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Conquer the far reaches of space with Humble's new Explore & Expand bundle

Space is big, as Douglas Adams once put it, and so is this new Explore & Expand bundle from Humble. The latest Humble bundle has a more space games in it than you can shake a hydrospanner at, and it's particularly worth your time if you've ever fancied yourself a strategy fan.


At the $1 tier, you're getting Halcyon 6: Lightspeed Edition, Rain of Reflections: Chapter 1, and Sins of a Solar Empire: Trinity. Halcyon 6 is a hidden gem here that blends base building and crew management with JRPG-style turn-based battles. Sins of a Solar Empire: Trinity is another compelling blend of genres, mixing 4X gameplay with RTS games' fast-paced combat.


If you pay more than the average of $6.10, you'll also get Starpoint Gemini Warlords, which is yet another interesting combination - it's a simulation game that includes elements of role-playing and strategy in which you can control your ship directly in battle alongside your hand-picked companions. At this tier, you'll also get Galactic Civilizations III, along with the Crusade and Retribution expansions and the Mega Events DLC.


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The best Stellaris DLC

Stellaris will let you engage in the completely legitimate activity of arming insurgents in other empires

Stellaris' espionage rework will let you run a network of Star Wars Bothan spies

Stellaris Dev Diary #193: Signal Discovered

Hello everyone!

This week we are going to talk about something new that we’ve been working on - namely improving first contact and extending the exploration aspects of the game. All of this is work in progress and may not accurately represent what the game will look like once all of this work is finished. A lot of UI is very much work in progress, so don't pay too much attention to icons or such.

[h3]Background[/h3]
Exploration has always been one of the best parts of Stellaris, and it is perhaps what sets us apart from other games that follow similar themes. Looking back, Stellaris has mostly revolved around the physical exploration of space, discovering an ancient galaxy full of wonders. We believe that exploring and uncovering the galaxy is such an important and fun aspect of the game that we really want to dive deeper into those experiences. We intend to take the next steps by improving the means by which you can establish communication and make the process of learning more about alien civilizations a part of the exploration gameplay.

In this dev diary we will be outlining some of the changes and additions that we are currently working on, so that you can get an idea of what to expect from our next big update.

[h3]First Contact[/h3]
The first steps we are taking is that we are changing how first contact works. First contact is now a much more engaging process with interesting choices that are supported by great narrative.

When you first have an alien encounter you are able to set a policy for what your approach will be. First Contact Protocols is a policy option that lets you dictate your stance when it comes to dealing with newly discovered alien civilizations. Each option has different effects that should suit different types of diplomacy.



Friends..?


First Contact Protocol Policy options.
[h3]
First Contact Investigation[/h3]
In order to establish communication with the alien contact, an Envoy will need to be assigned to the First Contact Investigation. The investigation will then be able to begin, and it will run through stages and will contain events similar to an archaeological dig site. The reason why we chose a system similar to archaeology is because its a great way of letting a process run over time in a way where it can also deliver some narrative along the way. The difficulty of the first contact investigation will be affected by things like how friendly the target is, or how difficult it is to translate their signals.

Since First Contact now uses an Envoy, that also means that it no longer pauses Society Research, and it is possible to run multiple first contact investigations simultaneously as long as you have the Envoys required.

(Envoys do still currently not have traits or levels, but it is something we are actively discussing.)



The events that you can get depend on the type of empire you are, and on the type of alien you are trying to contact.

There are friendly/peaceful paths as well as ... less so.

As a xenophobic empire with an aggressive first contact protocol it is possible to secure a couple of specimen for a closer look.



The choices you make during first contact can also have long-term effects on your relationship with the alien empire. Choose wisely and decide which trade-offs you are willing to make. Are you perhaps a materialistic and xenophobic empire that values scientific progress above all?



Stay on your side of the galaxy and all can be well.

Let’s agree to disagree.


That is all for this week! Next week we’ll be showing you some new features that allow you to explore maps like the one posted here below.

The best Stellaris mods

If navigating through all of the 2,000+ Crusader Kings II mods was easy, or if you found that the 4,000 or so EU4 mods wasn't daunting enough, then we've got a bigger challenge for you. Stellaris, Paradox's grand strategy 4X adventure boasts an entire galaxy of over 19,000 modifications. This game seems to lend itself more to user-generated content than its predecessors, both of which are around double Stellaris' age but with far smaller mods scene.


Properly charting a course to the brightest of these luminaries while avoiding wasting one's time on buggy or bland black holes is essential for anyone wanting to truly expand their Stellaris experience. As we've done in other mod recommendations, the mods are generally divided into categories. In this case, we've looked at total conversion mods, mechanics mods, 'immersion' mods and finally cosmetics.


As usual, most mod choices are subjective so take this guide more as a means of how to search for mods rather than strictly which mods to get although we've done our best to look into what some of the current favourites are.


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Stellaris 2.8 'Butler' patch notes - everything you need to know!


Stellaris Dev Diary #192 : Perfectly Balanced, As All Things Should Be...

Hello!

This week we’re going to look at some more changes we're planning, as well as a review of how some of the experiments mentioned in the last few dev diaries have evolved.

Thank you for the massive amount of feedback in those threads.

[h3]Reduction in Pops[/h3]

Due to the effects on performance and a desire to reduce the micromanagement burden in the mid to late game, some of the things we’ve been deeply looking into are different ways of dramatically reducing the number of pops in the galaxy.

These experiments have generally revolved around modifying the growth (or assembly required) for pops as an empire’s population grows, with some variants trying a logistic pop growth (where growth follows an S-shaped curve as planets develop, based on a carrying capacity of a planet). These experiments have reduced the end date pop count to somewhere around one half of the old numbers with the expected performance improvements.

Organic pops will follow a curve where they begin at standard population growth, increase growth as the approach a midpoint between population and the planetary carrying capacity, then slow down to zero as they reach the top of the curve. Pop Assembly, on the other hand, is generally slow but consistent. The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.

A significant reduction in pops has a cascade of major implications for the overall economy, production, and other gameplay effects. As such, these also require a pass on buildings, technologies, and even seemingly minor ripple effects like what the value should be for the trade value generated by pops.

There will be a lot of patch notes.

Most buildings have been standardized to now give 2 jobs per tier rather than the old 2/5/8 progression.

Just one example of many.

We’ve also changed a few buildings to have new or additional features, such as the Spawning Pool and Clone Vats, which have had their Pop Growth modifiers replaced with the new Organic Pop Assembly. This fills the same slot on the planet as Robotic Pop Assembly, so generally you’ll want to pick one or the other. (Clone Vats also picked up a food upkeep cost to represent simple materials to break down.)

Pops is Soylent Green!

A few other jobs got minor perks added to them, like the Medical Workers from Gene Clinics making it a little easier to live on less hospitable worlds.



Doesn't normally produce exotic gas, this one happens to be a lithoid.

And a few new techs have been added to help compensate for lost productivity. One tech line increases both the job production of a planet as well as job upkeep - those fewer pops are still capable of producing the work of more on a developed planet.

[h3]Ring Worlds[/h3]

As part of the balance pass, Ring Worlds have been bumped up to 10 segments from 5, and the jobs per segment have been adjusted.

Regular Empire Ring World Segments


The Shattered Ring origin now possesses a warning that it may be a Challenging Origin for Lithoids due to a scarcity of minerals, and now also applies the Ring World Habitability Preference to your pops. We’re considering adding a similar warning for Hives selecting the origin, since the habitability preference change puts a serious crimp in their expansion.



Put a ring on it?

Their starting blockers have also been adjusted to give a more balanced spread of jobs.

[h3]Ecumenopoleis[/h3]

Like the Ring Worlds, these start with all building slots open. As mentioned before, you can now use the Arcology Project decision on a planet that has a mix of City and Industrial Districts.

Regular Empire Ecumenpolis Arcologies

Note: Empire has all technologies but no traditions active.


The ecumenopolis has a unique distinction of being able to have both the Factory and Foundry building lines on the same planet.

[h3]Habitats[/h3]

The changes to Habitat modules are much smaller in scope, but here’s the list of their districts.

Regular Empire Habitat Districts



Void Dwellers have gotten a bit of attention as well with some tradition swaps for those that had minimal or no beneficial effects for them.

Void Dweller Tradition Swaps




Replacing Public Works Division:

And for Void Dwellers with the Adaptability tree:
Interstellar Franchising and Imperious Architecture now also function for Habitats.

[h3]Updates to Dev Diary 190
[/h3]
Some of these updates may not be new to people following the forum threads, but it's easy to miss things so I figured we should go over them.

Many people requested the ability to fully specialize their foundry and factory worlds. We've modified the Forge and Industrial World planet designations to shift one pop on each Industrial District to the appropriate job if possible.




We've also upgraded the Food Processing Center, Mineral Purification Hub, and Energy Nexus to provide an extra job to each of their associated resource production districts. (The Food Processing Center will also improve Hydroponics Farms.)



One of the suggestions made in the thread was to add a civic that increases unlocked Building Slots. Sounded like a great addition to Functional Architecture.

Functionality increased!

[h3]
Updates to Dev Diary 191[/h3]

We’ve explored some additional options regarding the resettlement system we outlined in Dev Diary 191, and after trying a few things, and have settled on some extensive modifications to the system.

All planets with sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher. This chance is increased if there are multiple unemployed pops that meet the criteria.

The system now prefers to move higher strata pops first, so rulers and specialists will move before workers, and this system also functions for gestalt empires. It will not relocate non-sapient robots. It will generally prefer to move pops to the planets with the most free jobs.

After some experimentation we’ve chosen to keep the Transit Hubs as Starbase Buildings that provide a system wide buff to the chance of auto-resettlement occurring. (Rather than being essential to have it occur in the first place.)

Doubles the chance the pops choose to resettle themselves.

Greater Than Ourselves has been rewritten to also massively increase this chance when the edict is active, with a +200% bonus.

We initially had these pops considering destinations available through Migration Pacts as well, but decided against keeping that since it introduced a new Migration Controls micromanagement element that we didn’t find desirable.

We’ve also done a minor update to the Authority bonuses that seemed a little bit weak.



Democracies now have a bonus encouraging their pops to seek their dreams, and Dictatorships have a bit of an easier time holding things together when they’re a bit overstretched.

Closing Thoughts
One other little quality of life improvement that was just added is this filter on the colonization interface.


That’s probably long enough for today. We’re looking forward to your feedback on these as well.

Next week we'll talk about... [losing transmission]






[Dev Team] 2.8.1 Patch Released (checksum dfce)

Hello everyone!

We are finally ready to release 2.8.1 on all platforms. First of all, I'd like to thank all of you for the feedback that you have given us to help us make the best version of Stellaris yet. And secondly, with this release we are hoping to end the post-launch support for Necroids as we shift our focus to [redacted].

[h3] 2.8.1 "BUTLER" PATCH NOTES[/h3]

Balance
* Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number that overcrowding must be for a planet's population to stop growing, set it to 5.
* Redid sector automation scripts and code with the following goals:
** Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
** All sectors now know about all buildings, i.e. if you put an alloys foundry on a science sector, it will still know how to upgrade it (it will of course still favour research buildings).
** Made checking for whether building a certain building would cause resource shortages and whether there were pops ready to take the job more reliable by shifting them to hardcoded checks.
** The automation will no longer clear blockers before districts are blocked by them.

Stability & Performance
* Moved the calculations for attack radius to threaded code instead of serial.
* Update trade routes every 7 days instead of every day.
* Fixed a nasty slow down when owning many many many planets and opening the planet view
* Fixed an OOS related to fleets.
* Fixed an issue where loading would get stuck when trying to load a lot of mods.
* Fixed being unable to load 2.7.2 saves in 2.7.2 made after installing Necroids.

UI
* Added debug tooltips to the fleet view header and rename button.
* Experimental DX11 mode now supports Chinese, Polish and Russian

AI
* The AI will not try to build a megastructure if it's already building or upgrading one.
* Fixed a case of the AI wanting to attack disabled starbases and getting stuck in a loop.
* The economic AI will now take better account of the resources a district would provide when choosing whether to build one.
* The AI will now check whether it would have any pops on the planet willing and able to take a job before building a building providing that job (i.e. Necrophages will not spam consumer goods buildings when there are no necrophage pops on the planet).
* Made the contingency constructor choose better systems to build in, and fixed their getting stuck after a while.
* Massively sped up all types of purging, with the crisis factions now purging 2 pops per month.
* Various improvements to crisis military AI.
* Fix issue with military AI ping-ponging fleets.
* Fixed AI not changing fleet bombardment stances.
* Crisis countries will now use Armageddon Bombardment.
* Augmented the distance at which AI looks for targets on larger maps.
* The Unbidden will no longer wait patiently to be allowed out of their initial system.
* The AI will no longer sell the last pop of a planet.
* Made the crisis worry less about ship health and more about taking over the galaxy.
* The Necrophage AI will no longer build Houses of Apotheosis so as to make it less likely it'll run out of necrophytes.
* AI considers "Take Point" fleet as objective when appropriate(*)
* The AI is now drastically more likely to know to build shipyards and titan/colossus factories

Modding
* Added "ignores_sapience" flag to job types to say a job works for both sapients and presapients.

Bugfixes
* Corrected name for necroid titan engine effect so the effect spawns in the correct position.
* Added missing undead army translations for Chinese.
* Fixed a layering issue with Necroid Portrait 11.
* Fixed a black face-tentacle on a Necroid Portrait to have color.
* Fix Ships not reaching their assigned slots when there are too many ships
* Evasive fleet now cancel order if the path to their targets contain hostiles
* Made it so the positions of hostile forces are remembered while you're at war.
* Fixed purging and assimilation not working on presapients
* Setting a sector to Production focus now correctly updates the icon in the UI.
* Necrophages with Glandular Acclimatisation will now make pops that suit the local planet, even if they have Necrophage pops that don't on the planet already.
* Death Priest job upkeep raised to 3 Consumer Goods in addition to the baseline level for specialist workers.
* Fixed the Pasharti Absorbers' default purge type being Displacement rather than Necropurging
* Fixed a bug with a Necroid Battleship weapon slot.
* Increased Necroid Corvette size and optimized some other textures.
* Fixed leader clearing by right-clicking.
* Fixed impossibility of swapping scientists between research areas.
* Fixed the Death Cult sacrifice effects so that the counting of Mortal Initiates proceeds as intended.
* The option to play as the Machine Uprising when that happens is now back.

[h3]Take Point AI Behavior Explained [/h3]
Both countries must have the "follow allies" flag, or the leading country has to be human
if both countries are in a war:
- Vassals will follow their Overlords.
- If they're in the same war:
- - The AI will follow the war leader if they're in a defensive war.
- - The AI will also follow a stronger ally if they're close enough.
- - They'll follow a human player if they're not human.
- If the AI is fighting the Crisis.
- - If they're in a federation, they'll follow the federation leader (or a human player).
- - If the AI isn't under attack by the crisis they'll follow someone who is.
- - They'll follow a human who is also fighting the Crisis.


We hope you enjoy this patch and we appreciate your continued support :)

If you want to play crossplay multiplayer with your friends on non-steam platforms you can opt into the "crossplay" branch in Steam by right clicking on Stellaris in library -> Properties -> Betas -> choose the desired version.