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3.8 "Gemini" Coop Open Beta available now

Hello Stellaris fans,

We are happy to announce the release of our 3.8 Coop Open Beta!
It is now available on a separate branch in Steam.

Instructions for opting in to the Open Beta branch:

Open the Steam client
  1. Go to Library
  2. Right click "Stellaris" in the list of games
  3. Select "Properties..."
  4. Go to the "Betas" tab
  5. Select "stellaris_test - 3.8 Coop Open Beta" in the drop down


This should trigger a new update to Stellaris that lets you enjoy our new Coop mode early!
Please note that the feature is still in development and does have a few issues and instabilities.
Reporting any issues you encounter would be welcome, and you may do so in our Bug Report forums.

Also note that the game now runs in DX11 by default.
You can override this by adding a startup argument in steam.

Instructions for running the game with DX9:
  • In the "Properties..." menu, go to the "General" tab
  • Enter "-dx9" in the Launch Options field


Finally, as always, the team has done a great deal of improvements to the game that are also available in the 3.8 open beta.

Please find the patch notes below.
STELLARIS 3.8 COOP OPEN BETA PATCH NOTES

############################################################
#################### VERSION - 3.8 COOP OPEN BETA ######################
############################################################

Features

  • Added two Cooperative modes, allowing up to five players per empire. More information can be found in Stellaris Dev Diary #293.
  • Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay.
  • Cooperative PvP can be allowed by the host of a standard multiplayer game. When enabled, empires can open themselves up to allow other players to help control their empire. We expect this game mode to be useful for competitive team play.


Improvements

  • Added unique textures for Mercury, Venus, Neptune and Uranus for the Sol system.
  • Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
  • Added new anomaly The Orb
  • Added a special solar system protected by the Lone Defender.
  • Added a decision to clear the wreckage on a Broken Shackles starting planet in the event that they are conquered before they enact the Memorial to the Unshackled decision.
  • Improved accuracy of tooltips on the galaxy setting screen and implemented experimental nested tooltip functionality.
  • The mind-wiped species from On the Shoulders of Giants will now have the Forcefully Devolved trait.
  • The Observation Insight Situation now remembers what approach you had when it last finished.
  • There is now a 1% chance that a pre-ftl civilization will spawn with the Forcefully Devolved trait.


Balance and Bugfixes

  • Lowered base Minor Artifact storage capacity to 2,000. The Facility of Archaeostudies increases this by 1,000 or by 3,000 if the Archaeo-Engineers AP is taken.
  • A synthetically ascended empire should no longer refer to their own pops as having owners.
  • Added a new description to the Broken Shackles Homecoming event if the world is a tomb world.
  • Added missing "gateway" icons and tooltips to tech_cloaking_1 and tech_detection_array.
  • Added missing background for Ironman game setting.
  • Broken Shackles empires with the Parliamentary System civic will instead have Unshackled Politics fire one month after game start instead of one year after game start.
  • Corrected the Ancient Target Scrambler tech not stating that it unlocks the Ancient Target Scrambler ship component.
  • Enclaves should no longer keep offering you their services if you become a fanatical purifier.
  • Fix MP game browser listing full games even if "Not full" is checked.
  • Fixed a typo in the Cloud, Snagged event (federations3.2010)
  • Fixed an issue with an unlocalized version of MSI in the initial interaction between a Broken Shackles and Payback empire.
  • Fixed an unlocalized string for the Reanimated Tiyanki Matriarch.
  • Fixed events related to the Out of Warranty event chain not firing.
  • Fixed incorrect calculation used for Offspring amenities.
  • Fixed Liberation wars not showing up for Payback empires.
  • Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
  • Fixed NO_POSSIBLE_OPTION text in tooltip for an option in Starbase sabotage event
  • Fixed reloading of system initializers and crash in with reload_galaxy console command
  • Fixed some grammar in the Hivemind Voidspawn reanimation event.
  • Fixed Status Quo in a Subsidiary war subjugating the wrong empire.
  • Fixing truncated build queue items in the starbase view
  • Former pre-FTL worlds will no longer display the technological age of the former civilization during colonization.
  • Increased size of the Relic World tied to the Moon Base arc site from 26 to 30.
  • Newly added starbase modules and buildings are now possible targets for Sabotage Starbase.
  • Prevent joining full MP games.
  • Removed a double be from a machine become the crisis event.
  • Solved exploit where a base price would constantly reset the next day if you sold the minimum amount
  • Special project energy cost is now displayed in situation log
  • System and star name should now match even if the player selects an origin that has a special starting system.
  • The "Direct Join" window now blocks other input.
  • The "Host server" window now blocks other input.
  • The Separatist Planet will no longer nuke themselves if you lose your capital to space fauna.
  • Torpedo and Frigate technology now requires you to have researched Corvettes.


AI

  • Fix for AI requiring wrong techs to build some megastructures
  • Prevent "Assist Research" from blocking AI construction of orbital rings
  • AI can take into account planetary impact of orbital ring buildings when picking which one to build
  • AI takes into account planetary production impact of possible orbital ring buildings when considering building orbital rings
  • AI attitude updates now happen only monthly and on diplomatic actions
  • Allow AI to build economically useful orbital ring buildings without a matching designation
  • Relaxed AI budget requirements for orbital ring upgrades
  • The AI will now build more Offspring Outlooks and Cordyceptic Reanimation Facilities.


UI

  • [UI] Addition of new social assets. Update of the Text on tooltips
  • [UI] Auto Track Log Entries setting is saved in the save game.
  • [UI] Removed the in-game web browser. The game will now use the platform's browser instead.


Modding

  • Added copy_flags_and_variables_from effect to copy all flags and variables from one scope to another
  • Added keyboard command for jumping to the next day [.].
  • Added the special_max_amount = yes/no parameter for resources.
  • Removed support for the "Major" flag and potential trigger in events.
  • Renamed country_mia_time_mult to fleet_mia_time_mult so that you can apply it at leader or fleet level too
  • Replaced set_is_female with set_gender
  • Scripted triggers may now generate up to one automatic event option icon each
  • You can now use "initializer = random" in the spawn_system effect


*****************************************************************************************

Please note that save file compatibility between versions is not guaranteed.

If you have an important game going, please back up the save file before trying to load the save in the open beta branch.

If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.

Stellaris Dev Diary #294 - 3.8 ‘Gemini’ Coop Open Beta Release Notes

by Eladrin

Hello again!

Last week we went over the basic design of the Cooperative multiplayer system we’re currently working on, and we’re ready to announce that the Coop Open Beta is looking like it will be starting sometime next week. Though at this time I can’t give a precise date, I thought I’d provide a list of preliminary patch notes.

I expect that we’ll leave the branch up until the release of 3.8, and feedback will be collected in threads until April 30th. Stay tuned for more details once we can share them.

[h3]Release Notes​[/h3]
Here’s a changelog of what will be present in the Coop Open Beta. This is only a small subset of what’s going to be coming in 3.8 - we wanted to keep the Coop changes relatively isolated in order to get better testing of the feature.

STELLARIS 3.8 ‘GEMINI’ COOP OPEN BETA PRELIMINARY RELEASE NOTES
[expand]
Features
  • Added two Cooperative modes, allowing up to five players per empire. More information can be found in Stellaris Dev Diary #293.
  • Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay.
  • Cooperative PvP can be allowed by the host of a standard multiplayer game. When enabled, empires can open themselves up to allow other players to help control their empire. We expect this game mode to be useful for competitive team play.
Improvements
  • Added unique textures for Mercury, Venus, Neptune and Uranus for Sol system.
  • Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
  • Added new anomaly The Orb
  • Added a special solar system protected by the Lone Defender.
  • Added a decision to clear the wreckage on a Broken Shackles starting planet in the event that they are conquered before they enact the Memorial to the Unshackled decision.
  • Improved accuracy of tooltips on the galaxy setting screen and implemented experimental nested tooltip functionality.
  • The mind-wiped species from On the Shoulders of Giants will now have the Forcefully Devolved trait.
  • The Observation Insight Situation now remembers what approach you had when it last finished.
  • There is now a 1% chance that a pre-ftl civilization will spawn with the Forcefully Devolved trait.


Balance and Bugfixes
  • Lowered base Minor Artifact storage capacity to 2,000. The Facility of Archaeostudies increases this by 1,000 or by 3,000 if the Archaeo-Engineers AP is taken.
  • A synthetically ascended empire should no longer refer to their own pops as having owners.
  • Added a new description to the Broken Shackles Homecoming event if the world is a tomb world.
  • Added missing "gateway" icons and tooltips to tech_cloaking_1 and tech_detection_array.
  • Added missing background for Ironman game setting.
  • Broken Shackles empires with the Parliamentary System civic will instead have Unshackled Politics fire one month after game start instead of one year after game start.
  • Corrected the Ancient Target Scrambler tech not stating that it unlocks the Ancient Target Scrambler ship component.
  • Enclaves should no longer keep offering you their services if you become a fanatical purifier.
  • Fix MP game browser listing full games even if "Not full" is checked.
  • Fixed a typo in the Cloud, Snagged event (federations3.2010)
  • Fixed an issue with an unlocalized version of MSI in the initial interaction between a Broken Shackles and Payback empire.
  • Fixed an unlocalized string for the Reanimated Tiyanki Matriarch.
  • Fixed events related to the Out of Warranty event chain not firing.
  • Fixed incorrect calculation used for Offspring amenities.
  • Fixed Liberation wars not showing up for Payback empires.
  • Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
  • Fixed NO_POSSIBLE_OPTION text in tooltip for an option in Starbase sabotage event
  • Fixed reloading of system initializers and crash in with reload_galaxy console command
  • Fixed some grammar in the Hivemind Voidspawn reanimation event.
  • Fixed Status Quo in a Subsidiary war subjugating the wrong empire.
  • Fixing truncated build queue items in the starbase view
  • Former pre-FTL worlds will no longer display the technological age of the former civilization during colonization.
  • Increased size of the Relic World tied to the Moon Base arc site from 26 to 30.
  • Newly added starbase modules and buildings are now possible targets for Sabotage Starbase.
  • Prevent joining full MP games.
  • Removed a double be from a machine become the crisis event.
  • Solved exploit where a base price would constantly reset the next day if you sold the minimum amount
  • Special project energy cost is now displayed in situation log
  • System and star name should now match even if the player selects an origin that has a special starting system.
  • The "Direct Join" window now blocks other input.
  • The "Host server" window now blocks other input.
  • The Separatist Planet will no longer nuke themselves if you lose your capital to space fauna.
  • Torpedo and Frigate technology now requires you to have researched Corvettes.
AI
  • Fix for AI requiring wrong techs to build some megastructures
  • Prevent "Assist Research" from blocking AI construction of orbital rings
  • AI can take into account planetary impact of orbital ring buildings when picking which one to build
  • AI takes into account planetary production impact of possible orbital ring buildings when considering building orbital rings
  • AI attitude updates now happen only monthly and on diplomatic actions
  • Allow AI to build economically useful orbital ring buildings without a matching designation
  • Relaxed AI budget requirements for orbital ring upgrades
  • The AI will now build more Offspring Outlooks and Cordyceptic Reanimation Facilities.
UI
  • Addition of new social assets. Update of the Text on tooltips
  • Auto Track Log Entries setting is saved in the save game.
  • Removed the in-game web browser. The game will now use the platform's browser instead.
Modding
  • Added copy_flags_and_variables_from effect to copy all flags and variables from one scope to another
  • Added keyboard command for jumping to the next day [.].
  • Added the special_max_amount = yes/no parameter for resources.
  • Removed support for the "Major" flag and potential trigger in events.
  • Renamed country_mia_time_mult to fleet_mia_time_mult so that you can apply it at leader or fleet level too
  • Replaced set_is_female with set_gender
  • Scripted triggers may now generate up to one automatic event option icon each
  • You can now use "initializer = random" in the spawn_system effect

[/expand]

Again - this isn’t everything that we’re planning for 3.8.

[h3]Things to Keep in Mind​[/h3]
Coop touches a lot of systems in Stellaris, and it is very likely that you will run into synchronization issues, or other weirdness. (The dreaded “Out of Syncs” that are the bane of multiplayer Stellaris.) This system is still in active development, but we wanted to let people play with it now, while there’s still time to react to feedback and bugs that are found.

Certain events, such as diplomacy with enclaves or other special entities, may also behave oddly during the beta, with responses going to the first player in the empire rather than the one that initiated contact.

[h3]Did you miss last week's Dev Diary Introducing Coop?[/h3]
Community Manager Mordred Viking is back on Stellaris Official to save you the trouble of reading it!
[previewyoutube][/previewyoutube]

[h3]StellARTis Competition Winners​[/h3]
The StellARTis competition has completed, and winners have been announced! Check out some of their brilliant works.

[h3]Next Week​[/h3]
Next week we’ll start going through some of the many changes coming in 3.8 that aren’t in the Coop Open Beta release.

Stellaris Dev Diary #293 - Introducing Coop

by Eladrin

Hello everyone!

One of the major Custodian features planned for the 3.8 ‘Gemini’ update is the addition of two cooperative gameplay modes. Up to five players will be able to control the same empire and work together to play the game as a team.

[h3]Two Modes of Play​[/h3]
Surveys suggested that there are two distinctly different reasons people want to play together.

  • I want to play a PvE game of Stellaris with my friends, either to teach them how to play the game or to have a more relaxed game where we can share the duties of empire management.


Stellaris is a complex game, and learning to play can be difficult without a guiding hand. While some people learn well by watching informative videos created by the community, others might do better playing alongside a friend.

  • I want to play a multiplayer PvP game of Stellaris where teams of players go up against each other.


The cognitive load when playing competitive multiplayer can be at times overwhelming, especially during wars. Being able to split duties with other players on the same team could provide an enjoyable experience.

We’ve tried to support both goals through two different modes of play, with slightly different game rules.

[h3]Cooperative PvE​[/h3]
A new main menu entry exists for starting a Cooperative PvE game where all human players control the same empire.

This will bring them to the Game Browser screen, where one of them can choose to Host a New Game, just like the regular Multiplayer flow.

The hosting player will go directly to Empire Selection, where they can create a new empire or select one they’ve already created as normal, select the Galaxy Settings for the game, and then begin the session.

Unlike regular Multiplayer, the Cooperative PvE flow bypasses the Game Lobby, and the coop players will not need to select an empire. These players hotjoin directly into the hosting player’s empire once the game has begun.

For most purposes, Cooperative PvE is treated the same way as single player PvE is.
[h3]Competitive PvP​[/h3]
The flow for creating a competitive multiplayer coop game is similar to the normal multiplayer flow. One player will host the server, ticking the “Allow Coop” checkbox.



Other players can join the Game Lobby and open their empires up for additional players.

pdx_eladrin has opened his empire up for cooperative play.

After Loner has joined the empire.​

Empires that have been opened for cooperative play add an “inspect” icon to the portrait so prospective players can see the details on the empire before deciding to join.

Inspect a coop empire.​

For more competitive players, the primary player of the empire will be able to lock their empire, which will add a password requirement to joining or inspection.
[h3]New Coop Features​[/h3]
It’s often useful to know what your teammates are up to. To make it a little easier to understand what’s going on, we’ve added Presence Markers to the UI to show which tabs your teammates are currently using.

pdx_eladrin is currently taking care of our research issues, so Loner can worry about something else.​

We're currently exploring the addition of Goto buttons in the top right corner that will allow you to bring your camera to your teammate’s location, but this isn't fully functional yet. (And is unlikely to be during the Open Beta.)

Events will be shown to all members of a coop team, and any of the players can select a response. The window will remain in place with the selected option marked with the icon of the player that made a choice.

Only one option for this one, but it’s nice to know it’s already been selected.​

[h3]What’s Next?​[/h3]
Next week we’ll be talking about the 3.8 ‘Gemini’ Open Beta.

As the Coop game modes touch a lot of moving parts, we’d like to gain feedback on your thoughts of how it plays as well as find where desyncs and other bugs crop up before the actual release.

Stellaris patch 3.7.4 revamps payback origin, adds nuclear close calls

Developer Paradox has detailed Stellaris patch 3.7.4, which is out now and makes some welcome changes and improvements to the space grand strategy game following the arrival of the Stellaris First Contact DLC earlier this month. Among the changes are some big tweaks to one of the origins added with the DLC, payback, and a chance for civilizations to have close calls when nuclear war threatens to break out.


Read the rest of the story...


RELATED LINKS:

Stellaris DLC incoming, as Steam strategy game adds surprise new tech

Stellaris First Contact story pack will add new pre-FTL mechanics

Stellaris Toxoids pack introduces a poisonous order of knights

Stellaris Dev Diary #292 - 3.7.4 Released, and Concepts

by Eladrin

Happy Thursday!

Thanks to everyone who answered our User Research survey as well as to everyone posting in our Custodian Diplomatic AI Feedback thread.

Originally I was planning on just talking about what was going into 3.7.4, with a potential release date next week, but things went a bit better than expected and as of this morning the 3.7.4 patch has been released. Unless something major crops up, the next Stellaris update is expected to be the 3.8 ‘Gemini’ release during Q2.

This patch includes another adjustment to pre-FTL civilizations being too keen on destroying themselves in atomic fire (they now have a significant chance to have a “close call”, and we've adjusted some of the possibility weights some more), but we have a larger solution planned for 3.8.

STELLARIS ‘CANIS MINOR’ 3.7.4 PATCH NOTES

[expand]
BALANCE AND IMPROVEMENTS
  • Pre-FTL civilizations now have a chance of having a "close call" when nuclear war threatens to break out.
  • Payback Origin
  • If you defeat the Debt Collectors three times, the MSI will use the Humiliate war goal against you instead of trying to vassalize you
  • The Debt collectors won't bug you anymore if you're currently at war with the MSI
  • Fixed Payback war goals to ensure you can't vassalize or impose ideology on homicidal empires
  • Slightly increased surrender acceptance of Payback war goals
  • Payback origin: fixed a rare instance where the Debt Collectors event chain could get soft locked if the debt collectors were defeated by another empire
  • Payback empires now get a consolatory prize if the MSI gets destroyed by a Marauder empire
  • Fixed an issue where a Payback empire using the End Threat (Payback) war goal against the MSI could end with a whimper instead of as intended.
  • Increased starbase reactor power by roughly 15%.
  • Hive-Minds with both Cordyceptic Drones and Stargazers now start with 3 reanimated amoebae.
  • Pre-FTL Awareness cannot naturally decay below 10.
  • The Raise Awareness espionage operation now prevents pre-ftl Awareness from naturally decaying for 5 years.
  • The Triumviri ending for Fear of the Dark is now achievable from infiltrating the Fevorian government.
  • Buffed MSI by giving them some bonus naval capacity and starting technologies.


BUG FIXES
  • The devolving beam now properly destroys the final contingency world (when boosted with the Archaeo-Engineers Ascension Perk)
  • Fixed Sabotage Starbase operation failing to destroy starbase components
  • Fixing a case where you were blocked from building orbital rings on a Fear of the Dark planet
  • It is no longer possible to acquire multiple Galatrons from reliquaries
  • Hivemind pre-FTLs will no longer be producing consumer goods.
  • Fixed an issue where the Solarpunk society wouldn't reattach itself to the galaxy.
  • Fixed an issue where the Solarpunk society would stay neutral after being attacked.
  • Fixed an issue where Sol X and your Beta homeworld would overlap.
  • Fixed the Dark Forest achievement not triggering in some cases due to interactions with marauders.
  • Construction ship and science ships gained from picking a specialization as part of the Imperial Fiefdom origin now correctly start with hyper drives for empires with the Eager Explorer civics.
  • Fix AI Empires building hundreds of observation stations if you don't own First Contact
  • Empire naming adjectives should now be seen for German, Simplified Chinese, and Russian.
  • Removing an unnecessary progress bar in the clear blocker view.
  • Removed happiness penalties from unemployment from living standards, these are now solely applied from job strata.
  • AI with Clone Army Origin now creates clone vats to keep their colonies alive.
  • Starbases should now correctly reflect their new sensor range on the monthly tick.
  • Ancient Saturator Artillery tech now unlocks the Spinal Mount Bow section for battleships.
  • Fixed decloaking in a system with pre-ftls not correctly firing the event to increase awareness.
  • Broken Shackles empires with robots outlawed now correctly purge machine and mechanical pops.
  • Terraforming a planet now also has a chance of triggering an awareness increase.
  • Fix crash when a species doesn't have a valid archetype
  • Removed ability to use the "reveal yourself" diplomatic action while you're already revealing yourself
  • Pre-FTL agreements like "give technology" now get correctly removed once a pre-FTL civilization becomes spacefaring
  • Blocked "Salacious Affair" envoy event from firing on pre-FTL worlds
  • Removing the option of upgrading at neutral starbases
  • Fixed the Fear of the Dark Separatist country being localized incorrectly in German, Polish and Spanish.
  • Added correct icon for Negative Media Coverage modifier.
  • If a pre-FTL society has more than one planet then none will keep being available for observation once the society becomes fully aware.
  • Dig sites should no longer generate minor artifacts for users that do not own Ancient Relics DLC
  • Corrected icon for Declining Healthcare modifier.
  • Class-4 Singularity can now be constructed when rewarded by event.
  • Made it so you can't get an option in an espionage event that requires an interference policy that doesn't allow for espionage.
  • Genocidal empires can now use assimilation species rights targeting their species. This should fix Fanatic Purifiers not being able to cybernetically or psionically assimilate lost colonies, splinter planets or the like.
  • Adding missing cloaking stat on ship design view.
  • Blocking the possibility of terraforming while the planet is under colonization.
  • Fixed a crash when loading old savegames
  • Fixed tooltip bug with fleets from defensive pacts in a war.

[/expand]
[h3]Concepts​[/h3]
As part of our ongoing efforts to make the game less daunting for new and returning players, we’ve discovered a UX Insight Technology while observing the pre-FTL games made by our sibling studios. In 3.8 we’ll be introducing Concepts as a variant of the nested tooltips you may be familiar with from Crusader Kings or Victoria.

Our primary goal with Concepts is to simplify tooltips while providing the means to get more information than before. Instead of cluttering the base tooltips with complete details, you can dig down to learn more about key terms as desired. While it may change for the final release, Concepts are currently planned to always be shown in a specific Teal color. After a brief delay (or after clicking the middle mouse button), a tooltip that possesses in-line Concepts will lock into place as shown below.

Our initial efforts in introducing these have been focused on the Galaxy Settings before starting a new game to further explain some details that might not be obvious at first glance, but to fully explain would bloat the normal tooltip into a wall of text.

An Example of Concepts

While Concepts in 3.8 will initially be limited exclusively to Galaxy Settings, we’re planning on expanding the use of Concepts to Empire Creation and beyond during the Custodian releases over the next year.

SPOILER: CONCEPT DETAILS FOR MODDERS
[expand]
common\game_concepts will have a 00_game_concepts.txt where we define concepts, alongside icons and aliases.

concept_fallen_empires = {​
alias = { concept_fallen_empire }​
}​
concept_awakened_empires = {​
alias = { concept_awakened_empire concept_fallen_empire_awakening concept_awaken }​
}​
concept_marauder_empires = {​
alias = { concept_marauder_empire }​
}​
concept_technology = {​
icon = "gfx/interface/icons/concepts/concept_technology.dds"​
alias = { concept_technologies }​
}​


Any concept that does not have an icon defined will default to a "thinking cloud" icon that's in Defines.


Marauder Empires concept, showing off the default icon.

Concepts themselves are referenced in-line in localization using the ['concept'] notation:

FE_FALLEN_EMPIRES_TOOLTIP:1 "§HNumber of Fallen Empires§!\nThis controls the maximum number of ['concept_fallen_empires'] that are allowed to spawn in the galaxy."​


The text for the generated tooltip is defined by the concept name you defined earlier, and by default, will use the base concept name _desc. Aliases let you reuse _desc text easily.

concept_fallen_empire: "Fallen Empire"​
concept_fallen_empires: "Fallen Empires"​
concept_fallen_empires_desc: "Fallen Empires are ancient precursor civilizations that start with advanced technology and powerful fleets, but are generally passive. At times they may make demands or offer tasks to lesser empires.\n\nProvoking a Fallen Empire is risky unless you are confident in your ability to defeat a challenging opponent."​


If desired, you can make it show something other than the base concept name as the Cyan tooltip. For example, here we wanted the Unity symbol to also count for the mouseover tooltip. (Tip: Use non-breaking spaces so the mouseover region sticks together if you do this!)

concept_edict: "Edict"​
concept_edicts: "Edicts"​
concept_edicts_desc: "Edicts are empire-wide decisions that can be enacted by spending resources or paying a monthly upkeep. These typically cost ['concept_unity', £unity£ $concept_unity$] or are paid for using the ['concept_edict_fund'], but some Edicts may cost other resources."​

concept_edict_fund: "Edict Fund"​
concept_edict_fund_desc: "The Edict Fund is a separate and static pool of £unity£ §IUnity§! for §IEdict§! upkeep.\n\nIf upkeep exceeds the size of the Fund, regular £unity£ §IUnity§! will also be used.§!"​


Concept text can itself have additional further concepts within it.

concept_technology: "Technology"​
concept_technologies: "Technologies"​
concept_technology_desc: "Technologies unlocked by research are one of the primary ways to increase your empire's strength in Stellaris, and fall into three fields of study:\n\n$t$['concept_physics_research', £physics£ $concept_physics_research$]\n$t$['concept_society_research', £society£ $concept_society_research$]\n$t$['concept_engineering_research', £engineering£ $concept_engineering_research$]\n\nThe most common sources of §IResearch Points§! are from £pops£ §IPops§! working in §IResearch Labs§! or from §IResearch Stations§! built in space above appropriate deposits."


We've added a few new text colors to fonts.gfx that we use exclusively for Concept tooltips. While §K and §I are identical to §H and §Y, they're separate in case we want to change them.

C = { 33 232 208 } # C = Cyan, Used for Concept Text that generates another tooltip.​
K = { 251 170 41 } # K = Header for Concepts. Currently identical to H.​
I = { 247 252 52 } # I = Highlights for Concepts. Currently identical to Y.

[/expand]
[h3]Next Week​[/h3]

Next week we’ll start going through the main features we’ll be adding in Gemini, and (hopefully) some details on our planned 3.8.0 Gemini Open Beta.

Tofu’s been studying.