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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.051
37.277
www.paradoxplaza.com
Today's update includes some major changes to building/zone/district balance, including "spammable" basic buildings that provide a flat number of jobs.

Stellaris 3.99.5 ‘Phoenix’ Open Beta update​

Beta Features​

  • Added the Betharian Zone. (To Mining Districts!)
  • “Venerable Scientist" (Mandarin Language) Voice Advisor
  • Added new color variants for stargazer portrait

Fixes and Improvements​

  • Unbroke all colonies.
  • Fixed issues with Catalytic Processing civics.
  • Fixed the zone planet modifiers not being applied if districts have multiples of the same zone type.
  • Fixed the Chosen's habitats.
  • Pirates are a little less gung-ho to form.
  • Planetary deficits now cost trade instead of providing it.
  • Increased the base rate of Auto-Migration.
  • Pops will now automatically migrate to planets with 20% habitability or higher instead of 40% or higher.
  • When the maximum number of auto-modded pops changes, the current number is now updated correctly.
  • City Districts now change their name and descriptions based on their zone specializations.
  • Compressed unity jobs and added job swaps.
  • City set graphics scale adjusted.
  • Updated Empire Progression Rewards to always display which technology is unlocked.
  • Allowed rural zones on ringworlds.
  • Removed bonus production on tier 1 buildings, removed tier 1 buildings planet limit.
  • Pop count, Housing, and Amenities on the planet view now use short notation (such as 13.4k rather than 13405).
  • Replaced Upgrade buttons for districts with icons.
  • Background graphics added for all districts.
  • Added progress bars to the zones that are being built or replaced.
  • District/Zone/Building Construction tooltips added.
  • Changed how selected District is being highlighted.
  • Highlight the selected zone slot when building new zones.
  • Display old zone name, icon and building slots if the zone is being replaced.
  • Display the icon and name of the zone being constructed.
  • Rural district zones can now also be built by clicking anywhere within the empty zone slot.
  • Further Timeline UI adjustments, fixing background masking.
  • Added designation description in the colonization UI.
  • Adjusted district numbers in the colonization UI to show the max amount of possible districts.
  • Added functionality to deselect a selected colony designation.
  • Rearranged and tweaked colony modifier displaying in the colonization UI.
  • Added new databank icons.
  • Added starting notification for selecting Empire Focus.
  • Added planetary deficits to the Planetary view,

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 - 3.99.5 Open Beta" branch in the Beta Participation dropdown.

All previous 3.99.* Open Beta branches will also remain available. If you are having issues accessing the latest version of the 3.99.* Open Beta, please see this forum post for troubleshooting.

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.

This week's feedback survey looks at first impressions of Precursor selection, Databank, Species Modification, and Game Pacing Adjustments.


 
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I should explicitly call out that the Engineering Lab, Bio Lab, and Physics Lab will turn all of your Engineers, Biologists, and Physicists into whichever one you build. Lots of job numbers have been changed - this current version has 100 jobs for most things, 50 if it provides 2, and 30 if it provides 3.

Some of the tooltips are really terrible in this build, my current mission is to improve some of them.
 
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I should explicitly call out that the Engineering Lab, Bio Lab, and Physics Lab will turn all of your Engineers, Biologists, and Physicists into whichever one you build.
Mentioned it in the previous patch notes thread, it would be neat if this only affected the zone they were built in, rather than all jobs on the planet; that way you can dedicate a specific zone to a specific research type.
 
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I was wondering, it was way earlier than usual.

It got pushed for QA to smoke test, not to live deployment. Whoops.

One of the things in this build, that I showed off on the stream, was that flavor text on City Districts is now in - I wouldn't mind if you could all let me know whether it helps reinforce the connection between Zones modifying the City District. I haven't added it to the rural districts or habitats yet.
 
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Just in time for the weekend, nice. What will cause pirates to spawn now that trade lanes are gone?

The current version will now wait at least 10 years, and will spawn in unoccupied systems if there are any nearby systems with 300 trade. (Before this update, there wasn't the 10 year timer, and it was only 100 trade, which meant that they would always spawn 30 days after game start.)
 
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I have some major worries about duplicate zones. 6 (9) building slots allowing construction of all job affections boosting 2x(3x) the jobs reads like the same kind of 3.x quadratic hyperspecialisation rewards that I was excited zones were going to bring back in line with more general planets. Especially if you can fill any further excess slots with even more of the boosted jobs. Don't get me wrong I do think specialisation should be at least competitive with generalisation, but this seems like a hefty swing away from generalisation.

Maybe diminishing returns where duplicates get fewer buildings, or some kind of passive "variety" amenities boost to city zones that duplicates do not get?

E: the more I think about it the more I like the amenities option.
 
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When the maximum number of auto-modded pops changes, the current number is now updated correctly.
What maximum number? The maximum of modded pops is the maximum of pops with that trait.

Or do you mean it now will actually modify them over time?

I should explicitly call out that the Engineering Lab, Bio Lab, and Physics Lab will turn all of your Engineers, Biologists, and Physicists into whichever one you build. Lots of job numbers have been changed - this current version has 100 jobs for most things, 50 if it provides 2, and 30 if it provides 3.
This mechanic is horrible for me. It turns all scientists on the entire planet to that specialisation. I need several planets with research districts before I can even consider using them.
 
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This mechanic is horrible for me. It turns all scientists on the entire planet to that specialisation. I need several planets with research districts before I can even consider using them.

The specialized research buildings aren't mandatory. If you want a general research world, you can build other buildings in your Research Zones instead.
 
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It's my understanding that the Biology, Physics, and Engineering Labs are supposed to be mutually exclusive on a planet. However, you can still have all three if you queue them up. This was the case in the last beta version, too.

Edit: Just to note, the first building converts all Zone scientists to the appropriate type (all turn into biologists with the biology lab, for example). For each subsequent building, though, it provides another full set of scientists of the appropriate type as if the other buildings didn't exist. The research labs building then provides 100 of EACH type.
 
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