mention of "moltoids" in a script line somewhere in the beta; a molting species could perhaps have dual templates, one juvenile and one adult, where the juvenile template adds no pop growth and eventually matures into the adult template, which can spawn pop growth for the juvenile template)

2) the expansion adds biological ships
(the devs did not want to show a screenshot related to ship design because it is something the expansion team is working on, and previous comments have implied that biological ships are on their radar, and therefore...)

3) the expansion will focus on boosting biological ascension
(we are supposedly supposed to get it this year, and it fits better with the two items above than the supposed psychic ascension boost)
They're called infernals or something, I replied "moltoids?" to the person who posted it because I'm wondering if they'll get to live on molten worlds.

E: lol at "internals" typo
 
Last edited:
  • 1
Reactions:
Year 15, I have no Civilians, 0 jobs producing amenities on my capital and 90% crime. Not good...
Did you just overbuild specialists jobs, skyrocketing your Amenities demands while starving you of clerks to actually produce any?
 
Again, you need to correct the day 1 numbers presented to the player and for the love of the game name the tabs appropriately on the colony screen.

Look, I understand we are looking for bugs but you need to run the numbers before presenting day one to the player. The top bar is wrong until the month changes and it would be simple to put the correct numbers. The planet display corrected three days in but the the top bar does not. This top bar error completely misrepresents how well the economy is doing.

2025_03_19_1 Day One.png2025_03_19_5 What Day One Should be.png


Next, the tabs need new names. Click on Population and the only item on the screen is JOBS - so change the tab text possibly? Notice the Management tab actually has the Population.

2025_03_19_2 Should be Management.png2025_03_19_3 Should be Population.png



The game launcher is Apple native, when will the game be Apple Native?
 
Last edited:
  • 1
Reactions: