Stellaris - demasiri_pdx


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"
Stellaris - demasiri_pdx


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.
Stellaris - demasiri_pdx

(Click thumbnail to watch Launch Trailer on YouTube)

Stellaris: MegaCorp is out now! Step into the role as the leader of a Megacorporation and rule the galaxy through your business acumen and prowess as a corporate superpower.

MegaCorp is available to purchase on our Store right here. Some of the core features of the expansion include:
  • Corporate Culture: Chief Executive Officers of a MegaCorp can conduct business on a galaxy-wide scale with a host of new civics. Expand through a system of Branch Offices and corporate tactics
  • City World: With Ecumenopolis, you can increase the population density of core worlds to truly epic proportions, eventually creating a planet-spanning megacity
  • Caravaneer Fleets: Keep an eye out for the Caravaneers, nomadic interstellar wheelers-and-dealers who stay aloof from galactic politics, and always have a bargain up their sleeve. Expect surprises when these master traders wander through your space or when you visit their home systems
  • More Megastructures: The budget has been approved for your own glorious Matter Decompressor, Mega-Art Installation, Interstellar Assembly or Strategic Coordination Center to acquire new scaling capabilities for your megalopolis
  • Galactic Slave Market: Buy and sell labor on an industrial scale, set them free or keep them as livestock. The choice is yours!
  • VIP Status Comes with its Perks: Keep your economy competitive in a cutthroat galaxy with additional Ascension perks.
Stellaris - demasiri_pdx


The time has finally come to present the full patch notes for the 2.2 'Le Guin' update and the accompanying MegaCorp expansion coming out on December 6!

VERSION 2.2.0

DESIGNERS' NOTE

Greetings!


Stellaris has (once again) undergone bold changes! In 2.2 the focus of the changes has been to rework how you develop planets and to deepen the game's economy. The purpose is to make the management of planets more fun and engaging.

Tiles are gone, and have been replaced with Districts, Buildings, and Jobs. You will now instead construct City Districts, Farming Districts, Mining Districts, and Generator Districts, as well as various Buildings with more specialized roles. Districts and buildings provide Jobs, and a job worked by a Pop will produce resources.

As a planet gains more Pops it will unlock more Building Slots. Buildings work similar to how they did before, but now most of them provide Jobs instead of producing resources directly.

2.2 also introduces a new Trade Route system. What you essentially want to do is to collect Trade Value (found in space and produced on planets) by upgrading a nearby starbase. You should then set up a Trade Route leading back to your home system. Trade Value is converted into usable resources when it reaches your Trade Capital.

We recommend you to take a look at the updated tutorial!

Megacorp Expansion Features

Megacorps
  • Added the Megacorporation empire type, which features unique civics as well as the ability to become an economic powerhouse by spreading branch offices on the planets of other empires

Ecumenopolis
  • Added new ascension perk: Arcology Project, enabling the Decision to convert a planet to an City-World completely covered in urban sprawl

Xeno-Compatibility
  • Added new ascension perk: Xeno-Compatibility, which allows cross-breeding between species

Universal Transactions
  • Added new ascension perk: Universal Transactions, which makes it easier for Megacorporation empires to establish branch offices and commercial pacts

Caravaneers
  • Added the Caravaneers, nomadic space traders who will give unique offers in exchange for a variety of resources, and also offer games of chance in their home system

New Civics
  • Added new civic: Byzantine Bureaucracy, that reduces housing/amenities usage and allows for the construction of Bureaucratic Complex building that adds administrator jobs
  • Added new civic: Merchant Guilds, that add a merchant job to capitol buildings, and merchants provide unity
  • Added Shared Burden civic for all your luxury space communism needs, with a new prescripted empire using it, the Kilik Cooperative

New Megastructures
  • Added new Megastructures: the Matter Decompressor, Mega-Art Installation, Interstellar Assembly, and Strategic Coordination Center, including ruined versions you can discover

Slave Market
  • Added a galactic Slave Market so you can buy or sell slave Pops and robots (once the Galactic Market is established)

New Voices and Music
  • Added 3 new advisor voice sets as well as 16 minutes of new music (added to the soundtrack DLC as well)

New Canon Empires
  • Added new pre-scripted Empires using Megacorp mechanics, and changed the existing Chinorr to a Megacorp

Achievements
  • Added 10 new achievements

New Utopia Expansion Features

Hive Worlds
  • Added new ascension perk: Hive Worlds, similar to Machine Worlds but for Hive Minds, which allows them to terraform planets into living planets on which only hive drones can live. Hive Worlds gain a bonus to resource output and are not limited by deposits in how many resource districts they can support

2.2 ‘Le Guin’ Free Features
  • Added Simplified Chinese localization
  • Removed planet/habitat tile system, replaced with districts, jobs
  • Pops and Pop Jobs now belong to a social class (Pop Category) that determines their luxury needs. Social classes are ranked, and Pops that belong to a higher social class will refuse to take jobs belonging to a lower class until they demote over time
  • Added unemployment for pops without suitable jobs, which lowers planetary stability if their living standards are low
  • Added planetary housing, which is not a hard cap. Lack of sufficient housing causes planetary instability
  • More dynamic pop growth system: populations can grow and decline based on their rights, living standards, immigration/emigration
  • Added crime. Crime is generated by overcrowding and poor living conditions, and negatively affects planet stability. It can also generate events
  • Added new and reworked planetary decisions and empire edicts
  • Added new resource types (alloys, consumer goods, etc) which tie in to the economic simulation in many ways, diversifying the domestic activity of empires considerably
  • Added the Internal Market, where resources can be converted into other resources at a cost
  • Added the Galactic Market, in which all game resources can be bought and sold in open exchange between empires, with prices fluctuating based on supply and demand. This is formed when enough Empires are in contact with each other, replacing the Internal Market. Genocidal empires do not get access to the Galactic Market
  • Added trade routes, where you can collect trade value from upgraded starbases and send it back to your trade capital to convert to wealth for your empire. Reworked piracy system to link in to this, and added a patrol order so your fleets can actively suppress piracy
  • Added commercial pact diplomatic agreement, where the signatories gain trade value equal to 10% of the other party
  • Added Administrative Cap based on owned systems, districts, and colonies. It is a soft cap that, when exceeded, applies scaling penalties to leader cost, edict cost, research speed, etc. This replaces the old system of static penalties based only on systems owned, and more accurately reflects the size and complexity of your empire. Administrative Cap can be increased with techs and ascension perks
  • Introduced a new concept called Empire Cohesion. Empire Cohesion is increased by each owned system, and decreased by each external hyperlane connection and cut-off (non-owned) system inside your borders. If cohesion loss goes above cohesion gain, you will suffer penalties in the form of increased empire size and the corresponding costs it brings
  • Added 9 new basic Mandates relating to your empire's internal economy
  • Tweaked army display and ground combat screens, with improved army icons
  • Reworked planetary bombardment to produce devastation, which damages housing, amenities, trade value, and pop growth. High devastation will ruin buildings and kill pops
  • Reworked sectors to be automatically generated, removing the "mini-economies" and having them directly contribute to your empire stockpiles
  • Reworked factions to always give an amount of influence based on their faction approval, rather than having a hard cutoff below which they would contribute nothing
  • Reworked the Tradition Trees to synchronize with all the new systems
  • Replaced authoritarian Caste System with Stratified Economy living standards: does not use slavery but has a similar effect (happy rulers, downtrodden masses). Authoritarians can still use species-wide slavery. Slaver guilds civic is now required to enslave own species
  • Added alert messages for completing a Megastructure's intermediate upgrade steps
  • Added a conclusion to the Strong Magnetic Field events
  • Unity Ambitions are now a free feature, and no longer restricted to owners of Apocalypse
  • Added new single star custom system options
  • Created and implemented new SFX for Natural Wormholes which have been silent until now. No more.
  • Since the Chinorr have become a Megacorporation, replaced them in non-Megacorp games with a new prescripted empire, the Glebsig Foundation
  • Added technology Resort Worlds that unlocks the ability to designate a colony as a Resort World. This colony will be unable to have districts and most buildings built on it, but will increase amenities and immigration pull across the empire.
  • Added tech for Penal Colony worlds which have high crime rates but decrease crime on other planets
  • Added a tech for slaver empires to designate a world as a Thrall-World. Thrall-Worlds cannot support city districts or manufacturing/research buildings, but get vastly increased growth rate and access to special buildings and jobs for slaves
  • Updated tutorial to explain the new systems
  • Added the multiplayer observer mode from the 2.1.4 beta to the default game version
  • Deploy Hunter-Killer Drones decision can now be toggled on and off
  • Added a game setup setting for how many habitable worlds are guaranteed to spawn near your starting system
  • Research Agreements are now diplomatic actions, rather than being part of trade deals
  • End game victory conditions reworked into a score system, tallying up your total empire accomplishment based on size, population, military, tech, federations, and many other measures
  • Added some new Colony events.
  • Civilian ships are now constructed at starbase rather than planets
  • Added pop selection view to colony ship construction in starbases
  • Colony ships can now be built populated with any species which you have a migration treaty with
  • Colony ships built via the expansion planner will be automatically constructed at the starbase nearest the target planet
  • Planets have a decision to stop pop growth, although this comes with a penalty to stability for regular empires.
  • Blockers now generally reduce the usable districts on a planet, while clearing them often unlocks additional district types.
  • Clearing Blockers can now also give one time bonuses, i.e. clearing a slum grants a pop.
  • The homeworld of the First League is now an Ecumenopolis
  • Notifications dealing with the player’s own empire are now marked with a golden yellow rim to distinguish them from those affecting only other empires
  • Added 6 new corporate-themed empire flags

Balance
  • Improved distribution of space creatures and unique systems
  • Leader Capacity has been removed from the game and replaced with energy credits upkeep for each leader
  • Subterranean civilization famine event now uses food rather than energy
  • Increased the delay between the Prethoryn Vanguard and the main swarm arriving
  • You no longer get influence when another empire finishes first contact project before you do
  • Teachings of Warriors event now only gives energy as reward for selling to a private collector
  • Removed neighbor restrictions on rivals and most CBs
  • No longer possible to pick Imperial Prerogative as first ascension perk
  • Federation members now automatically have a commercial agreement with each other, but have to pay 15% of their energy credit income in federation taxes
  • Federations are now always led by the most powerful member empire rather than having a rotating presidency (25% more power than leader is required to replace an existing president)
  • Added a decision to curtail planetary growth through voluntary measures, available to empires that don't allow other forms of growth control. It reduces growth by 75% at the expense of increased pop upkeep
  • Reworked relative empire power to be based on fleet power, economic power and tech power (in order of descending importance). Economic power is calculated as the amount of resources produced by the empire each month, multiplied by the base value of said resources, while tech power is calculated by the total cost of researched techs
  • Added two new technologies for machine empires that improve pop assembly speed
  • Nivlac pops now generally spawn in groups of 15
  • Nivlac species trait effect on habitability and pop growth has been significantly reduced
  • Added Cadet difficulty setting as an 'easy' level below Ensign, granting the player economic buffs
  • Admirals no longer gain the Fleet Logistician trait from a random (MTTH) event
  • Changed Forlorn Ruins modifier to be -5% happiness instead of -20%
  • Drastically reduced the research cost for Entropic Recursion and Doctrine: Strange Loop, and removed their associated buildings
  • Drastically reduced the Machine Uprising's starting fleets so they shouldn't immediately economically collapse
  • Habitats now have a monthly alloy upkeep on their capital building
  • Strong/Weak traits now have a small effect on worker output
  • Culture shock is now a planet modifier rather than a pop modifier
  • Assimilation now faster, and planetary culture shock will be removed if there is only hive/cyborg/machine pops on the planet, because free will is a painful illusion
  • Xenophobes now get +10%/+20% pop growth instead of claim cost reduction (to balance for not having as much growth from migration, etc)
  • Ascension perk Defender of the Galaxy now grants bonus damage against the Tempest too
  • Ascension perk Galactic Contender also grants bonus damage vs the gate builders
  • Yuht, Vultaum, and Irassian Home systems now have some additional resources
  • Having an L-gate in your space increases the odds of rolling gateway tech if you don’t have a regular gateway
  • Spiritualist faction will no longer be unhappy about Tomb Worlds if you get Wormed
  • Having Psionic pops in your empire allows for the possibility of rolling the Psionic theory tech if not otherwise possible
  • Several existing civics have been adjusted to affect the new jobs system: Police State, Agrarian Idyll, Aristocratic Elite, Citizen Service, Exalted Priesthood and Technocracy
  • Species trait Thrifty now increases Trade Value production, new trait Ingenious increases Energy Production
  • Reduced cost of robo-modding a species
  • Reduced the cost of bio-modding a species
  • Databanks Uplinks tradition now increases research station output instead of unlocking assist research
  • Assist Research is now available from the start of the game
  • Ending a resource deal with a merchant enclave early now gives -5 opinion
  • Distinguished Admiralty civic effect on admiral level cap reduced from 2 to 1. In addition, the effect on naval capacity has been replaced with ship fire rate

UI
  • Split the policies and edicts view into their own views
  • You can now start the game with the "-console" argument and it will dump all console commands to the info.log file
  • Added various info about target planets in the Resettlement dropdown list
  • Colonization screens only show the list of species and will generate a ship from the closest shipyard
  • Species are sorted in habitability order on the colonize "select species" window
  • Expansion planner now shows scripted district in a moddable way instead of being hardcoded into energy, minerals, food
  • The expansion planner now shows Rare Deposits
  • Added navigation sidebar and moved all topbar menu items to it
  • Reworked planet battle view to show frontline, reserved and disengaged armies separately
  • Standardized colors for displaying cost and time

AI
  • AI now considers the potential resource gain against its system upkeep cost when deciding whether to build an outpost
  • Adapted AI to new economy system
  • Improved early game economy AI
  • AI will now revoke claims it has on empires it wants to maintain a long-term alliance with

Modding
  • Added scriptable leader classes, old classes are now attributes for the new ones
  • Added on_crossing_border on-action
  • You can now set an arrival_effect on auto_move_to_target, this will fire that scripted effect on arrival
  • Added "on_fleet_combat_joined_attacker" and "on_fleet_combat_joined_defender" on_action. Both are fired when fleet enter combat, scopes etc in the file "00_on_actions.txt"
  • Added country_trade_fee modifier
  • Replaced free_pop_slots trigger with free_housing trigger
  • Updated the "if" trigger to work in the same way as the "if" effect: if { limit = {...} } else_if { limit = {...} } else { ... }
  • Added define for default trade change
  • Added MARKET_FLUCTUATION_EPSILON define to avoid useless calculations
  • Added last_building_changed / last_district changed triggers
  • Added on_system_lost and on_system_gained on-actions
  • Create Species can now accept an event_target for the species class create_species = { class = event_target:caravaneer_fleet2_country.species }
  • Most modifiers in the game now take custom_tooltip to print a custom desc
  • Added perc_communications_with_playable trigger
  • Added triggers "has_rival = <Target>" and "has_overlord=<Target>"
  • Added is_half_species trigger
  • Added create_half_species effect
  • Added country-scoped variants of event pulses. Which countries get these is controlled in country type settings
  • Added GetRulerName to localization script in Leader scope
  • The "has_colonization_control" trigger now works like other species rights trigger: has_colonization_control = { value = no country =root }
  • Added a "can_colonize_with_species" game rule
  • It is now possible to directly script a civic as changing the empire's homeworld class, and this will be reflected properly in empire designer
  • The number of district types shown in the expansion planner is now fully moddable through a Define ( EXPANSION_VIEW_NUM_DISTRICTS ) However, the gui files must also be changed to have that number of district buttons/icons
  • Added set_market_leader effect
  • Anomalies with a null_spawn_chance set that are set to only happen once for the country/game will now be blocked from being rolled again if they fail to pass the null spawn chance check, meaning that some anomalies can be made properly rare and not occur in every game
  • Added the "diplomacy_economy" database where you can defines upkeep and production of resources for various types of diplomatic relations.
  • Added remove_deposit effect
  • Added is_deposit_type trigger
  • Add define for resource base, min and max price on the market
  • Add defines for constants in price change equation
  • Buildings can now have a custom tooltip effect

Bugfixes
  • Fixed incorrect starbase Missile Battery description
  • Restoring changes to Impossible Organism event to allow Nivlacs to be spawned on any planet, not just the capital
  • Fixed Contact Report: Primitives event sometimes fetching the wrong text key
  • Fixed incorrect pluralization for Gene Warrior armies
  • Fixed a handful of Crystalline Entities not being affected by the Crystal Pacification project
  • Fixed the Lokken Mechanists pre-scripted empire using the wrong ruler title
  • Fixed a bunch of old sound files that had bad loops or other cruddiness
  • Fixed literally unplayable localization bugs
  • Removed references to a nonexistent special project in an event chain
  • Fixed an edge case where paying off Marauders would cost you nothing
  • Fixed "The Xvan Labs" special project spawning in too-distant systems
  • Preventing Ketling planets subject to ongoing invasion, orbital bombardment and/or starbase construction from progressing to spacefaring Ketlings
  • Fix crash at start when the outliner settings contain double entries
  • Fixed Leviathans first contact report not firing in some cases
  • Scavenger Bot and Tiyanki Matriarch systems are now flagged as hostile (and guardian) systems
  • Fixed bug where upon re-election a ruler would not get a proper new mandate
  • Fixed Crisis ambient audio continuing to loop after Crisis has been defeated
  • Fixed an issue where Primitives would accumulate too many Ethics over time
  • Removed arrow from peace messages since they were misleading
  • Added localization that had been missing from Observation events that had been missing since 2015, good golly Miss Molly
  • Pacifists are now blocked from Aggressive First Contact protocols, as charming as it was that they had a loophole in their ethical structure that permitted unlimited violence until polite first greetings had been exchanged
  • Leviathan Death Notification message should now function
  • Fixed the bug when in the MP Lobby create new empire tab was shown beneath custom empires
  • Fixed the multiplayer "show players" mapmode being saved and reloaded in single player mode, resulting in all-grey maps
  • Fixed tutorial making observer mode outline visible in single player
  • Master Builders Ascension Perk no longer applies twice to Habitats
  • Marauder fleets now actually show up in the Marauder Vengeance event, rather than merely threatening to do so
  • Fixed a crash when deleting an empire led to having a corrupted empire design selected
  • Create vassal button now checks properly if a vassal can actually be created
  • Fixed multiple contact from same empire
  • Fixed empires created by rebellion, being released as a vassal always showing up with grey map colour
  • Fixed the "blue solution" sometimes not granting a trait
  • The red/green/blue event now adds a custom free trait so as not to mess with trait points.
  • There will now always be a minimum of one L-Gate system when playing with the Distant Stars Story Pack, regardless of galaxy size
  • Fixed peace deal localization
  • Fixed some loc references in post-war messages from Fallen Empires
  • Fixed the Horizon Signal event chain sometimes resulting in Pops getting incompatible traits
  • Fixed the Grateful Refugee pop modifier potentially stacking (modifier is now instead refreshed if the pop becomes a refugee again)
  • Contact Report: Leviathans (story.8) should now fire for all leviathans (will now display a special desc for mechanical leviathans)
  • Fixed an issue with terraforming in the Atomic Clock event
  • Numerous other bugfixes and performance improvements

Also, for our awesome modding community, here's the DD we did detailing the latest moddability changes.

We worked hard on this one. It changes the game in dramatic ways. Please enjoy it when 2.2/MegaCorp debuts next Thursday, December 6th!
Stellaris - demasiri_pdx


Today's Dev Diary comes to you with the nitty gritty details related to modding and getting really in-dept into the changes that will be coming in Le Guin.

While this isn't something that is of interest to everyone, we are dedicated to giving our modding community even better tools to let their ideas and imaginations run wild.

For the full details, check out the Dev Diary on our forums here.
Stellaris - demasiri_pdx
Stellaris: MegaCorp will be releasing on December 6th, 2018 with a host of new gameplay updates, giving you the change to play as your very own MegaCorp and conquer the galaxy with commerce and your own finely-tuned business acumen.

Also, we've just released the MegaCorp Story Trailer - which you can watch either on the our Steam store page or click the image below to watch it on YouTube!

Stellaris - demasiri_pdx

Hello everyone!

We’re back for this week’s installment of the Stellaris Dev Diary. This week we will covering a mix of paid and free features. More exactly, we’ll be talking about the Slave Market, Unity Ambitions and new Mandates. I bet I know which one you’ll want to read about first, so let’s start with that one.

Before we start I need to reiterate that this dev diary contains things that are WIP, with non-final numbers, interfaces or mechanics that might change.

The Slave Market (PAID)
To better facilitate different playstyles, we’ve added the Slave Market feature to MegaCorp. This will allow more easy transfer of slaves between empires. In MegaCorp, nothing can stand in the way of the pursuit of profit.

Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are currently Slaves are able to be sold on the Slave Market, but anyone can buy them (either to set them free or to put them to work).



To sell a slave you select one or more Pop(s) on a planet (it must be enslaved). Right now the interface shows planets as the drop-down, but we will be changing it so that you first select a species, and then the list shows the different planets. We’re tweaking the interface right now, so some things might look a bit different as the next couple of weeks pass.



When you have decided which slaves to sell, they will be put on the market. The price of slaves is 500 ± the cost affected by traits. The traits that make them good slaves drives the price up, while things that make them bad slaves drives the price down. Many traits will not affect the cost of a slave.



To buy a slave, you select a destination planet and then simply click the buy button. This will complete the transaction and move the pop to your selected planet.

We are considering adding a simple bidding process as an additional step, but at this time we cannot promise that we will have time to add it before the release of MegaCorp.

Unity Ambitions (FREE)
We are now making this feature a free feature because we felt it works better that way. We want to make sure that Unity is always useful.

Mandates (FREE)
We have reworked and added a bunch of new mandates for democratic empires. They usually go along the lines of building more districts, building more stations to gather resource, to increasing monthly income etc.



That is what we have for this week. Next week we’ll return with a Dev Diary about what the community can expect in terms of Modding capabilities.



Don’t forget to tune into Twitch for the Dev Clash at 15:00 CET on https://www.twitch.tv/paradoxinteractive, starting with a special video showcase, so you can see us whack at each other with our new pointy sticks!
Stellaris - demasiri_pdx
Hello everyone!

Today we’re back for this week’s installment of the Stellaris Dev Diary!

Now for the standard reminder that we’re not yet ready to reveal when MegaCorp will be released, and that screenshots may contain placeholder art, interfaces and non-final numbers. That said, you’re now free to begin the honored tradition of ignoring that and start arguing about any numbers posted or asking for a release date.

Anyway, let’s begin! Today we will be covering The Caravaneers, another cool feature in MegaCorp.

The Basics
The Caravaneers are space-based traders who send out fleets across the galaxy to offers you great deals! The best deals! There are three different Caravaneer fleets who set out from their coalition base in Chor’s Compass.





The Fleets
Like mentioned earlier, there are three new fleets of traders roving the galaxy, known as Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium.






They travel across the galaxy, and when they show up in your space they will offer you lucrative deals. Each fleet has their own set of specialized deals and may ask for different things in return for what they are offering.





The Caravaneer Coalition Base
For those who seek to enjoy some quality pastime, a visit to the caravaneer base is surely worth a visit! The caravaneers have some great deals on offer – only Energy Credits are accepted for being exchanged for the exciting CaravanCoinz! (Your primitive £, $, € won't be accepted here!)

CaravanCoinz allows you partake in some excellent games of chance, or to buy sealed boxes of loot. Who knows, maybe you will be lucky enough to find the most glorious and precious thing known in the galaxy – The Galatron.

Either way, a visit to the caravansary coalition base is not something you’ll regret!

Wow, so many great deals to look forwards to!





That is it for this week, folks! Next week we will be back with another exciting topic - namely the Slave Market (and some additional minor stuff)!



Also don't forget to tune into Twitch at 15:00 CET for the third session of the Stellaris Dev Clash.
Stellaris - demasiri_pdx

Hello everyone!

On this stellar day you will be able to read another of our dev diaries about the upcoming expansion - MegaCorp.

Like always I have to mention that we’re not yet ready to reveal when MegaCorp is due to being released, and that this article may contain placeholder art, interfaces and non-final numbers.

For this dev diary we will be exploring some of the new cool features in the MegaCorp expansion – namely Ecumenopolises and new Megastructures.

Ecumenopolis
“Thus shall we make a world of the city, and a city of the world”.


The city planet is here. To create a Ecumenopolis, you first need to unlock the associated Ascension Perk. The ascension perk is only available for non-gestalt empires, and requires the new Anti-Gravity Engineering technology.



Once you have the ascension perk, a decision will appear on your colonized planets. To be able to enact the decision, you need your planet to be entirely filled with only City Districts, in addition to the cost.



Ecumenolopises replace the regular districts with special districts available only to the ecumenopolis. These districts are Residential Arcology, Foundry Arcology, Industrial Arcology and Leisure Arcology. These districts are more powerful and provide a lot more jobs than regular districts. Additionally, Ecumenopolisis provide a bonus to pop growth and resource production for all jobs on the planet.






The Arcology Project is a must for anyone wishing to build a truly "tall" planet.

Megastructures
MegaCorp is releasing with 4 new Megastructures:
  • Matter Decompressor
  • Strategic Coordination Center
  • Mega Art Installation
  • Interstellar Assembly
These new megastructures will be unlocked by the Galactic Wonders Ascension Perk.



Megastructures have also received a balance pass to fit the new economy, and thus they now cost alloys to build instead of minerals.

Matter Decompressor


The Matter Decompressor works similar to the dyson sphere, but using technology far too complex to try to explain here, it extracts minerals instead of energy. It has 4 levels which provide:
Minerals: 250/500/750/1000

Strategic Coordination Center


The armored hull of the Strategic Coordination Center houses the cream of our military command, who devote their time to strategy and planning in this state-of-the-art facility. It has 3 levels and provide the following effects:
Naval Capacity: 75/150/225
Starbase Capacity: 5/10/15
Defense Platforms: 8/16/24
Sublight Speed: 5%/10%/15%

Mega Art Installation


An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. The Mega Art Installation also has 3 levels, but with the following effects:
Unity: 100/200/300
Amenities: 5%/10%/15%

Interstellar Assembly


A meeting place for galactic powers, increasing immigration attraction and global opinion of us. The Interstellar Assembly has 4 levels with the following effects:
Immigration Pull: 25%/50%/75%/100%
Other empire's opinion: 10/20/30/50
Stellaris - demasiri_pdx


Every Thursday at 15:00 CET, tune into the Stellaris Dev Clash!

We're kicking off Week 2 of the Dev Clash right now, with our developers taking on the roles of their very own empires. Come and follow the narrative and get an exclusive look on the lastest MegaCorp internal build.

Twitch: https://www.twitch.tv/paradoxinteractive
Mixer: https://mixer.com/paradoxinteractive
...