Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.
Recent Reviews:
Mixed (1,110) - 56% of the 1,110 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (31,683) - 77% of the 31,683 user reviews for this game are positive.
Release Date:
May 9, 2016
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Recent updates View all (207)

January 18

Stellaris 2.2.3 patch released, and 2.2.4 beta now available



Note Checksums are as follows:
2.2.3 = 746c
2.2.4 = f25b
---

Hi all. After a good chunk of time in public beta, we are rolling out 2.2.3 as the official live version today. It's got a lot of improvements over 2.2.2 that we don't want to gate behind the beta wall forever, and we'll continue to iterate on it as we progress with post launch support for 2.2/MegaCorp.

Thanks to your help in the beta were were able to correct a few issues with it, and also get a ton of new fixes that we want to try out in the new 2.2.4 beta (more on that in a bit)

################################################################# ######################### VERSION 2.2.3 ########################### ################################################################# ###################### # 2.2.3 ‘Le Guin’ Free Features ###################### * Added a new decision to stop or continue Robot, Droid, and Synthetic Pop assembly, and made this work independently of organic population controls * Added Nanite Actuators edict, which increases research speed * Null Void Beam now has its own icon ################### # Balance ################### * Zro is now significantly more likely to appear in the galaxy, although still being very rare * Planetary modifiers now affect the district cap for mining/farming/generators if they affect its output * Nexus Districts now provide 1 tech drone job and 1 maintenance drone job * Machine empires no longer start with a maintenance depot * Maintenance Drone effect on amenities reduced from 5 to 4 * Fanatic Purifiers can no longer draw the Uplifting or Xenomorph Armies techs. Devouring Swarms still can, because sapience enhances the flavour of your food * Set minimum market fee to 5% * Removed bulk discount on Internal and Galactic Market * The dense urbanization of city planets is repellent even to the Worm, and it will no longer take them into its nuclear embrace (Ecumenopolises excepted from Tomb Worldification) * Fixed Tomb Worlds created by the Worm not having any planetary districts at all, as harsh and brutal and heavy metal awesome as that was ################### # UI ################### * Fixed superfluous line break in technology power number in federation view, if over 4 digits * Fixed truncation of fleet capacity display when it gets to 4 digits * Fixed incorrect doubled amenities value displayed when viewing the tooltip of a strata * Fixed missing description in market fee tooltip * Fixed stability tooltip for Gestalts * Fixed Deviancy stat being listed as "Crime" when a Criminal Heritage empire views the worlds of Gestalt * Fixed pop status icon being misaligned in Resettlement view * Fixed trade value text not being wide enough to display 1000+ trade value * Fixed so that monthly trade resources don't overlap with the amount box ################### # Performance ################### * Made some changes to trade calculations that should improve performance ################### # Modding ################### * Added define for minimal trade fee on market * Added define for max base amounts that can be traded in one single trade ################### # Bugfixes ################### * Xeno-Zoo no longer wrongly available for nonstandard empire types *Disabled replacement of buildings the planet cannot currently support * Fixed missing flavour image on the completed Strategic Coordination Center * Fixed martial law decisions staying permanently activated on planets captured in war by empire types that cannot use the martial law decision * Exalted Priesthood civic now properly increases unity output for all priest jobs * Fixed some Planetary Features getting deleted when terraforming to Gaia World * Fixed superfluous line break in technology power number in federation view, if over 4 digits * Fixed truncation of fleet capacity display when it gets to 4 digits * Added missing localisation for Voidspawn planet rift deposits * Fixed broken "go to" option for the Enigmatic Cache * Added a missing response text for enigmatic cache interaction * Fixed literally unplayable typos and grammatical/formatting errors * Fixed egalitarian faction "free movement" issue referring to a concept that no longer exists ("Core Worlds Access") * Fixed a nasty one where you could start building an ecumenopolis, then have all the progress lost and no resources refunded if the planet gained an extra district by event/tradition/etc * Fixed Nerve Stapled not giving the correct 10% bonus to resource job production * Fixed the weight of the Mega-Engineering tech not being increased by having any of the new megastructures within your borders * Added a more robust fix for galactic market buy and sell exploits * Fixed a wrongly appearing monthly trade deficit alert appearing if you max buy price was set lower than the current market price * Fixed misleading phrasing of claims opinion modifiers that swapped the places of the claimant and the claim...ee? Is that even a word? * Fixed restoring an Interstellar Assembly not granting the intended opinion modifier * Underground trade zones now give drone jobs for gestalt empires, and the Portal research zone now correctly switches job types if the planet changes hands between gestalt and non-gestalt empires * Fixed an issue introduced in 2.2.3 beta where building a Ministry of Culture would remove itself on every monthly tick

We've been in full force debugging mode since we got back, and today are also ready to roll out the next batch of fixes to the stellaris_test beta branch. The objective is to expose them to field conditions before flipping the switch to make this new version, 2.2.4, fully live.

If you want first access to the fixes therein, read on. It's got a ton of fixes, balance tweaks, AI and performance improvements. We got a good jump in YPH (average years per hour) in our overnight test games, and are interested to hear your results.

Also, as a thank you for your help with this version, we're offering you first access to the "Legion" set of 6 new empire emblems:



stellaris_test/2.2.4 contains all the fixes from 2.2.3, and is required if you want to crossplay between Steam and other release platforms.

################################################################# ######################### VERSION 2.2.4 ########################### ################################################################# ###################### # 2.2 ‘Le Guin’ Free Features ###################### * Added the new "Legion" flag set, with 6 new flag emblems * Added some missing localization for new 2.2.2 features/fixes * You can now choose not to care about brain implant problems ################### # Balance ################### * 50 years must now pass before the Galactic Market can be founded * Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general * Increased delay before Caravaneer fleets start roaming the galaxy * Increased Alloy production for relevant Branch Office buildings from 2 to 3 * Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs * Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy * Lowered Tidal Locked modifier on total available planetary districts from -50% to -30% * Syncretic species do not increase xenophile attraction * Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered * Changed the size of all sectors to be 3 hyperlane jumps * Drone Storage building now increases amenities instead of adding a maintenance drone job * Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs * Drone Storage building effect on housing reduced from 5 to 4 * Priest job weights have been tweaked * High Priest jobs now also provide 2 society research * Reduced Devastation needed to destroy Contingency Worlds to 50% * Debris Analyzed research points per component increased to 20 x level * Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights * Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology * Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology * Gene Crops technology no longer requires Colonial Centralization technology * Several planetary modifiers now force a good mineral or energy deposit to spawn ################### # UI ################### * Added missing modifier icons for Improved Code Standards and Production Quota Surpluses * Fixed incorrect colony type icon on industrial worlds * Fixed slight visual spillout of the Hive Nexus and Hive Core building icons * Removed unnecessary and confusing close button from the caravaneer GUI * Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders * Fixed Branch Office value not displaying if over 99.9 * When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown * Made the Build Megastructure menu a bit less cramped * Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world ################### # AI ################### * AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard * Fixed it so AI can now attempt to counter piracy even when at war * Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war * Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war * Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad) * Fixed AI not repairing ruined buildings when it had the resources to do so * AI will now actually follow through on its well-intentioned desire to upgrade buildings * Tweaked alloy budget for fallen empires to better match their needs * Stopped the AI from spamming redundant colony ships * Fixed Gestalt empires not building colony ships * Tweaked budgeting to make the AI less reticent about hiring leaders ################### # Performance ################### * Performance improvement when computing pop factions * Performance improvement on modifiers using a hybrid array * Threaded some fleet calculations * More pops threading for better performance * Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates * Optimization: Improved job counting * Parallelized fleet looking for combat for slight performance increase * Added more threading to planet handling * Optimized population calculations some more, reduced unnecessary calculations * Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists * Adjusted amount of extra rendering for micro and daily ticks ################### # Modding ################### * Ecumenopolises now have properly-set graphical cultures * Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes * Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) * Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) ################### # Bugfixes ################### * Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster * Fixed democratic election lacking candidates due to leaders having no mandates * Fixed being able to purchase some unique Numistic Order products more than once * Fixed the terraforming swaps for the Geothermal Vents planetary feature * Fixed a crash that could occur when giving fleet patrol orders in late game * Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet * Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation * Fixed figuratively unplayable typos * Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly * Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000 * Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen * Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers * Fixed event-based buildings wrongly being buildable on Thrall-Worlds * Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon * Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples * Fixed duplicate text in mechanized mining technology description * Removed a bunch of formatting/line break errors all over the place * Fixed Clone Vats being buildable on Resort Worlds (reluctantly...) * Fixed habitability wrongly being displayed for unsurveyed worlds * Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power * Devouring swarm tooltip now correctly shows Biology research bonus * Wrongly applied culture shock modifier has been removed for Gestalt empires * Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed * Added missing description for the deposit added by the "Of Transmissions Decoded" event * Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing * Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free * Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name * Fixed planets with anomalies showing the resources from them before being surveyed * Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution * Fixed a crash on autosave * Fixed Economic Policy modifiers affecting a country's total income rather than just job output * Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead * Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected * Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet * Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well * Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources * Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features * Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15% * Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill * Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands) * Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it * Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting * Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take * Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources * Fixed Pops continuing to grow while under occupation by Crises * Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you * Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists * Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them * Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them * Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant * Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights * Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool * Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones * Fixed broken graphical assets for the Contingency crisis * Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed * Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits * Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building * The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost * Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts * Removed obsolete reference to tiles in Docile Migrating Forests modifier * Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons * Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers * Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch * Fixed not being able to form research agreements with fellow Federation members * Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly * Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other * Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons * Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building * Fixed terraforming *from* Hive and Machine worlds resulting in planets with no Planetary Features * Fixed tooltip for purges of non-organic species wrongly referring to food production * Fixed AI using the Market causing prices to always increase, even when it was selling and not buying * Fixed Nomadic trait not reducing resettlement cost * Fixed Shipyard construction speed modifiers not being applied to civilian ships * Fixed the Chthonian Planet modifier not adding a Mineral planetary feature * More traits are checked when evaluating pops for Merchant and Manager jobs * Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch) * Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but... * Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3 * Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead" * Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits * Fixed a crash when hovering over empire comparisons in observer mode * DLCs are being sent at the start of a MP game. Fixes instant OOS as well * Fixed potential CTD when loading market and certain empires no longer exist * Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age * Fixed total wars creating empty sectors * Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected * Mardak Vol now spawn as a Stone Age civilization as described in the event * Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension * Fixed crash on load when a planet you had a branch office got destroyed * Fixed a couple of literally unplayable typos regarding the Kilik Cooperative

Also, I can give you a bit of clarity on what we're continuing to work on. Performance and AI improvements are the continuing biggest priority. We also plan usability and readability improvements to the planet management screen, as well as the usual bug fixes and polish. Stand by for more of those, but in the meantime please give this beta a spin.

We'll keep at it and watch for your feedback. Thanks for your support.

Please note stellaris_test is an opt-in patch. You have to choose to activate it.

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"
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December 20, 2018

2.2.2 patch now live [checksum 5b48]



Hi all, Jamor and his team brings you a new patch right before the Winter Holidays start!

As you probably know, we created a beta patch with experimental fixes for 2.2/Le Guin some time ago. The objective was to both stress-test the robustness of the changes, and also get the fixes in to the hands of interested players with a minimum of delay after launch, without having to wait through the normal QA and release process. In order to not gate these necessary improvements behind a beta over the holidays, I'm taking 2.2.2 out of beta and making it the official live version as of right now.

It includes all the fixes listed below, plus some key improvements we were able to make to the beta based on your feedback:
  • Fixed Empire rulers spawning without any traits
  • Fixed busted trade value collection range
  • Fixed an issue where Gestalt Consciousnesses would not colonize due to not budgeting enough alloys for colony ships
  • Fixed an exploit where you could give orders to NPC/other empire ships
  • Fixed vassalization wars not creating vassals, for real this time

VERSION 2.2.2

2.2 ‘Le Guin’ Free Features
  • Ether Drake Shrine/Monument has been converted to a special Planetary Deposit with the same effects as before
  • Improved Nanite Transmutation description for tech/building
  • Art Monument has now been revamped into a planetary Decision
  • Hive minds will once again have unemployed drones rather than a Scavenger drone job
  • Renamed Empire Size to Empire Sprawl, and renamed Administrative Cap to Administrative Capacity (previous wording did not make it clear enough that they are soft caps)

Balance
  • Reduced effectiveness of Bio-Reactor
  • Increased cost of Unity buildings
  • Reduced mineral cost of roboticist and fabricator jobs
  • Increased base alloy job production from 2 to 3
  • Resource stockpiles have by default been increased from 10000 to 15000. Default stockpile for Energy Credits increased to 50000
  • Drone Campaign and Robot Campaign effects reduced from +20% to +10%
  • Synthetic Evolution ascension perk now gives +10% robot output
  • The chance of criminal Branch Offices getting shut down has been reduced slightly, and the cooldown between shutdown events has been reduced to 10 years
  • At least one year with little or no crime must pass for a colony's criminal Branch Office to potentially get shut down (increased from one day)
  • Different kinds of Unity buildings are now more consistent in how many Jobs they create
  • Betharian Power Plant building now creates Jobs in addition to its flat Energy Credits output
  • Bunker Bot's scrap value increased
  • Massively reduced point defense weapon damage against armour
  • Democratic Crusaders now also take a dim view of corporate authority
  • Caravaneer home base will only be re-established if at least one Caravaneer fleet is still alive
  • Rescaled the Consecrated World Worship modifier: it now goes higher, with smaller value increments between each step
  • Shared burden Civic and Living standard allow pops to demote in social strata much more rapidly
  • Ruined arcologies take longer to clear and cost more
  • Reduced Gateway cost
  • Increased rate at which admirals and ships get XP from suppressing pirates
  • Science nerd faction is no longer jealous of the Successor Khanate
  • Ship upgrade cost reduced by increasing the refund amount from older components, and upgrade time reduced
  • Mega Art Installation restoration build time increased from 3600 to 4800
  • Strategic Coordination Center restoration build time increased from 3600 to 4800
  • Strategic Coordination Center effect on naval cap reduced from to 50/100/150, effect on starbase cap reduced from to 2/4/6, and effect on platform capacity reduced to 4/8/12
  • Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%
  • Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels
  • Proles know their roles, are less likely to be researchers
  • Synthetic Evolution ascension perk now also reduces modify species cost by -50%
  • Administrative Efficiency (repeatable) tech effect on Admin Cap increased from 10 to 15
  • Mitigated some Machine Uprising issues slightly

UI
  • Building and District tooltips are now more informative in regards to what resources they use and produce from their jobs
  • Fixed the missing "Megacorp" ownership icon in the MP lobby
  • Added a warning when you try to colonize a very low habitability planet directly with a colony ship
  • Piracy is now shown for non trading nations (if within their borders)
  • Fixed the UI shattering hilariously if you clicked the population tab on an uncolonized planet
  • Fixed Expansion Planner wrongly revealing rare deposits on unsurveyed worlds
  • Fixed tooltip for Aristocratic Elite to show the building it unlocks
  • Added a popup to tell player when resettlement will cause building destruction
  • Adjusted the resource deficit notification to pop once you are down to 12 months' reserves
  • Small tweaks to the Planets and Sectors screen
  • Fixed tooltip wrongly stating planet had no rare planetary features if they were covered by a blocker
  • Fixed overlapping GUI elements for Science Nexus Megastructure
  • Updated production/upkeep GUI elements in Megastructure view
  • Faction issues now display as red or green depending on if the demand is fulfilled rather than if the effect of the issue is positive, negative or neutral
  • Fixed so that all decimals of amenities
and trade value are shown in the UI

AI
  • Improved AI planet building priorities
  • Improved AI market trading
  • AI no longer bounces a single scientist around multiple ships, choking their exploration and growth
  • AI now manages to correctly assess budget for building upgrades on planets
  • Made sure AI is not blocked from building things that decreases budget deficits if deficit is too large, because you gotta have money to make money, champ
  • Scriptable possibility to use parent economic category for AI budgeting. AI now has a single pool for energy upkeep for most things, making it much better at building up its empire
  • AI is now budgeting some exotic resources to planet development, allowing them build upgrades and buildings that require them
  • Made AI a bit less maniacal about stomping out every iota of crime to allow the criminal megacorp playstyle

Performance
  • Fixed performance drop in the resettlement view
  • Fixed one source of lag on daily ticks
  • Reduced needless daily job related calculations

Modding
  • Add num_uncleared_blockers trigger - checks the planet's total amount of uncleared blockers
  • Renamed old "can_resettle_pop" game rule to "can_resettle_planet", Add a new "can_resettle_pop" game rule that works on Pop scope
  • Added on_slave_sold_on_market on action

Bugfixes
  • Number of districts required to enact Arcology Project is no longer reduced by uncleared blockers
  • Fixed overlapping UI elements in Megastructure view
  • Authoritarian faction is now also OK with Academic Privilege and Robotic Servitors
  • Tech drones and Technician jobs now correctly look for the Ingenious trait rather than Thrifty (which was changed to trade value)
  • Starting on Earth as Life-Seeded now properly gives you a 25 size planet with rare deposits
  • Fixed an OOS on hotjoin due to MIA ships reappearing in different places on server and client
  • Fixed status quo peace not spawning new empires in ideology and vassalization wars
  • Fixed ship alloy costs being truncated in the choose design window of the fleet designer
  • Fixed first wave scourge invasion fleets being led by admirals using robot portraits for some bizarre reason
  • Fixed massively out of date credits in the Chinese version, because Jamor is a human that exists in the universe apparently
  • Fixed out of synch event related to special projects
  • Added missing effects to the description of the Trium Caravaneer's atmospheric deodorizer deal
  • Gateways will no longer spawn in directly adjacent systems on galaxy creation
  • Fixes the issue of people not able to hot join a multiplayer when too many players are present
  • Made tweaks to Galactic Market that should prevent an infinite profits exploit from flooding the market, then rebuying, you shameless tophat-wearing capitalist exploiters, you
  • Fixed a graphical display bug with shielded worlds
  • Fixed an incorrect modifier being applied by the "Alien Drag Racing" anomaly
  • Improved the text truncation in longer planetary Decision descriptions, should avoid spillouts
  • Reduced number of calls to CalcMaxEmployed done in DailyUpdate by up to 50%. Should improve performance
  • Fixed literally unplayable grammar issue in the Horizon Signal event chain
  • Fixed leader portraits being slightly off-center in level up windows
  • Fixed OOS due to Leaders not being reregistered when changing class (Scientist to Empire Leader, etc)
  • Fixed potential CTD when loading market and certain empires no longer exist, because all those empires will be lost, in time, like tears in rain
  • Empire size modifier on leader cost and upkeep is now multiplied on the total and not added to the other mult modifiers
  • Fixed OOS due to Galactic Market cache
  • Fixed Master's Teaching: Warring States edict not affecting army upkeep as it should
  • Fixed Gospel of the Masses civic not applying trade value bonus
  • Fixed event spam when gaining access to the Galactic Market
  • "Free at last" modifiers are now removed from the planet after it's reconquered (or conquered by anyone else)
  • Prevented abandoned terraforming project or underground civilization events on an Ecumenopolis
  • Added a check so that servitude robots cannot become criminals. We'll miss you, serial killer auto assembly claw.
  • Khan, "berserker" and "invader" AI personalities should no longer get stuck considering targets they cannot reach
  • Fixed empire size tooltip with literally unplayable missing % signs
  • Fanatic Purifiers, Determined Exterminators, and Devouring Swarms now have a tooltip properly explaining why, as generally antisocial genocidal murderers, they are not welcome in the Galactic Market
  • Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age
  • Reworked refugee pop effect script to eliminate faulty event spam
  • Fixed a situation with total wars. If a player takes a planet that has the same name as a planet he already owns, a new sector would be created with that name, but with no planets in it
  • Effects of "Survival of the Fittest" tradition now include a "%" character where needed
  • Fixed broken tooltips for Gang Wars and Mob Rule events
  • Fixed a bug where presapient pops on a planet would distort the necessary number of fully sapient pops required to unlock the next building slot
  • Fixed some missing resource icons in various screens and tooltips
  • Fixed robot pops being unable to resettle
  • Fixed the Consecrated World Worship modifier disappearing when a certain combination of planets are consecrated
  • Caravaneers should not join a colony before it is fully established
  • Some moon-related events had their triggers improved after the startling realization that Habitats also count as moons. That's no moon...
  • Fixed Aberrant and Vehement lacking starting anchor starbase rendering their portals indestructible
  • Fanatic Materialist Fallen Empire is no longer wrongfully DLC-locked behind Synthetic Dawn
  • Fixed broken text for Dark Matter deposits
  • "Pollen Aphrodisiac" event chain is no longer available to Ecumenopolis worlds
  • Fixed an event option tooltip relating to the Science Nexus reporting incorrect resource amounts
  • Fixed Automated Colonization Units tradition not granting an extra pop on colonization for machine empires
  • Fixed issue with the Artisan troupe dialogue windows not popping up
  • Fixed crash when trying to reroute a trade route
  • Totalitarian faction demands should be satisfied by either having a stratified living standard on everyone, or by purging/enslaving pops
  • Fixed a crash when opening the megastructure build list with a Dyson Sphere you cannot afford at midnight on the Summer Solstice atop Barad-dûr
  • Fixed text grey out function to actually grey out texticons instead of only cheekily putting "_grey" into the text
  • Fixed a crash when tooltipping power in diplomacy view while not observing as a country
  • Fixed duplicate Simplified Chinese ship design names
  • Fixed a possible crash when showing event windows
  • Fixed issue where system ownership change on actions were executed in a unsafe environment potentially causing CTDs and/or OOSs
  • Fixed an OOS at game start when the client is playing in a different language than the host
  • Fixed a crash related to extremely long trade routes
  • Fixed CTD from trying to update invalid planets
  • Fixed the Caravansary Home Station being indestructible after it is re-established, because that which has died once can die again
  • Fixed a missing ship design name for the Caravansary starbase
  • The Numistic pops sold by the Numistic Order will now have the same traits as their original owner but the ideal planet class of their buyer
  • Fixed Vassalization Wars unhelpfully not creating Vassals
  • Subsidiaries can now have branch offices and open branch offices in their overlord's territory. Commercial pact trading is also done automatically just as when in a federation when you're a subsidiary
  • Merchants now properly produce Unity for empires with Merchant Guilds civic
  • Fixed a number of Special Projects occasionally displaying unintended event images in the Situation Log
  • Fixed some Governor traits that were wrongly empire-wide in their effect
  • Hyperplanes are now correctly colored on OSX
  • Drone Megastorage now correctly checks that you are a Machine empire
  • No resettlement policy now actually means no resettlment
  • Fixed Observation Posts producing no science
  • Sector automation now includes hives and nexus
  • Technologies for lvl 2 buildings no longer appear before you have the resources to build them
  • Fixed the Numistic Order fleet having the wrong name
  • Alleviated some issues with Caravaneer fleets getting "stuck", as their jump distance when escaping hostiles is now randomized
  • Fixed an edge case where Consecrating a world would not result in a modifier, making the planet impossible to un-consecrate
  • Fixed literally unplayable typo in Cyto-Revitalization Center tooltip
  • Fixed Solid Liquidity faction issue stating the wrong amount of Energy Credits
  • Private Prospectors civic effect description now shows the correct Administrative Cap increase

We're definitely not done with 2.2: we intend to keep the stellaris_test beta branch, and update it with another batch of new fixes before we sign off for a short break over the holidays. Expect that to go out soon (tm). This rolling beta will continue to be updated with new packages of fixes as we get them in the new year. This is the version you need to be on if you want to do multiplayer games with friends on the GOG/Paradox Launcher versions of the game.

2.2.2 should be compatible with 2.2.1 saves, but in case you encounter an issue and need to roll back the version. Here is how.

Edit: Saves should be compatible with 2.2.1, not 2.1.1 as was previously written. Minor typo, apologies for the confusion.
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Reviews

“Calling Stellaris Europa Universalis in space is probably reductive, but it was the first thing I did in this review not because they are almost exactly alike, but because, when I put away my empires and get on with my day, the stories that have played out in these digital worlds embed themselves in my brain, and I so desperately want to tell people about them. Both games tickle the part of my brain that wants every battle to have some greater context, every move I make to be part of a larger narrative. Stellaris manages to do this without history to lean on, though, and does so with aplomb.”
9/10 – PCGamesN

“Stellaris is easy to comprehend and exciting to execute, which is a perfect combination for a genre notoriously difficult to break into.”
9/10 – Destructoid

“Right now, Stellaris is a very good space-based strategy game, but a few months down the road, it could evolve into a fantastic one”
8.2/10 – Hooked Gamers

Ascension Pack



Your species has mastered the seemingly impossible. Faster than light travel means a new era for your civilization. Brave pioneers set forth from our ancient homeworld into the unknown, while scientists unlock more and more of the vast mysteries of the cosmos... But you are neither the first nor the only, species to climb to the heavens. You must test your military and diplomatic prowess against rival galactic empires.

The Stellaris Ascension Pack includes:


  • Apocalypse: This expansion redefines stellar warfare for all players with a host of new offensive and defensive options. Destroy entire worlds with terrifying new planet-killer weapons, fight against (or alongside) ruthless space pirates, and maybe discover a few non-violent game features as well.
  • Utopia: This expansion adds megastructures and new options for the ultimate advancement of your species.
  • Leviathans Story Pack: A story pack that includes monstrous new creatures and encounters
  • Synthetic Dawn Story Pack: Provides an all-new way for players to establish their empire across the stars, starting the game as a Machine Empire -- a society made up entirely of robots. Unique game features and event chains will allow the machines to expand as a robotic consciousness and create an AI-led network that grows to galactic dominance.
  • Plantoids Species Pack: A species pack that includes fifteen new species portraits, new templates for plantoid civilian and military ships and a cityscape art.
  • Humanoids Species Pack: A species pack that includes ten new Humanoids portraits, new ship models, three new voiceovers sets for VIR and three remixed music tracks.

Nova Edition




Stellaris Nova Edition includes:

DIGITAL ORIGINAL SOUNDTRACK

The Stellaris soundtrack delivers two and a half hours of original music, including bonus tracks and alternate versions not included in the game. Composed by Andreas Waldetoft with appearances by the Brandenburg State Orchestra and Mia Stegmar, listeners will hear themes meant to evoke discovery and far-reaching exploration through the vast expanse of space through the fusion of orchestral and electronic music. MP3 and lossless FLAC are included.

NOVA FORUM ICON

Show your love for Stellaris on the Paradox Forums and other social networks.

EXCLUSIVE ALIEN RACE (COSMETIC DLC)

Colonize the unknown and build a glorious spider empire! An exclusive alien race will be added to your game with a unique arachnid design. When your friends ask how you obtained these new spacefaring spiders, be sure to tell them you found the deal on the web.

Galaxy Edition



Stellaris Galaxy Edition includes:

DIGITAL ORIGINAL SOUNDTRACK

The Stellaris soundtrack delivers two and a half hours of original music, including bonus tracks and alternate versions not included in the game. Composed by Andreas Waldetoft with appearances by the Brandenburg State Orchestra and Mia Stegmar, listeners will hear themes meant to evoke discovery and far-reaching exploration through the vast expanse of space through the fusion of orchestral and electronic music. MP3 and lossless FLAC are included.

EXCLUSIVE ALIEN RACE (COSMETIC DLC)

Colonize the unknown and build a glorious spider empire! An exclusive alien race will be added to your game with a unique arachnid design. When your friends ask how you obtained these new spacefaring spiders, be sure to tell them you found the deal on the web.

DIGITAL COLLECTOR'S BOOK

Join the creative team behind Stellaris to learn how the game's aesthetic was designed and realized for Paradox's most visually unique game to date. From concept art all the way through full illustrations and 3D renderings, this exclusive 130-page book includes a collection of game art unavailable anywhere else -- along with insight into the thoughts and research that drove these designs, the problems the team faced along the way, and the ways they finally brought these visuals to life.

STELLARIS INFINITE FRONTIER NOVEL BY STEVEN SAVILE (ebook)

From best-selling author, Steven Savile comes an original novel based on the science-fiction setting of Paradox's Stellaris. When the Commonwealth of Man receives proof that they are not alone in the universe, humanity is divided: should our species seek salvation in potential friends among the stars, or prepare for an inevitable war? What discoveries await the colony ship as they journey into the unknown to find the source of a mysterious alien signal? Download and read on epub, mobi (Kindle) and PDF.

EXCLUSIVE AVATAR AND GALAXY FORUM ICON

Show your love for Stellaris on the Paradox Forums and other social networks.

SIGNED WALLPAPER

Pay your respects to the pioneers who ventured forth into the unknown with this desktop wallpaper signed by the Stellaris development team.

About This Game

Explore a vast galaxy full of wonder! Paradox Development Studio, makers of the Crusader Kings and Europa Universalis series presents Stellaris, an evolution of the grand strategy genre with space exploration at its core.

Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.

Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?

MAIN FEATURES


  • Deep and Varied Exploration.
  • Enormous procedural galaxies, containing thousands of planets.
  • Explore Anomalies with your heroic Scientist leaders.
  • Infinitely varied races through customization and procedural generation.
  • Advanced Diplomacy system worthy of a Grand Strategy Game.
  • Ship Designer based on a vast array of technologies.
  • Stunning space visuals.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows® 7 SP1 64 Bit
    • Processor: Intel® iCore™ i3-530 or AMD® FX-6350
    • Memory: 4 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 460 or AMD® ATI Radeon™ HD 5870 (1GB VRAM), or AMD® Radeon™ RX Vega 11 or Intel® HD Graphics 4600
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: Direct X 9.0c- compatible sound card
    • Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection
    Recommended:
    • OS: Windows® 10 Home 64 Bit
    • Processor: Intel® iCore™ i5-3570K or AMD® Ryzen™ 5 2400G
    • Memory: 4 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 560 Ti (1GB VRAM)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: DirectX 9.0c-compatible sound card
    • Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection
    Minimum:
    • OS: 10.11 (El Capitan)
    • Processor: Intel® iCore™ i5-4570S
    • Memory: 8 GB RAM
    • Graphics: Nvidia® GeForce™ GT 750M or equivalent AMD® card with 1GB Vram
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection
    Recommended:
    • OS: 10.13 (High Sierra)
    • Processor: Intel® iCore™ i5-4670
    • Memory: 8 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 780M with 4GB Vram
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection
    Minimum:
    • OS: Ubuntu 16.04 x86
    • Processor: Intel® iCore™ i3-530 or AMD® FX-6350
    • Memory: 4 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 460 or AMD® ATI Radeon™ HD 5870 (1GB VRAM), or AMD® Radeon™ RX Vega 11 or Intel® HD Graphics 4600
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: Direct X 9.0c- compatible sound card
    • Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection
    Recommended:
    • OS: Ubuntu 16.04 x64
    • Processor: Intel® iCore™ i5-3570K or AMD® Ryzen™ 5 2400G
    • Memory: 4 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 560 Ti (1GB VRAM)
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Sound Card: Direct X 9.0c- compatible sound card
    • Additional Notes: Controller support: 3-button mouse, keyboard and speakers. Special multiplayer requirements: Internet Connection

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