1. Stellaris
  2. News

Stellaris News

#MODJAM2025 Available Now!

[p]Hello Stellaris Community![/p][p][/p][p]We’re proud to announce that #MODJAM2025 is available now on the Stellaris Steam Workshop![/p][p][/p][h3]Subscribe on Steam: [dynamiclink][/dynamiclink][/h3][p]#MODJAM2025 boasts over 15 new player crisis paths for you to explore, with more potentially coming on Thursday.[/p][p][/p][p]But that’s not all, you get to vote for your five favorites! Voting closes on August 22nd, so be sure to get your votes in before then![/p][p][/p][p][/p][p][/p][p]We will announce the winners of #MODJAM2025 on August 25th, with the top 3 Player Crisis Paths getting some great prizes from our sponsors at Republic of Gamers![/p][p][/p][p][/p][p][/p][p]This year our first place Modder will win an ROG Ally X, and our second place Modder will win an Rog Ally, both from our sponsors at Republic of Gamers! Our third place Modder will receive a Stellaris Merchandise Bundle valued at approximately USD$170 from our friends here at Stellaris Marketing.[/p][p][/p][p][/p][p][/p][p]Want to know more about #MODJAM2025? Michael~ joins us again this summer, to highlight each of the Player Crisis Paths![/p][p][/p][previewyoutube][/previewyoutube][p]Submission #1 Highlight on the Stellaris Forums[/p][p][/p][previewyoutube][/previewyoutube][p]Submission #2 Highlight on the Stellaris Forums[/p][p][/p][previewyoutube][/previewyoutube][p]Submission #3 Highlight on the Stellaris Forums[/p][p][/p][p]Thanks to everyone who signed up, contributed, helped test, and of course thank you for our sponsors for supporting #MODJAM2025![/p][p][/p][p]Subscribe today![/p][p]Steam: [/p][p]https://pdxint.at/mj25steam[/p][p]Paradox Mods: [/p][p]https://pdxint.at/mj25pdxmods[/p][p]Vote: [/p][p]http://pdxint.at/mj25vote[/p][p][/p][p][/p]

Stellaris #MODJAM2025 Showcase - Modded Crisis Paths Part #2

[p][/p][p]by MrFreake_PDX[/p][p][/p][p]Hello everyone![/p][p][/p][p]We’re now less than a week away from the release of #MODJAM2025 on July 29th! Testing is still ongoing on the Stellaris Official Discord, so if you want to help out, there’s still time![/p][p][/p][p]We want to thank everyone who has shown up and tested so far, having extra eyes on a project is extremely helpful, especially when working with tight deadlines like in a mod jam. This week we have five more crisis paths to highlight today, and there will be one more additional highlight next week. The modders involved have all done fantastic work, and we can’t wait to get their crisis paths into your (obviously benevolent) hands.[/p][p][/p][previewyoutube][/previewyoutube][p]—[/p][p][/p][p]The Phoenix Protocol involves your empire discovering their heritage as a great power, with the goal of restoring their people to their former glory.[/p][p][/p][p][/p][p]When asked about their inspiration, Bee’s Knees had this to say:[/p][p]“The idea of restoring the glory of a former empire was a scaled-down version of an original idea I had to allow players to play as a fallen empire.[/p][p][/p][p]*Very* loosely, the devolution idea came from a creative repurposing of a Marvel movie quote (""I will burn them out of time"")."[/p][p][/p][p]—[/p][p][/p][p]Theophany the story of your empire’s slow descent into madness after it finds a weak and fragile deity in the shroud.[/p][p][/p][p][/p][p]When asked about the inspiration for their submission, the derega, Tree and Malthus said:[/p][p]“We like the idea of the shroud like many others which is why our's is probably shroud crisis #10 or so. In vanilla Stellaris we kind of missed the opportunity for the player to get or create their own customized shroud entity to worship instead of just being a mere follower to the established four big ones.”[/p][p][/p][p]—[/p][p][/p][p]In the Dreaming Deep crisis path you will work your way into other empire’s dreams while exploring the deeper meaning of your own.[/p][p][/p][p][/p][p]When asked about the inspiration behind Dreaming Deep, the Nuadha said this:[/p][p]“A combination of the game Cultist Simulator, the idea of finding physical meaning through dreams, and the unpublished works of H P Lovecraft.”[/p][p][/p][p]—[/p][p][/p][p]Whispers in the Weave is a story-based crisis path revolving around ancient whispers echoing between the stars.[/p][p][/p][p][/p][p]Evereal and Kalisalos had this to say about the inspiration for Whispers in the Weave:[/p][p]“Whispers in the Weave is a crisis that touches on several themes of eldritch horror - of the great unknown that dwells beyond, of those elements that we do not and could never understand. A whisper in the night could be anything. A threat. A secret. A promise.[/p][p][/p][p]Folding in concepts of dreams, thoughts, sound, and obsession, we thus ask you... What, truly, lies beyond our comprehension?”[/p][p][/p][p]—[/p][p][/p][p]The Architect of Ruin will offer its services to you in exchange for simple requests, granting boons and gifts, while taking the minds of your people.[/p][p][/p][p][/p][p]When asked about the inspiration behind the Architect of Ruin, the MadeinCanada had this to say:[/p][p]“The first part of the Architect of Ruin that came to me were the mechanics, namely the Satisfaction mechanic, where the crisis objectives mainly focus on completing more and larger tasks to keep the entity's Satisfaction in the positive to gain bonuses and avoid punishments, but of course these would become harder and harder to complete, so you need to strategise what to do and how![/p][p][/p][p]From there, other mechanics like the megastructures, jobs, subject, factions and more came pretty naturally into the base theme of having to satisfy this powerful being. In terms of flavour and lore, leaning into the eldritch aspect of Stellaris was obvious to me, especially since it's not much explored outside of the Shroud, and especially not for Become the Crisis paths!”[/p][p][/p][p]—[/p][p][/p][p]That’s it for today folks! We'll be back on Thursday of next week with our final submission highlight. #MODJAM2025 will release on Tuesday, July 29th, and you can subscribe to #MODJAM2025 early so you can get it as soon as it becomes available![/p]

Stellaris #MODJAM2025 Showcase - Modded Crisis Paths Part #1

[p][/p][p]by MrFreake_PDX[/p][p][/p][p]Hello Stellaris Community![/p][p][/p][p]Today is the end of working time for the modders participating in #MODJAM2025! The modders now have 10 days to test and polish their submissions before the modjam releases on July 29th. We’re expecting between 15 and 20 new modded player crisis paths for you to enjoy. If you’re interested in helping test the modder’s submissions, join us on discord and get the tester role in the #help-test-modjam channel.[/p][p][/p][p]We brought in Michael~ to create videos to highlight the modder’s submissions on YouTube as well:[/p][p][/p][previewyoutube][/previewyoutube][p]Be sure to subscribe to Michael~ on YouTube to get more content about Stellaris Mods![/p][p][/p][p]Our first highlight is by Greendog, is a diplomatic focused crisis that wishes to take over the galaxy, believing themselves to be as gods compared to the other empires.[/p][p][/p][p][/p][p]When asked about their inspiration, Greendog said this submission was loosely inspired by the Galactic Empire and the Imperium of Man. Can’t say they don’t know their audience.[/p][p][/p][p]—-[/p][p][/p][p]Our next submission, created by Jin2188 and The_Wandering_Modder, takes you on a journey across Branchial Space, where infinite universes entangle in a vast web of endless possibilities.[/p][p][/p][p][/p][p][/p][p]When asked about the inspiration behind The Branchial Weaver, they said this:[/p][p]“After the last ModJam, I joined up with a few other modders to try and create a big "Crisis Expansion" mod, that would have a crisis path for each vanilla ethic, with the crisis for the Pacifist ethic involving time travel and rewriting history. The project never really came to fruition, but the core ideas were still there. When expanding upon this idea for this ModJam, I was heavily inspired by a "theory of everything" making the rounds in physics recently. Stephen Wolfram, Jonathan Gorard, and several others have been working on what they call the Wolfram Physics Project, one of several attempts to find the "fundamental theory of physics". Its validity is debatable, but I found myself fascinated by it anyway. One of the really interesting things I found was the idea that general relativity (our current theory of gravity) and quantum mechanics are actually the same theory played out in different kinds of space. Quantum mechanics, in this framework, plays out in what Wolfram calls "branchial space", which is a sort of "space of spaces" where each element of the "space" represents a single quantum state of the universe. It's a bit complicated, but Wolfram tries to make it as simple as possible when communicating his theory to the public. He has a few "writings" where he describes aspects of his ideas in a somewhat simplified form for those who are interested in physics but don't want to be bombarded with math and technical jargon.[/p][p][/p][p]—[/p][p][/p][p]Our next submission, by Daniellm is a spiritual crisis path revolving around the Shroud.[/p][p][/p][p][/p][p]When asked about their inspiration, Daniellm said this:[/p][p]"I have always loved psionics and the shroud in stellaris. The shroud patrons and just generally the idea of this other dimension of pure energy not so far from ours.[/p][p][/p][p]Stellaris has never really tapped into the idea of shroud cults, the closest we come to this are the shroudwalkers. The idea of cults, and them spreading to different empires, all with the common goal of wanting to summon their god or gods into the universe is what started project divinity."[/p][p][/p][p]—-[/p][p][/p][p]Our next submission to highlight is by jam1066, is a mining focused crisis path, which gives you access to more extreme mining techniques as you progress further.[/p][p][/p][p]When asked about their inspiration for creating this crisis path, jam1066 had this to say:[/p][p]“I looked at what ships existed in the game but were inaccessible to the player and found the Mining Drones. This helped me decide the direction of the crisis path in being mining focused.”[/p][p][/p][p]—-[/p][p][/p][p]Our next submission by .wiirlak (with icons made by Oriya) revolves around terraforming planets into Bloom Worlds, making a haven for your people, and a nightmare for others.[/p][p][/p][p][/p][p]When asked about their inspiration, wiirlak simply said “Unlimited Growth”.[/p][p][/p][p]—-[/p][p][/p][p]Our final submission this week is by TheRingBearer, whose crisis path aims to create a perfect idyllic utopia, a society previously thought unobtainable.[/p][p][/p][p][/p][p]When asked about their inspiration, this is what TheRingBearer had to say:[/p][p]“While I can point to a joke in the Modjam Discord to the inspiration of the theme. The driving inspiration was wanting a way to "win" that didn't necessarily involve conquering the galaxy as well as being a "well intentioned" Crisis. Utopia justifies the means.”[/p][p][/p][p]—-[/p][p][/p][p]Thanks for reading![/p][p][/p][p]If you’re interested in helping the modders playtest their mods, join us on discord and press the button in the #help-test-modjam channel to unlock the testing channels! We’ll be back next week with more highlights from #MODJAM2025![/p]

4.0.22-Wilderness Open Beta 2025-07-08 Updated (checksum 26d5)

[p]Hello, Stellaris community!

The Wilderness Open Beta has been updated again, with fixes to Workforce calculations, advanced and endgame AI plans, a fix to espionage, improvements to district tooltips, and more.

Here is a list of what we've changed:
[/p][h3]4.0.22-Wilderness Open Beta 2025-07-08 Update​[/h3][h3]Balance:​[/h3]
  • [p]Substantially increased the base Command Limit of fleets and most sources of Command Limit. We know you were going to doomstack those fleets anyway. (This is secretly mostly for performance reasons, don't tell anyone.)[/p]
[h3]Bugfix:​[/h3]
  • [p]Fixed Workforce calculations.[/p]
  • [p]Fix to Neural Chips in the Synaptic Lathe not functioning properly.[/p]
  • [p]Planetary Logistic Deficits slider should now correctly apply.[/p]
  • [p]Erudite trait now correctly applies to Leaders when gained through Adaptive Evolution[/p]
  • [p]Fixed certain events not correctly creating buildings when initializing planets or otherwise changing AI controlled worlds.[/p]
  • [p]Fixes wilderness biomass not being updated when loading an older savegame[/p]
  • [p]Open Beta Only: Spy Networks should once again grow properly.[/p]
[h3]AI:​[/h3]
  • [p]Continued improving the AI's economic plans to be more effective.[/p]
  • [p]AIs now have distinct advanced and endgame economic plans that focus largely on Research, Naval Capacity, and whatever it is they use to build ships.[/p]
  • [p]The AI is less enthusiastic about building Storm related buildings.[/p]
[h3]UI:​[/h3]
  • [p]Pop Strata with no possible unemployment (like Civilians) hide the Unemployment values in collapsed planet jobs view[/p]
  • [p]Improved District tooltips:[/p]
    • [p]Hovering a district now shows the scaled and separated modifiers[/p]
    • [p]Hovering the build button shows the values for a single district (this is what you'll gain)[/p]
  • [p]Instead of being essentially omnipresent, the orange briefcase in the outliner now indicates that you have 500 or more Civilians + Unemployed pops on the planet. (100+ Unemployed pops should still override it with the red briefcase.)[/p]
[h3]Stability​[/h3]
  • [p]OOS fix related to bombardment and ground combat[/p]
  • [p]Potential OOS fix related to Grand Archives[/p]
[h3]Modding:​[/h3]
  • [p]Added ship_reactor_power_add/mult modifiers[/p]
  • [p]The num_empires trigger now correctly counts the number of empires instead of the number of fallen empires. Whoops.[/p]
[p]
The complete list of previous changes in this branch (excluding the new one) are here:[/p][h3]4.0.22 Ongoing Release Notes​[/h3][h3]Improvement​[/h3]
  • [p]Significant quality of life and system changes to Wilderness empires.[/p]
    • [p]To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.[/p]
    • [p]Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.[/p]
    • [p]These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations. Please provide feedback![/p]
  • [p]Grown pops now spawn in a default stratum and job (like “Civilian”) instead of being unemployed their parents' stratum[/p]
  • [p]Planetary Automation no longer actively tries to keep some civilians around.[/p]
[h3]Balance​[/h3]
  • [p]The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.[/p]
  • [p]Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.[/p]
  • [p]The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots[/p]
  • [p]20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.[/p]
  • [p]Shattered Ring Origin now starts with two additional Scrap Mining districts.[/p]
  • [p]Various guardian space critter factions will now ignore ftl inhibitors.[/p]
  • [p]The diplomacy tradition "The Federation" now also gives 25% progress in the Federation Code technology[/p]
  • [p]The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.[/p]
  • [p]Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)[/p]
[h3]Bugfix​[/h3]
  • [p]Fixed the Controlled Evolution achievement checking you had the pre-BioGenesis genetic ascension. Also made it check that the species that granted the achievement did in fact have genes.[/p]
  • [p]Fix Slaver Guilds constantly reassigning slaves and never enslaving workers[/p]
  • [p]Updated the ship role handling of the cosmogenesis biological ships[/p]
  • [p]Cosmogenesis biological ships can now equip the unique components of the equivalent regular biological ships, excluding growth components.[/p]
  • [p]Fixes building limit calculation that was causing incorrect removal of buildings.[/p]
  • [p]Fallen Empire trade buildings should no longer self destruct[/p]
  • [p]The Corporate Embassy now correctly gives trader jobs for Worker Coop empires[/p]
  • [p]Fix to building limit logic that was destroying things like the Archaeostudies building.[/p]
  • [p]Land Appropriation once again kicks pops off their planets and makes them into refugees.[/p]
  • [p]Strategic resource maximum for invalid countries is now calculated as zero[/p]
  • [p]Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over[/p]
  • [p]If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.[/p]
  • [p]Synapse drones job modifier will use the correct icon in the building effect summary.[/p]
  • [p]Jobs production modifier fix in nested tooltip for Serviles trait[/p]
  • [p]Maze Harbingers now use the correct amount of naval capacity[/p]
  • [p]The hive Sensorium building no longer mentions Evaluators[/p]
  • [p]The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers[/p]
  • [p]Fixed Integrated Preservation still giving modifiers to Evaluator jobs[/p]
  • [p]Job swaps that require buildings on a planet now require the building to not be disabled.[/p]
  • [p]Improved consistency with the tooltips for the Galactic Curator civics[/p]
  • [p]Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.[/p]
  • [p]Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.[/p]
  • [p]Unrest.4200 will no longer generate descriptions that don't describe the planets.[/p]
  • [p]Improved dead object database[/p]
  • [p]Science ships can no longer continue progressing archaeological sites without a leader[/p]
  • [p]Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.[/p]
[h3]AI​[/h3]
  • [p]The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.[/p]
  • [p]Reduced the AI's love of hydroponic farms and other static job resource production buildings, and commercial nexuses.[/p]
  • [p]AI is more likely to build Engineering, Physics, or Society Research modifying buildings if they have a specialization focusing on that research branch on the planet.[/p]
  • [p]AI Shattered Ring empires will now actually clear their blockers to make use of their other habitable segments. They also favor the techs that are prerequisites for their shattered ring blockers.[/p]
  • [p]AI Shattered Ring empires will wait a bit longer and space out their colonization of the other segments.[/p]
  • [p]AI now has a better opinion of housing buildings and will not blow them up as often.[/p]
  • [p]AI (and automatic tech selection in general) now more strongly favors techs that unlock District Specializations.[/p]
  • [p]Reduced the "stickiness" of trade and urban designations on planets[/p]
  • [p]The AI now has a greater preference for Cruisers and Battleships.[/p]
  • [p]Adjusted AI priorities regarding research and trade targets.[/p]
  • [p]The AI is no longer quite as gung-ho about Defense Privatization.[/p]
  • [p]AI will no longer spam amenity buildings if it doesn't actually need them.[/p]
  • [p]AI will no longer mix unity or trade district specializations with research or industrial specializations.[/p]
  • [p]AI will now re-evaluate planet designations once per year.[/p]
  • [p]Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.[/p]
  • [p]The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.[/p]
  • [p]The AI will only build more than two Strongholds on planets with a Fortress District Specialization.[/p]
  • [p]AI Void Dwellers will now correctly budget alloys towards building Districts.[/p]
  • [p]Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all[/p]
[h3]Stability​[/h3]
  • [p]Fixed an OOS at reconnect related to the bureaucrat job[/p]
  • [p]Fix OOS related to Specimens and Exhibits[/p]
  • [p]Fixed an OOS when a client uses a different language from the host[/p]
  • [p]Fix CTD related to specimens[/p]
  • [p]Fixed another OOS at reconnect[/p]
[h3]Performance​[/h3]
  • [p]Fixed biomass growth on_monthly being called for non-wilderness empires[/p]
  • [p]Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines[/p]
  • [p]Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish![/p]
  • [p]The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms[/p]
  • [p]Minor improvement to refugee_effect[/p]
  • [p]Minor improvement to handling modifiers[/p]
  • [p]Memory leak fix from faulty pattern.[/p]
[h3]UI​[/h3]
  • [p]Update Deposits when a blocker is cleared while Planet view is open[/p]
  • [p]Centered the army icons to be in the middle on background[/p]
  • [p]Habitability and Dig site no longer overlap each other in the Planet UI.[/p]
  • [p]Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.[/p]
  • [p]Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.[/p]
  • [p]New icon for strange wormhole[/p]
  • [p]Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.[/p]
  • [p]Pop Strata with no possible unemployment (like Civilians) hide the Unemployment values in collapsed planet jobs view[/p]
  • [p]Improved District tooltips:[/p]
    • [p]Hovering a district now shows the scaled and separated modifiers[/p]
    • [p]Hovering the build button shows the values for a single district (this is what you'll gain)[/p]
  • [p]Instead of being essentially omnipresent, the orange briefcase in the outliner now indicates that you have 500 or more Civilians + Unemployed pops on the planet. (100+ Unemployed pops should still override it with the red briefcase.)[/p]
[h3]Modding​[/h3]
  • [p]Add district_limit to buildings[/p]
  • [p]Console commands now use country index instead of country ID, making them easier to use[/p]
  • [p]Add displace_pop_amount effect that simply raises on_pop_displaced[/p]
  • [p]Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)[/p]
  • [p]Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.[/p]
  • [p]It is now possible to override the Icon for the dynamically generated modifiers by adding a \[modifierName]_icon entry in the localization.[/p]
  • [p]Added on_queued, on_unqueued, on_built effects for district specializations[/p]
  • [p]Added a capital_tier parameter for capital building and an associated planet scope trigger.[/p]
  • [p]Refactored the has_x_capital scripted triggers to account for capital building tiers[/p]
[p]
As mentioned before, these changes are expected to be released on the live branch in August, and your feedback will determine whether or not we keep the Wilderness changes. (Currently we're leaning towards "yes".) Please keep your feedback coming.

To opt into the Wilderness Open Beta, go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "wilderness- Wilderness Open Beta" branch in the Beta Participation dropdown. You may need to restart Steam to get it to appear.

Thank you for playing Stellaris![/p]

Wilderness Open Beta Available | 2025-07-03

[p][/p][p]Over the summer, our Dev Team will be updating the Wilderness Open Beta branch on Steam, with priorities of improving stability, performance, the AI, and bugfixes. Today's update is now available.[/p][p][/p][h3]4.0.22-Wilderness Open Beta 2025-07-03 Update​[/h3][p]Improvement[/p]
  • [p]Grown pops now immediately join an available job (like “Civilian”) instead of being processed for a month[/p]
[p]Balance[/p]
  • [p]Various guardian space critter factions will now ignore ftl inhibitors.[/p]
  • [p]The diplomacy tradition "The Federation" now gives 25% progress in the Federation Code technology[/p]
  • [p]The Holo-Museums acquired from the Curator enclave now swap Entertainers (or Evaluators) to Curators (or Curator Drones). These jobs produce Unity and Amenities, with each Holo-Museum adding additional job upkeep and output. Holo-Museums can now be constructed in research and resort specializations. Finally, these buildings are improved by the Archaeo-Engineers AP.[/p]
  • [p]Galactic Curator civics also swap Entertainers (or Evaluators) to Curators (or Curator Drones)[/p]
[p]Bugfix[/p]
  • [p]Fix to building limit logic that was destroying things like the Archaeostudies building.[/p]
  • [p]Land Appropriation once again kicks pops off their planets and makes them into refugees.[/p]
  • [p]Strategic resource maximum for invalid countries is now calculated as zero[/p]
  • [p]Fixed edge cases where shipyards could have ships from the old owner in the construction queue after being taken over[/p]
  • [p]If you change your civics but not your authority the Ruler Chips modifiers should no longer reset.[/p]
  • [p]Synapse drones job modifier will use the correct icon in the building effect summary.[/p]
  • [p]Jobs production modifier fix in nested tooltip for Serviles trait[/p]
  • [p]Maze Harbingers now use the correct amount of naval capacity[/p]
  • [p]The hive Sensorium building no longer mentions Evaluators[/p]
  • [p]The effects of the Galactic Curator civic councilors (both regular and corporate) now apply to Entertainers[/p]
  • [p]Fixed Integrated Preservation still giving modifiers to Evaluator jobs[/p]
  • [p]Job swaps that require buildings on a planet now require the building to not be disabled.[/p]
  • [p]Improved consistency with the tooltips for the Galactic Curator civics[/p]
  • [p]Virtuality Machine Empires on Ringworlds should no longer get regular engineering or physicists jobs, only gestalt ones.[/p]
  • [p]Behemoth empires that have become Ever Hungry will no longer get "Nice Guy" event options, such as not being allowed to space Reth Unddol.[/p]
  • [p]Unrest.4200 will no longer generate descriptions that don't describe the planets.[/p]
  • [p]Improved dead object database[/p]
  • [p]Science ships can no longer continue progressing archaeological sites without a leader[/p]
  • [p]Biomass and Neural Chip Processing and Unprocessing jobs now have unique names so it's easier to tell what's going on.[/p]
[p]AI[/p]
  • [p]Fixed a bug where the AI would order fleets to follow one another, resulting in no fleet movement at all[/p]
[p]Stability[/p]
  • [p]Fixed an OOS at reconnect[/p]
[p]Performance[/p]
  • [p]Refactored parts of the Planet UI to improve performance, this likely has the greatest benefit for lower end machines[/p]
    • [p]Open Beta Note: This one is a little risky, so if you see weird stuff going on in the Planet UI, please let us know.[/p]
  • [p]Improved Nascent Stage Logic by roughly 75%. Let your favorite gladiatorial beasts flourish![/p]
  • [p]The AI will no longer constantly be starting and canceling Arc Furnaces and Dyson Swarms[/p]
  • [p]Minor improvement to refugee_effect[/p]
  • [p]Minor improvement to handling modifiers[/p]
  • [p]Memory leak fix from faulty pattern.[/p]
[p]UI[/p]
  • [p]Centered the army icons to be in the middle on background[/p]
  • [p]Habitability and Dig site no longer overlap each other in the Planet UI.[/p]
  • [p]Pop amount in the Current Population does not overlap other elements when it has more than 2 digits anymore in Planet UI.[/p]
  • [p]Pop Count of Pop Group in the Ressettlement Window does not overlap when it has more than 4 digits.[/p]
  • [p]New icon for strange wormhole[/p]
  • [p]Introduced min/max pitch settings for Ship model preview: It will no longer do sharp and unpredictable turns when turning the ship model around.[/p]
[p]Modding[/p]
  • [p]Console commands now use country index instead of country ID, making them easier to use[/p]
  • [p]Add displace_pop_amount effect that simply raises on_pop_displaced[/p]
  • [p]Add research speed and draw chance modifiers for tech types (rare, dangerous, insight, custom)[/p]
  • [p]Added a new ignore_ftl_inhibitors flag for the country type. Setting this to true, would enable that country type to ignore FTL Inhibitors.[/p]
  • [p]It is now possible to override the Icon for the dynamically generated modifiers by adding a \[modifierName]_icon entry in the localization.[/p]
  • [p]Added on_queued, on_unqueued, on_built effects for district specializations[/p]
  • [p]Added a capital_tier parameter for capital building and an associated planet scope trigger.[/p]
  • [p]Refactored the has_x_capital scripted triggers to account for capital building tiers[/p]
[p]To opt into the Wilderness Open Beta, go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "wilderness- Wilderness Open Beta" branch in the Beta Participation dropdown. You may need to restart Steam to get it to appear.[/p][p]Our intention is to run this Wilderness Open Beta for the rest of the summer so we can gather feedback on these changes.[/p]