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Mod Highlights #2 - More nasty slimy ugly aliens to fear


by MrFreake_PDX

Hello Stellaris Community!

During this year’s summer vacation in Stockholm, we’re doing something a little different: each week we will be highlighting a selection of the fantastic mods made by our modding community. As some of you may know, unless you own one of the most popular mods, or submit something brand new to the workshop, getting discovered on the workshop is.. difficult. We hope to help out some of our modding community, and highlight some of those mods that might not otherwise be seen.

In this week’s Mod Highlights, we have a selection of mods that will add more unique species and give you more abilities for existing species in your galaxies.

Apparently we’re not the only ones who have seen calls for gaseous/energy based species, as our first mod clearly shows:

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[h3]Unofficial Electroids Species​[/h3]
By Exakan



The mod adds everything a new species pack can offer - origins, civics, traits, perks, and more. It adds a new playable species of energy beings called "Electroids". They live in the orbit of stars or black holes and many features are built around energy.

Features:
- New colony type: "Aurora" habitats are the homes of Electroids - pure energy spheres!
=> Each star class where the Aurora is being built adds different bonuses and districts to the colony.
- 5 Origins: You live in the orbit of stars, black holes or a distant star cluster.
- 10 Civics: From playing the Unbidden, to eating stars and more!
- 11 Traits: Add unique bonuses & pop production.
- 2 Perks: A new colossus with an own mechanic & a trait ascension.
- 3 Shipsets: All 3 Unbidden shipsets are usable (blue, orange, green).
- 1 Fallen Empire (Electroids): They are neutral but can be very strong if attacked.
=> FE is called the "Realm of Nova".

Inspiration
I always wanted an energy species in Stellaris, so I used ~2.5 weeks of my available time to design & create my own pack instead of just dreaming about it. I remember it was so much fun to create this one, I plan another species pack very soon!

[previewyoutube][/previewyoutube]



Get the Unofficial Electroids Species!​

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This next mod is for those of you who really believe that unit just doesn’t have a soul.

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[h3]Organic Zealots​[/h3]
By Corsairmarks



Are you looking to end the pernicious threat of artificial intelligence? Maybe play the inverse of Determined Exterminators, or the slightly friendlier cousins of Fanatic Purifiers? Look no further, this is the mod for you! Play as the Organic Zealots who seek to outlaw and curtain development of cybernetics, robotics, and artificial intelligence. Should they encounter an abominable Machine Intelligence, or should the worst come to pass and an organic empire synthetically "ascend..." - that's what the Anti-Thinking Machine war goal is for. Thou shalt not make a machine in the likeness of an organic mind.

This mod adds a lot of gameplay content, but unfortunately needs to get heavily involved in altering built-in gameplay from Stellaris in order to add restrictions. It has a reasonable chance of conflicting with other mods focused on the same areas, but is supported by The Merger of Rules and has built-in support for Vassals Expanded and Reworked (FunEFork) (one agreement term value that is affected by both mods) and Forgotten History (playable with the Banished Threat origin).

Features:
* New homicidal civic Organic Zealots - friendly to organic empires, but hostile to robotic empires (the inverse of Determined Exterminators) with two council seat options
* Fully implements all features of being homicidal:
* Has a special Total War (Anti-Thinking Machine) against robotic empires
* No need to claim the territories of the foul machines
* Opinion modifiers impacted by empire ethics and ascension choices
* Diplomatic actions are restricted appropriately against robotic empires
* Purge robotic Pops to create Unity and Alloys
* Policy option restrictions similar to other homicidal empire types
* New Casus Belli/Wargoal (Force Policy/Outlaw AI) to force organic empires to outlaw robotics - the casus belli could be reused by others who want to add custom wargoals to force other kinds of policies
* New building Clone Birth-Labs (and corresponding job) available for regular (non-gestalt) empires to gain a small amount of organic Pop assembly
* New assimilation type Expurgatory Transfiguration to remove cybernetics
* Restricts Organic Zealots from researching AI-related technologies or selecting AI-related ascension perks/traditions
* Replacement technologies for Organic Zealots, including accessing a special leader trait instead of being able to research Positronic AI
* Special option for Organic Zealots to Sunder the Disconnected Contingency Core in order to create a powerful monument on their capital planet, or keep at a unity penalty in order to build more megastructure
* Works with all other mods by corsairmarks, including additional gameplay interactions

Inspiration
I was inspired to create this mod by player suggestions on the Stellaris Modding Den Discord. The idea of not-fully-homicidal empires intrigued me, and there was a good example to follow because Determined Exterminators get along with (most) other machine empires.

It was a lot of fun to write, so this mod includes overrides of almost all built-in Stellaris events that deal with artificial intelligence or cybernetics, in order to add additional story text or options for Organic Zealots. I carefully verify these events for changes with every official patch to Stellaris so that players can continue to purge robots without worrying about missing features from the base game. Clone Birth-Labs are an homage to novels written by C.J. Cherryh, and are to compensate for Spiritualists and Organic Zealots generally wanting to avoid robotics.





Get Organic Zealots!​

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For those of you on the other side of the robot debate, we have our next mod which adds a ton of new content for our mechanical “friends”.

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[h3]Machine & Robot Expansion​[/h3]
By XVCV



A few years ago, I made my first big mod for Machine Intelligence and Synthetic Ascended Empires. This mod is a rework of that. Thank you for your interest in my mod and this Mod Highlight! Have a nice day. :)

Features:
- 2 Custom GUIs for adding & removing Traits for the Ruler & Leaders
- 1 Ascension Perk for Unique Planet Classes for Popless Resources Production
- 1 Ascension Perk for Abyss (a Modified Version of the 'Shroud' in Vanilla) Access for Machine & Synth Empires
- 1 Ascension Perk for gaining & becoming a Biological & Mechanical Hybrid Species (which can have some of Biological and Mechanical Species Traits together, and has Food Pop Upkeep that is adjustable using a Policy)
- 2 Ascension Perks for adding & removing Gestalt Consciousness Ethics (i.e., Machine Intelligence Synthetic Ascended Empire)
- 1 Ascension Perk for Determined Exterminators for triggering Machine Uprising against Another Empire via an Espionage Operation
- 1 Ascension Perk for Rogue Servitors for providing more various Pop Jobs for Bio-trophies
- 1 Ascension Perk for becoming a Determined Exterminator or Driven Assimilator or Rogue Servitor (or a Standard Machine)
- 2 Origins for starting as a Synthetic (Ascended) Empire (One for Normal Synth Start, Another with a Unique Homeworld)
- 1 Civic for starting with a Situation that slowly gains Progresses by Player Actions (i.e., Player adopts a Tradition, declares a War, surveys Stars, etc...) and gains Buffs for Resources Production
- 1 Civic for Machine Empires to form a Trade Route and send Trade Ships for earning Resources (with a Policy to determine the Type of the Resources) based on the Opponent's Trade Value or Monthly Energy Credit Production (for Gestalts)
- 1 Civic for Machine Empires to utilize Consumer Goods for better Unity Creation
and more!

Inspiration
I enjoy playing as machines or synths in Stellaris, but I feel that machines, in particular, lack content. For example, gestalts 'usually' cannot access 'Trade Value', 'Shroud', 'Factions', 'Consumer Goods' (as well as 'Foods' for standard machines), etc.

I believe this is due to an attempt to give them different play styles compared to non-gestalts. However, I think this should be achieved by providing more unique content for them, not by reducing it. Therefore, I decided to add this content myself.

That's how I started modding this game of my life. And now that was four years ago, considering that the original mod (Unofficial Machine & Synthetic Empire DLC) was released on June 6, 2019. Wow, time DOES fly so fast!



Get Machine & Robot Expansion!​

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Our final mod asks the question, why not play with your food?

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[h3]"Agrarian" Idyll for Lithoids​[/h3]
By corsairmarks



Lithoids can pick the Agrarian Idyll civic, but the benefits are still applied to farming districts. This mod creates a swapped Agrarian Idyll just for lithoids - now your miners will generate amenities instead of farmers! This mod also features English localisation for these effects.

Features
* Lithoids have a special civic swap for Agrarian Idyll, named Lithorian Idyll
* Miners (and miner-related) jobs to generate amenities instead of farmers
* Mining Districts grant bonus housing instead of Farming Districts
* Interacts with Origin: Subterranean for more stacking bonuses
* Swapped councilor seat that boosts mining instead of farming
* A new technology that mirrors Agrarian Utopias, instead further improving housing from Mining Districts
* Both versions of Agrarian Idyll gain partial bonus building slots from rural (Mining, Farming, and Generator) districts
* Both versions of Agrarian Idyll begin the game with more of their "preferred" rural district instead of City Districts
* Built-in support for Planetary Diversity
* Fully compatible with all other mods by corsairmarks

Inspiration
I wanted Lithoids to benefit more directly from Agrarian Idyll, which is already a very flavorful civic. Stellaris has evolved since the mod was originally published, making the mod more and more compatibility-friendly with other mods over time.



Get "Agrarian" Idyll for Lithoids!​

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[h3]CAN I USE THEM ALL AT THE SAME TIME?!​[/h3]

Some of these mods are not compatible with one another. We’ve put together a (sort of) tested compatibility patch that will (hopefully) let these mods be run together. This patch will not be maintained past the current version, and if anyone wants to maintain it moving forward, please let me know in the mod comments.

Get the Compatibility Patch!

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That’s it for this week, be sure to check out Mod Highlights again next week, where we'll learn to love our neighbors!

Stellaris Mod Highlights #1 - Warfare


by MrFreake_PDX

Hello Stellaris Community!

One of the things I’ve always wanted to do as a part of the Community team is to try and come up with a format to better highlight Community mods. The Steam workshop is a wonderful, almost magical place, but from a Mod Creator’s perspective unless you’re in the top 20 most popular mods (a hard place to reach after mods that have been there 7 years), or post a brand new mod (that gives you 7 days on the front of the Workshop, if you’re lucky), your mod will never be seen by someone who doesn’t actively search for it.

Since it’s summer, and it’s the time for experiments, we’ve started a small-scale experiment to see if we can highlight some of the lesser well known mods in the workshop. This is currently limited to a small group of modders, but should it turn out to be popular, we would like to eventually expand this to the broader modding community.

Each of these modder highlights will be geared towards specific aspects of the game, new species, politics, etc. Today we’re here to show off four warfare related mods.

Let's get into it!

This first mod is something a lot of you’ve been asking for. While this isn’t a likely direction that the base-game will go, maybe this is the Ground Combat Rework you were looking for. handwave

[h3]Ground Command​[/h3]
By Risker34

Major Features:
  • Re-imagined Ground Armies
  • Origin/Civic/Authority unique Army Types
  • Improved Army types via research
  • Industrial Connection to Army construction
Summary

Ground Command is a mod that attempts to expand upon the ground battles in Stellaris. It does this in several ways allowing for more control and greater roleplay potential. This is done by reworking the system to no longer use a single "Assault Army" but instead to use the components that an Assault army would be made of.

By giving the player the ability to recruit individual divisions it opens the door to a wide variety of different army types. These army types can be tailored to reflect the empire they come from by making certain civics, origins, authority types, or even ascension perks part of unlocking them.

There is also a system wherein more industrially taxing units, such as armored units, atmospheric air wings, and the theorized Mecha-Walker can only be built on planets that have at least 1 industrial district or have the industrial buildings (consumer goods factory/ Alloy forge). This was done both to reflect the actual challenges that armies have historically faced with producing equipment but also to give a sense of strategic importance to an empire's more industrialized worlds.

Inspiration

The inspiration came when I was playing my weekly multiplayer game with a friend and we were discussing how tedious invading worlds was. We both quickly accepted that we weren't experienced enough to make an alternate system mechanically but I had the idea of at least making it more interesting to engage with. I believed that if the ground portion of the game was as immersive as the political and naval aspects then the tedium would be a bit more bearable and so far it seems at least a few people agreed with me.

It was also a good opportunity to give some civics and origins that the community tends to neglect a little bit of love. Maybe someday someone will find all the wacky unique army types that I've hidden throughout the civics list.



[h3]Subscribe to Ground Command!​[/h3]

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This next mod introduces new galaxy shapes and sizes to conquer, as well as new win condition mechanics that are guaranteed to spice up your next war focused run.
[h3]Galactic Campaigns​[/h3]
By Mute



Major Features:
  • New Galaxy Shapes (Gemini, Triple, Islands, Split, Helix)
  • New Galaxy Sizes (100,300,500,700,900)
  • New Galaxy Size variants (Spotted & Aftermath)
  • Galactic Seasons (Gameplay Modifiers)
  • Extra Win Conditions (Emperor's Throne)
  • Sudden Death Mechanics (Eclipse, Attrition)
Summary

Everything this mod adds are optional additions; the goal is to let players have more control over their current "campaign" via the Menu offered on game start. Customizability is the main focus, with many interesting combinations which allow for a unique experience each playthrough.

  • Emperor's Throne has the Players fighting over a unique System at the Galaxy's Core, ensuring victory for whoever controls it long enough.
  • Eclipse dooms the Galaxy to a gruesome and dark fate as all suns begin imploding into black holes starting from the Galaxy's edge and slowly creeping towards the core.
  • Attrition plagues all life in the Galaxy, increasing costs and reducing growth, until finally pops begin dropping dead left and right.


Inspiration

The main reason I started creating this mod was to get some of my friends to finally try out Stellaris, as the lengthy playthroughs Stellaris suffers from put them off - that's where Win Conditions and Sudden Death come in. Both are inspired by other games' mechanics, such as Emperor's Throne which is a variant of a "King of the Hill" gamemode, and are intended to bring the game to an end quicker than usual, all while feeling more like a "natural end" than simply having a low victory year.



[h3]Subscribe to Galactic Campaigns!​[/h3]

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Ever wanted to play as a Private Military Corporation? Well, with this next mod, you can!

[h3]Fleet Transfer Mod​[/h3]
By dimuch62



Major Features:
  • transfer of fleets to other players
  • sale of fleets to other players
  • auction of fleets
  • lease of fleets
  • AI uses the functions of the mod
Summary

The mod allows you to play as a private military corporation that offers its fleets for rent to other empires. Or you can play with a friend with one player focusing on military dominance and the other on scientific dominance. The first player can always transfer fleets to the second. Or you can help an empire that is losing the war, but the defeat of which will be unprofitable.

Inspiration

It all started with a friend's phrase "can you make it so that I can transfer the fleet?" and one line of code "set_owner = player2".
Now this is a good mod that can be useful in various multiplayer games.



[h3]Subscribe to Fleet Transfer Mod![/h3]

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And of course, in your next warfare playthrough, you’ll probably want a way to put that SPQR Namelist to good use. Want to make all roads lead to Deneb IIb? This next mod will give you the tools to do just that!

[h3]Roma Invicta​[/h3]
By Risker34



Major Features:
3 origins depicting different stages of Roman history, from the early Republican period, to the high Augustan Imperial Period and the late Imperial Period.
  • The Republic:
  • Cheaper election costs
  • Faster ship build speed
  • +3 Admiral & General level cap
  • +25% army morale and +100 starting xp
  • Unique Ruler, Specialist, and Soldier jobs
  • The Empire:
  • +3 General & Governor level cap
  • +100 army starting xp
  • -15% building & district cost
  • +15% megastructure build speed
  • +10 stability on all planets
  • Unique Ruler, Specialist, and Solder jobs
  • Late Imperial State:
  • +3 Admiral & General level cap
  • +1 Limitanei job per 30 pops
  • +25% ship fire rate
  • Big Ruler class political power
  • Stability from soldier jobs +1
  • Unique Ruler, Specialist, and Soldier jobs
Summary

The mod consists of 3 origins, each with unique jobs and bonuses. The vanilla politician jobs will be completely replaced with more thematic versions along with a unique specialist job and unique soldier jobs.

Inspiration

As a big fan of Roman history I noticed that Stellaris had a SPQR name list but no actual reason to use it. The Prosperous Unification origin was a bit too overtly modern future and things like Remnants would be too detached from being future Rome. So I decided to add roleplay origins to go along with the SPQR namelist.


[h3]Subscribe to Roma Invicta!​[/h3]

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Do they all work together?​

What sort of Chad-mod-enjoyer would you be if you didn’t ask this question? There are no conflicts between these four mods, meaning you should be able to run them altogether without any issues!

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That’s it for today’s Mod Highlights! We’ll be doing these all summer during gaps in the Dev Diary schedule, so stay tuned!

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Read the rest of the story...


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Stellaris patch 3.7.4 revamps payback origin, adds nuclear close calls

Stellaris Dev Diary #305 - Midsummer Festivities


by Eladrin

Hello everyone!

Midsummer approaches, and with it, holidays.
[h3]Stellaris: Free to Play​[/h3]
We want you and your friends to have a reason to celebrate too. As we announced last week, Stellaris will be free to play on Steam from the 22nd to the 26th.

With the addition of Co-op (that is, up to five players playing as the same empire), there’s never been a better time to introduce your friends to Stellaris!

Remember, as host, your friends will have access to all of your DLC.



Stay tuned to our social media channels during the Free to Play event - they have plans.

[h3]Stellaris Nexus​[/h3]
Stellaris Nexus is a simultaneous turn-based multiplayer 4X game offering the full spectrum of a thrilling, strategic 4X experience. Choose a unique faction and leader and challenge up to 5 other players, plotting and battling your way to galactic dominance; all in about 1 hour.

As part of Steam Next Fest, it’s also playable for free until the 26th!


[h3]Community Designed Starter Pack​[/h3]
Hello! This is MordredViking, the Community Manager for Stellaris. We recently asked the community for their input on what DLCs to recommend to new players, and we thought we should share some of our findings.

We got 420 responses from you all, and among the questions we asked was, for how many hours had you played Stellaris? The answers ranged from a couple of hundred to a whopping 13,000! This came out to an average of 855 hours among all respondents. A pretty hardcore group!

The core of the questionnaire however, was of course which DLCs to recommend to a new Stellaris player, and here’s the top 10:



From these results, we wanted to have a bundle that provided a representative selection of available content, catering to a range of different play styles and fantasies. With this criteria and the survey results in mind, we settled on Utopia, Federations, Distant Stars and Synthetic Dawn.

Utopia allows for a broader range of empire choices, by providing new tools to develop the empire and ultimately allowing players to transform their nation into a paradise. Federations taps into a more diplomatic playstyle, and really ramps up the potential for in-game alliances and also enables power projection through bodies like the Galactic Council. Distant Stars entices eager explorers with new discoveries throughout the galaxy. Then finally, Synthetic Dawn brings those robot dreams to life with expanded robotic gameplay options.

[h3]What’s Next?​[/h3]

We will return with dev diaries on July 27th with Habitat discussions, and start going into detail regarding what’s planned for the 3.9 Caelum update.

Like 3.1 Lem, 3.3 Libra, and 3.6 Orion, Caelum will be a Custodian update focused on revisiting old packs, catching up on technical debt, and generally improving the game.

[h3]Spoiler: We Dug Up Some Lithoid Previews[/h3]
[expand]
The newly clarified Calamitous Birth tooltip.

The home crater gets a bit of a boost.

A minor tweak to the craters makes a big difference.

What do Lithoids eat?

Pom-a-granites!

Placeholder icons on the approaches.

Once you start feasting, it's really hard to stop.
Om nom nom.


[/expand]

Stellaris Dev Diary #304 - 3.8.4 Released, What’s Next?

by Eladrin

Hello everyone!

The ‘Gemini’ 3.8.4 update has been released today. In it, we’ve continued post-release balance work. Some of the bigger changes in the release include the conversion of several leader traits into Council Traits either to reduce micromanagement (moving a governor from planet to planet to maximize benefits of some traits) or to address undesired stacking issues.

[h3]STELLARIS 3.8.4 PATCH NOTES[/h3]
[expand]
############################################################​
#################### VERSION 3.8.4 ######################​
############################################################​

Balance

  • Rebalanced a number of leader traits: Some general and governor traits that previously encouraged moving leaders from planet to planet have been made council traits or had their modifiers changed to discourage this. Resource production traits now require the leader to have at least level 2 to gain the first tier.
  • Empire Size now has a floor of 50, and thus can no longer go negative.
  • Increased the bombardment effectiveness of large fleets.
  • The base rate at which Raiding bombardment steals pops has been dramatically reduced. Each army present on a planet will also protect 2 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony)
  • Renormalised political power from living standards and reduced base faction unity gain to better fit intended unity production. The Shared Burdens civic no longer grants an increase to the base unity of the Egalitarian faction, as the benefit is now rolled into their living standards.
  • Sequential End-Game Crises now get +2 strength multipliers instead of +1.5.
  • The Khan now has terrifying admiral traits.
  • The opinion modifier from Defender of the Galaxy now only affects normal, non-fallen/awakened, empires that are capable of independent diplomacy.
  • Colonists now increase planetary build speed by 10% instead of creating defensive armies.


AI

  • Fixed AI hiring a governor without having a planet to assign them to.
  • Fixed AI hiring scientists without having science ships to assign them to.


Bugfixes

  • Broken Shackles Origin event "Homesick" no longer casts affected Pops into the void
  • Adjusted width of MP lobby chat entries so that they don't overlap the scroll bar.
  • Council Agenda Costs now benefit from Empire Size Effect modifiers.
  • Cyborg general trait will now add +2 combat width, as stated in the tooltip
  • Empires with the Under One Ruler origin no longer ignore the initial 20 year cooldown on government reform.
  • Federation project Flocks of Cloud should no longer get stuck ad infinitum in the situation log
  • Fixed an error in which you may have been prevented from using Operation Crisis Beacon again - beyond the intended 4-year lockout period - if said Operation was aborted after confirming its target.
  • Fixed duplicate tradition names in French
  • Fixed Imperial Heirs not having a starting leader trait.
  • Fixed queued move orders from a system with an FTL inhibitor not being displayed correctly.
  • Fixed randomly generated empires having DLC-locked civics.
  • Fixed randomly generated species having DLC-locked traits.
  • Fixed randomly generated species having invalid trait and climate preference combinations.
  • Fixed randomly generated species not having enough traits if it has traits (such as Aquatic) that are required by something else.
  • Fixed the bonus leader trait from Aptitude Traditions not applying to Imperial Heirs.
  • Fixed tooltip for Beacon of Liberty and Fanatic Purifiers, now they do mention that they are incompatible with Crusader Spirit
  • Imperial Heirs are excluded from the effects of The Orb.
  • Imperial Heirs that are generals or admirals in empires with Distinguished Admiralty now benefit from the +2 starting level.
  • Invalid civics will get removed when authority is changed through event for Under One Rule
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Pharma State civic is now correctly blocked by Payback and Broken Shackles.
  • Removed DLC lock on some faction demands that were introduced in 3.8
  • Set the AI weight for reorganizing the council to 0.
  • Void Dweller MegaCorps with the Pharma State civic now correctly replace their starting Holo-Theaters with a Gene Clinic, unless they also have Permanent Employment (in which case it is replaced with the Employment Center).
  • Warform no longer has the synth trait and has the second tier of the skirmisher trait.


Improvements

  • Imperial Heirs are now up to 10 years younger than regular leaders of the same species. Starting Imperial Rulers are now up to 15 years older than regular leaders of the same species.
  • Imperial Heirs that benefit from bonus starting levels now have selectable traits for those levels for owners of Galactic Paragons.
  • Imperial Rulers and Heirs now have a 5% chance to start with a negative trait and an additional positive trait. The Philosopher King civic negates this.


UI

  • Fixed leader portrait clipping in the level up window.
  • Fixed position of Speech To Text button in the MP lobby.
  • Fixed width of MP lobby chat text for large fonts and text to speech.
  • If a player in your coop group adds a leader trait while you have the level up window open and there are no more traits to add, it will show the last selection.
  • Reworked the planet occupation icon frame
  • Selecting a ship by clicking it will now ignore its bounding box if it has a collision mesh.


Modding

  • Empire size string now uses the actual defines instead of localized numbers for its message.
  • Made it possible to set what leader portrait container to use for each location of the new portraits
  • Made reload_gui console command more stable

[/expand]

More changes to leader traits and some of the mechanics surrounding them will be coming in 3.9 in the fall. We’re placing some of the ideas and suggestions we’ve received into our “Summer Experimentation” bucket and we’ll see which ones pan out.

At this point we feel that 3.8 Gemini is in a stable state, and barring the need for a 3.8.5 hotfix, the next planned release will be 3.9 Caelum. (Caelum, “the Chisel”, represents a sculptor’s tools. Perfect for a balancing and polish update.)

[h3]Living Standards, Political Power and Unity Generation​[/h3]

A pass has been done on living standard political power and unity generation to normalize them when compared with one another - living standards like Shared Burdens and Utopian Abundance were not generating enough, while Academic Privilege was previously the “champion of Unity” - a little odd for the Materialist living standard.

After these changes, Utopian Abundance should be at the top of the charts, followed by Shared Burdens. (Which no longer needs the “double Unity from the Egalitarian faction” crutch.)

These changes have gone live in today’s update.

[h3]Habitats and You​[/h3]

A few people [ed: a few?!?] have discussed the tendency of late game systems to become flooded with extreme numbers of habitats. We have some ideas on different ways to curb this behavior while still ensuring that habitats are thematic and effective, especially in the hands of Void Dwellers.

I’ll have a broader feedback discussion later on during the summer where we present some of our ideas, discuss how experiments with them went, and collect additional feedback from the community.

[h3]Stellaris with a Twist[/h3]
Stellaris with a Twist is our streaming event, where Ep3o and AlphaYangDelete play co-op multiplayer, and try to accomplish goals suggested and chosen by the Community.


If you have a suggestion for the final stream's goals, you can submit it here, and if you've missed part of this event you can get caught up here!

The last session of Stellaris with a Twist is next week, at 1500 CEST! Don't miss the exciting conclusion and find out which of our streamers will accomplish their Community-Suggested Goals for the Stream!

[h3]Free to Play Weekend​[/h3]
But wait, there's more!


What's better than having a galaxy full of wonder to explore? Conquering that galaxy with a friend, obviously!

From June 22nd to June 26th, Stellaris will be Free to Play; there will never be a better time to introduce a friend to Stellaris -- and with the addition of co-op, you can now work together to conquer liberate the galaxy like never before.

In Stellaris multiplayer, the host's DLC is shared between all the players in the game -- the same holds true for co-op, even if one of the players is playing for free. So grab a friend, your planet cracker, and be sure to play during the Free to Play weekend! Thinking of trying Stellaris for the first time during the Free to Play, but don't know where to start? Join us on Discord; from the 22nd to the 26th, our Player Helpers will be running "Learn to Play" Stellaris sessions!

That's it for this week, see you next week!