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Stellaris Dev Diary #363 - A Journey of Exploration

by Eladrin

Hello, Stellaris Community!

Today we’ll start with preliminary release notes for 3.14.1592, then look back at the past at all of the changes Stellaris has gone through and summarize the feedback you all gave in the dev diary two weeks ago - The Vision. We’re still reading the responses to that one and will continue doing so, so if you haven’t had a chance to add your thoughts, please add them!

[h3]Preliminary Release Notes for 3.14.1592​[/h3]
If all goes according to plan, we’ll be releasing the 3.14.1592 patch sometime next week.

These are our preliminary release notes:

[h3]Balance[/h3]​
  • Add energy activation cost to Propagandosphere
  • Cloaking strength on Camouflage mutations are now consistent throughout sizes
  • Give -15% cloning cost and -10% fauna upkeep to Beastmasters civics
  • Reduce Space Fauna cloning cost by 10%
  • Reduce Space Fauna energy upkeep by 25%
  • Remove minor artifacts production from Decentralized Research edict
  • Rework Mutated Voidworms fleets content and scaling, aligning them similar to Prethoryn Brood Queen fleets

[h3]Bugfix[/h3]​
  • Accelerate juveniles animation speed
  • Added Insider Trading and Trade Focus traits to each other's opposites block to stop them appearing together since they almost cancel each other out.
  • Added Orbital Ring variants for Beastport/Hatchery/Vivarium descriptions in all supported languages
  • Civics added in Grand Archive can now be swapped from the regular to corporate version and vice versa
  • Clarified the texts of the Cultivated Worldscaping decision and planet modifier
  • Deleting a design now keeps you in current designer type
  • Enclaves and Marauders satisfy Xenoist Contact Demand
  • Extreme Contortionist DNA now gives rare crystals instead of motes to be more consistent with the event that gives it
  • Fix an issue where Cognitive Node should be selected by the Leader Infected event
  • Fix blocked Tiyanki Graveyard event chain when capturing them
  • Fix Boarding Cables capturing literally anything - thanks for the fun screenshots
  • Fix Breeding Status displayed in view that was not always correct
  • Fix Fossilized Endoskeleton specimen localization
  • Fix Mercenary Enclave Stations unable to build ships
  • Fix Cloaked Patternwalker missing string
  • Fix scoped localizations for Memorial For Bubbles specimen
  • Fixed an unlocalized string showing up when you tried to return starbases at times. Also added linebreaks to the same tooltip.
  • Fixed recommended DLC tooltips in multiplayer
  • Fixes a bug with too wide portrait on Empire Design Selection View
  • FX for ship auras are now displayed
  • Improve Cordyceptic Drones fauna damage modifier text in tooltip to make it clearer what it exactly affects
  • Life Tree Protectors now don't move away from their system
  • Lost colony parents using Sol as their system will no longer spawn two Siriuses if the guaranteed habitable worlds slider is set to 1.
  • Mutated Voidworms fleets now don't use naval capacity
  • Mutated Voidworms now don't show they can upgrade anymore
  • Orbital Assembly Complex holding now correctly boost Beastport and Hatchery on Orbital Ring
  • Preccursors can no longer be discovered on Astral Scars
  • Prevent duplicate specimens from being found in the same empire
  • Removed the unused h_dna string
  • Stop showing upkeep part of message when leader upkeep is zero in hire leader confirmation dialog
  • The Diplomacy Tradition Finisher now properly refers to Officials and not Envoys.
  • Voidworms now stop bombarding if the Immunity technology is researched (before crisis)
  • Worm-Riddled Gate is now correctly accessible if Voidworms are captured instead of killed

[h3]AI[/h3]​
  • AI won't build infinite science ships when trying to build frigates anymore
  • Fix AI that was not willing to build Shipyards

[h3]Stability​[/h3]
  • Fix a crash when a tooltip references the concept of a tradition that doesn't exist
  • Fix crash when Voidworms try to act on empty fleets
  • Fix OOS when riftworld station is built
  • Fix saves affected by the crash when an AI without a Grand Archive tries to capture a Space Fauna
  • Fix Voidworms CTD
  • Fixed issue with resolving the user home dir on linux that leads to CTD


Okay, now on to the main dev diary.

[h3]Where We’ve Been​[/h3]
A long time ago in a galaxy generated far, far away, on May 9th, 2016, Stellaris was released.

We all took our first steps out into the stars, filled with a universe of possibilities and wonders. I was there picking my FTL type and favored weapons and experiencing those early days the same way many of you did.

Each of the Expansions changed Stellaris in their own way.

The first really major changes came to Stellaris in 1.5 in the Utopia expansion, when Ascension Perks were added. These shook the game up so drastically that when Apocalypse changed the face of war in 2.0, they ended up moving into the base game.

Apocalypse and 2.0 included a huge number of other changes as well, changing how system control works and removing the different FTL types. I mark this moment as the point where Stellaris began moving from a pure 4X game to more of a hybrid of 4X and GSG. That transition continued in the next major shakeup with MegaCorp and 2.2, which replaced the economic model, changing from tiles to the pop and job system we still use today.

Federations and the 2.6 update added the Galactic Community, revamped Federations, and changed the way we think about empire creation by adding Origins to the game. Most of the Origins started off relatively simple, but as we added more they steadily grew in complexity. (Knights of the Toxic God, I’m looking at you.)

The intel and exploration changes of Nemesis brought us to the 3.0 update, as they fundamentally changed the early stages of the game. Nemesis also brought us our first player Crisis path, Galactic Nemesis, which was originally simply called “Become the Crisis”.

3.1, the Lem update, wasn’t an expansion release, but it changed how the Stellaris team operated, for the better. This was when we began the Custodian Initiative. The Custodians have done an excellent job polishing old content up to our modern expectations, fixing bugs, adding new quality of life features, and generally improving the game.

Overlord and 3.4 added improved subjugation mechanics and added the Situations system which has become an incredible tool for the content designers. We also expanded automation at this time, revamping planetary automation and letting unemployed pops find their way using the automatic resettlement system.

The leader system underwent massive changes in 3.8 when Galactic Paragons added leader traits and attempted to make them a more interesting system to play with. This system remained in flux until 3.10, when they finally reached a state where we were happy with the results. Sometimes change needs a little iteration. 3.8 also added Cooperative gameplay, making it much easier to teach your friends how to play Stellaris.

This year brought the Expansion Subscription option to make it easier to get into Stellaris, and The Machine Age and 3.12 began the process of elevating the Ascension Paths to new heights. The positive reaction to The Machine Age and the success of the Season 08 Expansion Pass strongly affected our plans for 2025, and made us also reflect upon questions like “what is a Crisis anyway", “what is ‘winning’”, and “can we remaster two very different Ascension Paths in a single year”.

The Story Packs, Species Packs, and other content added to Stellaris in their own ways as well, adding to the deep lore of Stellaris and expanding the possibilities.

[h3]So Much Glorious Feedback​[/h3]
I want to thank everyone for the enormous outpouring of feedback that we’ve received over the last couple of weeks. As I noted last week, I’ve been reading every response to Dev Diary 361, and I’ve been keeping tabs on responses on several different platforms. If you haven’t had a chance to give your feedback, don’t worry, you’re not too late. I’ll be keeping The Vision pinned in our forums until the end of November.

This section will be my musings on the feedback and some of the things it made me think of. Not everything I talk about here is viable or going to happen, but if you’re being this open with me I owe it to you to return the favor.

Based on the feedback you’ve all given, the consensus is that you’re very amenable to change to address engine or system limitations, and that we should not feel constrained by what is already there if we feel we can find a way to make things better. Many of you did note that the initial implementations of changes aren’t typically perfect, and that they take iteration to achieve their goals. (So we should be careful with what we decide to take on at once!)

Some of the questions that I offered as proposals were a bit leading - I did want to know what you all thought about the existing pop mechanics, for example, because I’m very interested in improving their performance and addressing several other quality of life and mechanical issues with the current systems. Your responses have strengthened my belief that tackling planets is a correct course of action, and you should expect some experimentation in next year’s Open Beta.

I’d like to move us over to a system more similar to the pop groups used in Victoria 3 - though with a Stellaris spin on things. We’re not likely to go as deep in the simulation as Victoria does, but I think that we can likely split pop groups based on species, ethics, and factions. Some of the granularity we have right now might slip though, so I’m eager to get to doing some prototyping and seeing what the pros and cons are of such a change, as well as what the performance implications would be. The economic implications are huge.

Fleets are unlikely to get major changes this year, but a number of you identified them as a place where we can do a lot of major improvements, along with many aspects of war. We’ll talk a bit more about these next week.

Trade is almost certainly going to change. Very few of you seemed terribly fond of the current system, and it’s both terribly bad for performance and mechanically difficult to understand for new players. While I like the general idea behind the trade routes, I don’t think they add enough benefit for their costs. We’re likely to revamp it into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits. If we end up pursuing the latter, gestalt empires would need access to trade or at least, something similar. That could potentially open up more opportunities for MegaCorps and diplomatic pacts, and we’ll have to find new ways of using pirates.

[h3]Next Week​[/h3]
Next week I want to look at some of the things I think we’re still missing. Player fantasies that we either do not support or do not support well enough in Stellaris at this time. Like The Vision dev diary, I’ll be asking for your feedback there too, so think up on this over the next week if you want to help influence where we go next.

See you then!

Stellaris Dev Diary #362 - Overwhelming Power

written by Eladrin

Hi everyone!

Today we’re going over the release notes from Tuesday, talking about the further plans for the Circinus cycle, and exploring the reaction to last week’s dev diary, The Vision.


3.14.159 Release Notes
[expand]
We released the 3.14.159 patch on Tuesday, and these were the release notes:
Improvements
  • By popular request, greatly expanded the basement storage of the Grand Archive. You now have 18 slots of overflow instead of 4.
  • Replaced the Mysterious Labyrinth event image
  • The Metalheads AI personality can be gained by Individualist Machines or Organic empires that are Very Strong (instead of just Strong)
Balance
  • The Treasure Hunter Origin now starts leaders with level 3 of Adventurous Spirit, meaning it should no longer constantly be offered as an upgrade.
Bugfixes
  • Add Beastport, Hatchery and Vivarium Tank to orbital rings, and add Shipyard exclusion rules
  • Added a hyphen to the X-Ray Eye Beam mutation
  • Added the missing loc to Sapient Specimen species rights
  • Added the missing space in the credits' title
  • Added the missing word "Food" to the Arboreal World planet modifier
  • Adjusted perfected genes concept tooltip to align with reality
  • Cyber Democracies no longer get leaders without upkeep
  • Fallback to Weapon ranges if strike craft is used but there's no strike craft component range
  • Fix a bug where, under certain circumstances, a Grand Archive was still considered destroyed after being rebuilt
  • Fix a crash where an AI could capture fauna even if they shouldn't be able to.
  • Fix Captain Ness not being legendary
  • Fix Large Shard Accelerator tags
  • Fix livestock modifier for Wrangler jobs
  • Fix Mutations' Strike Crafts behaviour
  • Fix Mysterious Chart event chain that could get blocked
  • Fix Primal Leaders not being renowned
  • Fix scores for Grand Archive Relics
  • Fix Space Amoebas being hostile to Beastmasters bespite Amoeboid Pacification
  • Fixed some Black Needle ships not displaying their bow section
  • Fixed 2 cosmic storms projects not requiring scientists
  • Gravity Snares can now only re-target to fleets they can capture
  • Gravity Storms no longer cause Obsessed Gestalts to crave consumer goods for their drones
  • Habitat Orbitals should no longer attempt to evade enemy fleets
  • Habitat System Control now provide a Roboticist job for Individual Machines.
  • It is now possible to use Space Fauna as the federation's fleets
  • Reanimated space fauna uses half ship size of their living counterpart
  • Removed tooltip for GOG and MS store achievements to require login to paradox account since this is not the case.
  • Rogue Servitors are now also on energy duty during Gravity Storms
  • Ships modifiers are correctly updated with their new fleet's modifiers before fleet's values calculation
  • Space Fauna uses every components to calculate range
  • Specimens acquired from trades now don't trigger Galactic Curators' unity bonus
  • The Alien Box Event no longer has a nonsensical tooltip for gestalt empires.
  • The Tachyon Beam mutations have found their way to the Tachyon Lance technology.
  • Told the Artillery combat computers to stay at max range
  • Voidworms shouldn't attack empires with Voidworm Immunity before crisis
Stability
  • Defensive check for nullobj when dealing with auto exploration orders
  • Fix crash when Voidworms try to act on empty fleets
  • Fixed issue with diplomatic distances differences after hotjoin/resync leading to OOS
  • Fixing potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
  • Fixed potential CTD when using FromFromFrom scope in "on_planets_zero_pops" on action
  • Fixes CTD on espionage operation phase tooltip
  • Fixes CTD when ship is killed by missile

[/expand]
Please keep posting any bugs and Out of Syncs you encounter in the bug report forum. Saves able to reproduce the bugs make the fixing go much more smoothly.

If all goes according to plan, we currently expect to have another patch, 3.14.1592, a couple of weeks from now.

The Vision, Continued

Last week we posted a dev diary on The Vision of Stellaris, and the response has been absolutely overwhelming. As of writing this dev diary, we’re up to around a thousand detailed responses split across various platforms, and we’re reading all of them. I’ve been reading and taking notes since the dev diary was posted, and it’ll take us a little while to get through all of it.

I’m absolutely thrilled with the amount of feedback and the high quality, constructive nature of pretty much every single post. Thank you, everyone.

As a quick initial summary, there seems to be a general consensus with the vision statements, and a high level of support for future changes that improve the game, even if they change existing systems. There seemed to be a pretty strong agreement for exploring alternative systems - especially when it comes to warfare resolution and fleets. There were more diverse feelings around the current pops and job systems, but a large number of you want a more performant system as long as it still captures the general fantasies of the current one. Many of you appear to strongly dislike the current trade system or are at best ambivalent towards it.

The Stellaris community also appears to be much more willing to embrace change than many others - not too surprising considering the number of major changes we’ve made since launch.

Next Week

Next week we’ll review the changes that Stellaris has undergone over the years, go into more detail about more of the conclusions I’ve reached based on the feedback you’ve given, and might have some preliminary release notes for 3.14.1592.

See you then!

Purchase Stellaris: Grand Archive alone or with a discount as part of Stellaris: Season 08!
https://store.steampowered.com/app/2863080/Stellaris_Grand_Archive/
https://store.steampowered.com/app/2863190/Stellaris_Season_08__Expansion_Pass/

Stellaris updates will "slow down a bit" as Paradox considers its next direction

With new Stellaris DLC The Grand Archive now out in the world, developer Paradox is considering what the future of its spectacular space 4X game looks like. As it considers the game's future, game director Stephen 'Eladrin' Muray says the team is going to slow down the speed of updates "a little bit" to minimize disruption for players. Furthermore, he asks the game's community to give feedback on what elements are most core to their experience as the team looks to determine what comes next.


Read the rest of the story...


RELATED LINKS:

New Stellaris DLC turns the goal of the entire game on its head, and is out now

New Stellaris Grand Archive DLC lets you build a museum megastructure

New Stellaris DLC makes Steam's biggest space 4X game even better

Stellaris Dev Diary #361 - The Vision


by Eladrin

Hi everyone!

Now that the Grand Archive Story Pack is out, I want to do something a little different. With 360 Stellaris Dev Diaries complete, I thought it was time to circle right back around to the beginning: what was, will be.

Stellaris Dev Diary #1 was “The Vision”, and so is #361.

[h3]What is Stellaris?​[/h3]
The vision serves as a guiding tool to keep the entire development team aligned. As the game evolves, we work hard to update it regularly to remain accurate and consistent with our core vision.

Here’s how I currently answer “What is Stellaris?”:
[hr][/hr][h3]The Galaxy is Vast and Full of Wonders​[/h3]
For over eight years, Stellaris has remained the ultimate exploration-focused space-fantasy strategy sandbox, allowing players to discover the wonders of the galaxy.

From their first steps into the stars to uniting the galaxy under their rule, the players are free to discover and tell their own unique stories.

Every story, trope, or player fantasy in science fiction is within our domain.​
​[hr][/hr][h3]Stellaris is a Living Game​[/h3]
Over time, Stellaris has evolved and grown to meet the desires of the player base.​
  • At launch, Stellaris leaned deep into its 4X roots.​
  • It evolved from that base toward Grand Strategy.​
  • As it continues to mature, we have added deeper Roleplaying aspects.​

All of these remain part of our DNA.

Stellaris is a 4X Grand Strategy game with Roleplaying elements that continues to evolve and redefine itself.​

[hr][/hr][h3]Every Game is Different​[/h3]
We desire for players to experience a sense of novelty every time they start a game of Stellaris.

They should be able to play the same empire ten times in a row and experience ten different stories.
A player’s experience will differ wildly if their first contact is a friendly MegaCorp looking to prosper together or if they’re pinned between a Fallen Empire and a Devouring Swarm.

Stellaris relies on a combination of prescripted stories (often tied to empire Origins) and randomized mechanical and narrative building blocks that come together to create unplanned, emergent narratives.

A sense of uncertainty and wonder about what could happen next is core to the Stellaris experience.
​[hr][/hr]
[h3]What is this About?​[/h3]
Fundamentally, as the players, Stellaris is your game.

Your comments and feedback on The Machine Age heavily influenced our plans for 2025. We work on very long timelines, so we’ve already been working on next year’s releases for some time now. Most of what I’m asking will affect which tasks the team prioritizes and will help direct our direction in 2026 and beyond.

We’re making some changes to how we go about things. Many people have commented that the quarterly release cadence we’ve had since the 3.1 ‘Lem’ update makes it feel like things are changing too quickly and too often, and of course, it disrupts your active games and mods. The short patch cycle between Vela and Circinus was necessary for logistical reasons but really didn’t feel great.

We’re going to slow things down a little bit to let things stabilize. I’ve hinted a couple of times (and said outright last week) that we have the Custodian team working on some big things - the new Game Setup screen was part of this initiative but was completed early enough that we could sneak it into 3.14.1. My current plan is to have an Open Beta with some of the team's larger changes during Q1 of next year, replacing what would have been the slot for a 3.15 release. This will make 2025Q2, around our anniversary in May, a bigger than normal release, giving us the opportunity to catch up on technical debt, polish, and major features.

[h3]What is Stellaris to you?​[/h3]
How does this match what you think Stellaris is, and where it should go? Would you change any of these vision statements?

What systems and content are “sacred” to you, which would make Stellaris not Stellaris anymore if we changed them?

Some examples to comment on could include:
  • How important to you are the current systems that use individual Pops and Jobs in the planetary simulation?
  • If we made significant changes to fleets, how much could we alter before it no longer felt like the game you love?
  • What aspects are most important in defining your civilization?
  • How do you set goals for yourself during gameplay? When do you set them, and how often do they change as you play?
  • How important is the current Trade system, with routes collecting back to your Capital?
  • Is colonization too easy? Should habitability and planet climate matter more?
  • Are there any Origins that should be Civics, or Civics that should be Origins?
  • If you could remove one game system, what would it be? Which system would you make the central focus of an expansion? Is there a feature you want to enjoy, but feel the current implementation doesn’t quite work for you?


[h3]To the Future, Together!​[/h3]
I want to spend most of this year’s remaining dev diaries (at least, the ones that aren’t focused on the Circinus patch cycle) on this topic, talking with you about where our shared galactic journey is heading.

Next week we’ll be talking about the 3.14.159 patch.

[h3]But First, a Shoutout to the Chinese Stellaris Community[/h3]​
Before I sign off, I want to commend the Chinese Stellaris Community for finding the funniest bug of the cycle. I’ve been told that they found that you can capture inappropriate things with Boarding Cables from the Treasure Hunters origin, and have been challenging each other to find the most ridiculous things to capture.

You know, little things like Cetana’s flagship. The Infinity Machine. An entire Enclave.

I’m not going to have the team fix this for 3.14.159, but will likely have them do so for 3.14.1592. I want to give you a chance to complete your collection and catch them all. After all, someone needs to catch The End of the Cycle and an Incoming Asteroid. Post screenshots if you catch anything especially entertaining!

See you next week!

Stellaris Dev Diary #360 - The Archive is Open

by Eladrin

Hello everyone!

The Grand Archive Story Pack and the Stellaris 3.14.1 ‘Circinus’ update released on Tuesday. Go forth and collect things and capture space creatures!

[previewyoutube][/previewyoutube]

[h3]The Release Thus Far​[/h3]
The update appears to be a very stable and clean release so far, with few critical issues reported.

A 3.14.15 hotfix is being prepared for today, which includes fixes for two crashes that have occurred a handful of times, and a bug that let you power your economy exclusively through chain-firing Gravity Snares:

[h3]3.14.15 ‘Circinus’ Hotfix Release Notes[/h3]
Bugfixes
  • Gravity Snare costs can no longer go negative.
  • Fixed a case where lured space fauna were uncapturable.
Stability
  • Fixing potential crash when trying to create a ship from a scripted design that contains unusable components for the creator
  • Fixed potential crash when using FromFromFrom scope in "on_planets_zero_pops" on action
  • Fix a crash where an AI could capture fauna even if they shouldn't be able to.


The vast majority of the other crashes are related to incompatible UI mods, so please remember to disable your mods that haven’t updated to the latest version before playing. Several players have reported their mods not fully uninstalling, so you may need to manually clear your mods folder if you continue having issues.

Please keep reporting issues you encounter in our Bug Reports forum.
[h3]The Plan​[/h3]
If everything goes according to plan, I expect that our next patch, 3.14.159, will be released on Tuesday, November 12th. This will let us include some fixes to issues that are reported this weekend and early next week.
[h3]Dev Q&A Transcript[/h3]​
We held a developer Q&A last week, and have exported a transcript for you here:

[Click through to the Paradox Forums to see the entire Q&A transcript]

[h3]Next Week[/h3]​
Next week is going to be a little bit different.

We’ll be looking at the internal vision statement of Stellaris and compare it to how the game has developed over the years, and I’d like to begin a conversation about how we’ll continue to evolve over the next few years.

The Custodian team has been up to something, and I want you to help guide them.