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A major day for Stellaris as the Stellaris: BioGenesis expansion has released, and the huge free overhaul patch 4.0 "Phoenix" has arrived. If you've been away a while, it looks like a great time to jump back in. This is probably one of the biggest updates to the game since release back in 2016.

Get an overview of the 4.0 update in the below video:

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For the new expansion, it sounds like quite an exciting one too. There's overhauled genetic ascension, new biological ships that evolve with your empire, a new player crisis path, three new origins, a new megastructure and more.

I think it may be time for me to have another run through it. Have a look at the expansion trailer below:

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Full update notes, click me

BioGenesis Features​

  • Overhauled Genetic Ascension
    • Choose from three Ascension paths: Cloning, Purity, or Mutation
    • Evolve your empire's government into one of 18 enhanced authorities
    • Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions
  • Biological Ships
    • Command living fleets that evolve alongside your empire
    • Replaces the classic Corvettes, Frigates, Destroyers, Carriers, and Battleships with Maulers, Weavers, Harbingers, and Stingers
    • Customize these ships for specialized roles, from close range brawlers to support vessels, each capable of empowering allies and weakening foes
    • Two new biological shipsets, Spinovore and Shellcraft
  • Player Crisis Path - Behemoth Fury
    • Let them fight! Breed an unstoppable biological monster and unleash it on an unsuspecting galaxy.
  • Three New Origins
    • Evolutionary Predators: Push the boundaries of Species Traits by unlocking and combining unique phenotype abilities to craft the ultimate adaptive empire.
    • Starlit Citadel: Solve the mystery of your empire’s biological attackers while boosting hyperlane choke-point strategies with early access to the Deep Space Citadel megastructure.
    • Wilderness: Begin as a sapient planetary ecosystem, a living gestalt of countless lifeforms united in harmony, seeking to spread its consciousness to the stars.
  • Hive Fallen Empire
    • Encounter a new Fallen Empire, a fractured hive mind struggling to awake between its three splintered personalities.
    • Fielding mighty Dark Matter Biological Ships, see if you can research some debris before one of the fragments awakens, absorbing the others.
  • Eight New Civics
    • Genetic Identification
    • Crowdsourcing
    • Civil Education
    • Stalwart Network
    • Familiar Face
    • Aerospace Adaptation
    • Shared Genetics
    • Bodysnatchers
  • Deep Space Citadel Megastructure
    • A versatile new defensive station capable of holding off powerful enemy fleets at any system.
  • 12 new Species Portraits
    • Evolving and changing with levels and leader roles
  • Phenotype Species Traits
    • 16 new traits based on the abilities of the species
  • Disconnected Drone Policies
    • Maintain Hive-Mind drones in your regular, individualist empires
  • Spinovore and Shellcraft City Set and Diplomatic Room
  • Wilderness-themed City Set, Diplomatic Room, and Advisor Voice
  • New Music
  • 65 new planet and terraforming events
  • Hive Mind authority and most civics are now unlocked by BioGenesis in addition to Utopia

4.0 ‘Phoenix’ Features​

  • Planetary Economy rework
    • Planets produce and consume resources through Jobs.
    • Districts provide Jobs based on their development.
    • District Specializations dictate what Job types are provided by Districts and what buildings may be built.
    • Buildings typically modify the output of the Jobs.
    • The Ruler Stratum has been renamed the Elite Stratum, to better differentiate them from the actual Empire Ruler
  • Pop Groups & Workforce
    • Pops are now grouped together based on Species, Strata, Ethics, and Faction.
    • Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
    • Pops produce Workforce that fills up Jobs.
    • A Civilian stratum has been added to represent the masses that do not generally contribute to the empire’s military economy.
  • Pop growth reworked
    • All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
    • Underrepresented pops are no longer given population growth bonuses.
    • Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
    • All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
    • The minimum growth for small colonies has been removed. Early colonization will be reliant on migration from the empire capital.
    • Migration pacts now apply to auto-migration.
  • Empire Focuses and Timelines
    • The Empire Timeline keeps track of important milestones of a playthrough, available in a tab in the Situation log view.
    • Empire Focus Tasks introduces short and medium-term goals for players to strive for, and offers an alternative way of unlocking key technologies.
      • Empires can choose between Conquest, Exploration, and Development as their primary Empire Focus, affecting what type of tasks are drawn.
      • Completing Tasks provides progress towards Guaranteed Technology unlocks that are considered critical for that playstyle.
      • Task completion is retroactive and will award progress if drawn.
      • Tasks may be discarded for a small cost in Unity.
  • Trade revamped into a standard resource
    • Trade is now used as the Market currency.
    • The Trade Routes system has been removed.
    • Trade Production and Policies are now available to Gestalt’s through Logistics Drones
      • Traditions, buildings and districts that previously affected maintenance drones now affect logistics drones
    • Ships now have logistical upkeep paid by Trade
      • Based on whether they are docked (free), friendly space (reduced), neutral space (normal), or hostile space (expensive).
      • Larger ships have higher upkeep.
      • Juggernauts do not have logistical upkeep, and reduce the logistical upkeep costs for ships in their system by 75%.
    • Planets now have logistical upkeep paid by Trade based on their local resource deficits.
      • Local deficit costs vary based on the base market value of the resources.
    • Trade Policies can set how much of your Net trade after logistics upkeep is converted into other resources.
    • Added galaxy setup sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
  • Branch Office Refresh
    • All Branch office buildings have been reworked to provide more interesting jobs to their host planet, increase local trade value, and their output now scales with branch office value.
    • Branch office buildings are now all planet unique. The amount of building slots remains unchanged.
    • Branch offices can now be opened on other corporate empires.
    • All buildings now have an influence cost, doubled when building on another corporate empire.
    • Most Corporate Civics now buff a specific branch office building, increasing its trade value bonuses and adding jobs to their capital planet.
    • Added new branch office buildings: the Industrial Subsidiary and the Private Security Company.
    • Criminal Syndicates can now establish commercial pacts, replacing their criminal buildings with the regular version. Regular buildings still provide a crime floor to the host planet if they are owned by a criminal empire.
  • Databank Game Library
    • The main help button now displays the Databank where you can explore brief articles on many in-game concepts.
    • With this effort, many aspects of the game’s UI have been filled with concepts, helping new players understand core mechanics.
    • Clicking an underlined link in the UI of a concept that’s in the Databank opens that article and filters other related articles.
    • The full external wiki is still accessible from a button in the Databank. Clicking it on the Databank start page opens the wiki start page. If a Databank article is selected, that article is opened in the wiki.
  • 10 new Mammalian Portraits added to the base game
  • The Hard Reset Origin added to Synthetic Dawn
    • Play as soldier Cyborgs, recently disconnected from your Driven Assimilator Overlord

Improvements​

  • Colonization flow has been improved.
    • You can now pre-select a colony designation and turn on planet automation before colonizing a planet, which will apply when the planet has finished colonizing.
    • Colonization now completes when 100 colonists have grown or migrated to the new planet.
  • Significant improvements have been made to the Species UI.
    • One template per species can be set as the default template for that species, and other subspecies can be set to integrate over time into that default template.
    • The trait selection UI when creating a new template has been improved.
    • The special project window pops up and can be started immediately after creating a new template if desired. It is no longer absolutely necessary as you can use integration to slowly convert your existing pops.
  • The Habitable Worlds slider in game setup now has a 'Rare' setting. There will still be a handful of habitable worlds in the galaxy, mostly from special events and guaranteed habitable worlds. Normalized initializer spawn odds to use a handful of scripted variables.
  • Added galaxy precursor selection to game setup.
  • As it no longer creates hybrids and thus no longer contributes to the inevitable decay of society (and framerate), removed the Xeno-compatibility toggle from Galaxy Settings.
  • Added the Solarpunk City Set for all owners of the First Contact DLC
  • Added the "Venerable Scientist" (Mandarin Language) Voice Advisor
  • Added a Galaxy Settings slider for Cosmic Storm Devastation Intensity
  • Added sliders for Fleet Upkeep Logistics Costs and Planetary Deficit Logistics Costs.
  • Leader Adjustments:
    • As part of our game pacing and interruption reduction pass, leaders now gain trait selection moments on even levels rather than every level.
      • The Under One Rule Luminary still gains leader traits every level.
    • Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
    • Increased the base number of leader traits to pick from on level up by 1. This is intended to reduce the chance of getting exclusively poor trait options without devaluing other sources of leader trait picks too much.
    • Added an "Auto Select Leader Traits by Default" option to game settings, which defaults to Off. On game start or if you switch to an empire, it will toggle the setting on the Leaders tab to your selection. In Coop empires, this override only applies when the primary player of the country joins it. Changing the setting mid-game will not have any effect unless you switch countries.
    • Leader positions now have a significantly greater effect on what traits will appear when they level up and gain a new skill.
    • Adjective leader trait names reverted, for example Inquisitor to Inquisitive
  • Significant improvements have been made to Message and Notification settings, providing you much more control over how you receive them.
    • Updated the default message settings
      • Revised strategic resource messages and added toast notifications
      • Changed trader events into notifications with unique icons. Added sound effect.
      • Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
      • Patron Newsletter event was changed into a notification
      • Terraforming Candidate Discovered Event is now a notification
      • Order Restored event is now a notification
      • Governing Ethic Shift event has been turned into a toast
      • Faction Formed Events now appear as toasts following the first event
      • Added additional event options to Corrupt Administration event and turned it into a notification
      • Changed Inter-Dimensional trade increases event into a notification
      • Changed Storm Spotted alert sound to something less intrusive
  • Early Game Event Adjustments:
    • Added unique event options and rewards based on ethics when settling your First Colony
    • Added unique event options and localization for New Life Discovered events
    • Reduced the frequency of the Rise of the Manifesti event chain
    • Added missing reward to fanatic materialist for Comet Sighted event
    • The Betrayal event has been revamped to include multiple options
    • Adjusted mass extinction event chain localization and picture
    • The Radical Cult event can now be forgiven and not chased around the galaxy
      • Buffed the cultist battleship to make it a more worthy reward
    • Reduced spammy First Contact events
  • Ironman mode is no longer required to earn most Stellaris achievements. An unmodified game checksum remains a requirement, and the use of any debug commands blocks them.
    • The "Victorious" achievement has been changed to "Win the game through any victory condition in Ironman mode."
    • Open Beta Note: Pop related achievements have not yet been updated.
  • Transport ships can now use cloaking
  • Improved readability for event Covenant Formed
  • The low habitability popup now clearly highlights the negative effects
  • Several changes to the starbase UI to improve game flow and overall interaction
  • Reworked Starbase window to harmonize naming and tooltips
  • The Targeted Gene Expressions technology now allows you to remove species traits that Vocational Genomics can auto-mod into
  • Assimilation and Subspecies Integration now happens monthly instead of annually.
    • The number of pops assimilated each month is increased by modifiers that increase pops auto-modded per month
  • The Overtuned origin now benefits from the +2 trait points from the Gene Tailoring tech in empire creation
  • The Gorthikan Alliance now has the Gene Mentorship and Fleeting Excellence traits instead of Artificial Intelligence
  • Renamed the Frozen climate to Cold to prevent confusion with Frozen worlds
  • Added more potential random empire names to Hive Minds
  • Reordered origins so that newer origins are shown first
  • You can now surrender to the "Domination" wargoal of the Awakened Fallen Empires and immediately become a subject.
  • Added the two new Society technologies Federation Code and Existential Campaigns
  • Added the Celestial Orrery system
  • You are 4x as attractive as you were before.

Balance​

  • Replaced all sources of organic pop assembly with new bonus pop growth modifier, increasing planetary growth instead of a single species
  • Fallen Empire and Cosmogenesis Escort ships now have the same evasion value of 50
  • Changed Curator Insight cost to scale with empire size
  • Ascension Perks:
    • Eternal Vigilance: Unlocks a new decision letting you automatically build defense platforms across all your starbasescan. Also it can be acquired early if you complete the Unyielding Tradition Tree.
    • Archaeoengineers: Increased the reduction in minor artifacts cost for ship components from 10 to 20%
    • Colossus Project: Now also gives -15% war exhaustion gain and -5% country ship upkeep
    • Interstellar Dominion: Now also gives -50% empire size from systems
    • Transcendant Learning: Now also reduces leader upkeep by 15%
    • One Vision (nerf): Removed the -10% pop amenities usage
    • Shared Destiny: Now also gives -20% Subject Specialist Conversion Time
    • Enigmatic Engineering: Now has a very very low chance to let you roll Fallen Empire building technologies.
    • Executive Vigor: Now also gives +15% council agenda speed
    • Juggernauts now have 6 shipyards, up from 2
  • Adjusted Anomaly spawn rates to improve the pacing of the early game.
  • Both Guardian and Fallen Empire techs have had their base cost increased from 50K to 60K and 70K respectively
  • Added more variance to whether or not prescripted systems will or will not appear in a given game. (They won't all appear in every single game anymore.)
  • Priests from the Imperial Cult Civic now also scale from effective leader, effective councilor and effective ruler level modifiers
  • Upgrading the Payback warship now uses starbase tech instead of ship tech
  • The Orbital Speed Demon traits (Bioadaptability, Limited Regeneration and Social Pheromones) have been buffed.
    • Bioadaptability now gives +30% Habitability Floor, -5% Amenities Usage and +5% Logistic Growth Speed instead of +5% Habitability.
    • Limited Regeneration now gives +15% Army Damage, +10% Leader Lifespan, -5% Amenities Usage and +5% Logistic Growth Speed instead of +10% Army Damage and +10 Years Leader Lifespan
    • Social Pheromones now gives -15% Housing Usage, -10% Amenities Usage and +5% Logistic Growth Speed
  • Roughly halved the cost to modify species
  • Rebalanced Species traits from Genetic Ascension
    • Delicious/Felsic - now improve the job efficiency of Livestock jobs
    • Natural Machinist - improves job efficiency of metallurgist and artisan jobs by +25%
    • Nerve Stapled - now improves job efficiency by 15% and reduces empire size from pops by 15%
    • Vat-Grown - now improves Bonus Pop Growth +33% and reduces required housing and amenities by 10%
    • Erudite - now gives +30% job efficiency to Researcher jobs, -1 maximum leader negative traits and -10% leader upkeep
    • Fertile - now gives +30% Pop Logistic Growth Speed, -10% housing usage and +10% happiness
    • Robust - now gives +30% Habitability, +5% job efficiency and +50 years leader lifespan
  • Tweaked the balance of the Leviathan traits:
    • Drake-Scaled - now gives +100% army health and 0.5 alloys per 100 pops
    • Polymelic - now gives +0.10 bonus pop growth per 100 pops
    • Voidling - now gives +80% minimum habitability and replaces food or mineral upkeep with energy
  • Increased the output of the Dyson Sphere VI from 500 unity to 750
  • Replaced all modifiers that gave extra pops upon colonization with appropriate effects
  • The Cloning technology now unlocks Clone Vats
  • Knights of the Toxic God:
    • The habitat now starts with 800 Pops, with a corresponding number of pops removed from the homeworld
    • The Order’s Demesne district has been converted into a District Specialisation
    • Buildings that gave Soldier jobs now give Knight jobs on the Knight Habitat
    • Squires are now an uncapped job and replace Civilians on the Knight Habitat
    • Squires now increase the job efficiency of Knights
    • Various knight quest rewards now also increase the number of knights from the Order’s Keep
  • Restrictions on combinations of civics and origins have been relaxed.
  • Updated deficit situations to modify job efficiency instead of raw resource output of jobs
  • Max Buildings Slots from technologies have been replaced with appropriate modifiers and rewards
  • The Zroni Storm Caster now nullifies armors instead of shields, and makes shields 50% more effective.
  • Habitability now affects job efficiency not resources from jobs
  • Pops will now automatically migrate to planets with 20% habitability or higher instead of 40% or higher.
  • Nerve Stapled now reduces empire size from pops
  • Mercenary Adjustments:
    • Investing in a Mercenary enclave costs food instead of energy if you or they use biological ships.
    • Mercenary enclaves no longer reward you with free ships
    • The jackpot payout from Mercenary enclaves now gives more research points.
    • Mercenary Enclaves now have higher base resource income
  • Fallen empire reinforcement fleets can now sometimes spawn titans or titan-equivalents
  • Overtuned now only requires 1 Ascension Perk before it can pick Biomorphosis (Previously Engineered Evolution)
  • Tweaked the minor artifact rewards from dig to make them more significant.
  • Tiyanki energy siphons now grant a small amount of shields that are regenerated when they attack.
  • The Deep Sea Diver job is now a worker strata job
  • The draw weights for sensor technologies are now also increased by Subterfuge traditions and the presence of nebulae
  • Once the War in Heaven is over the League of Non-Aligned Powers will find it a lot harder to stay together, as their common goal is gone.
  • Arcane Deciphering can now reward all the non-unique Fallen Empire buildings.
  • Removed the Transgenesis technologies, instead their effects can be directly access via the Genetic Tradition Tree Finisher
  • Harvesting the DNA of Leviathans no longer requires the Gene Tailoring technology
  • The Salvager can now sell Frigates and can now sell regular ships of the technology level of any of the their contacts instead of the technology level of the purchaser
  • The Grand Herald dig site is now more common and can now use titan models for all non-biological shipsets that have been added since the release of Federations

AI​

  • Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.
  • Imported some AI weights for starbases from the modding community - Credit to SirBlackAxe
  • The AI will now attempt to use the Extort Favors espionage operation on empires at the top of the GalCom
  • AIs will now consider their closeness to the Awakened Empires when deciding if they should join in the War in Heaven

UI/UX​

  • The system fleet icon tooltip now shows the total of the fleets' military power in the system
  • Anomaly discoveries now appear in a toast rather than popping up in the center of the screen.
  • Added an Assign Leader button to the leaders screen that lists available positions.
  • Fixed it not being possible to build starbases in systems with non-central stars from the galaxy view (when a construction ship is selected).
  • Added a message setting button in event popup windows.
  • Hid details that aren't relevant for all species in the galaxy when the Galaxy tab is selected in the Species view.
  • Updated the message settings screen to give more space for the message list.
  • Changed auto-unpause on the message settings screen from a spinner to a checkbox.
  • Adjusted centering of text and icons in toast windows. If a toast with custom description has no icon associated with the custom description, the description will now fill the entire lower section of the toast.
  • Adjusted research top bar dropdown to look more balanced, using the same settings as the strategic resource dropdown.
  • Clicking the toast/alert for unlocked empire focus progression reward will now open the relevant progression reward panel.
  • Renamed the Leader Pool "Recruitable Leaders" in both the UI and events
  • Renamed the Planet Summary tab to Surface
  • Renamed the Population tab to Economy
  • Renamed Government tab to Overview in outliner
  • The low habitability popup now clearly highlights the negative effects
  • Several changes to the starbase UI to improve game flow and overall interaction

Bugfixes​

  • Clone Soldier Ascendants can now cyberize
  • Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
  • Research income can no longer be negative
  • You can directly terraform from Toxic World to Hive World if you have both ascension perks.
  • Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
  • Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
  • Fixed a script error that was causing far more habitable planets to spawn in the galaxy than expected. Feel free to increase the Habitable Worlds slider if you prefer the old behavior.
  • Fixed inconsistent capitalisation causing issues with pre-ftl pop generation
  • Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
  • Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
  • Treasure Hunters AIs now correctly go through the dialog events
  • Fix Black Needle country spawning starbases
  • Fixed too many AI empires being generated in coop games.
  • Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
  • Amenities icon fixed for Drone Storage and Hive Warren
  • checks if planet owner is primitive before applying sector or system bonuses
  • Set the nanotech ascension path interdictors to use different ship models from the swarmers
  • Spitter Gun mutations have armor penetration
  • Missiles mutations have numerals corresponding to tier in icons
  • Nanite Infused Barb mutation requires nanites to build
  • Ancient Driller Beasts mutations uses 88 as its M size cost
  • Neutron Throwers mutation damage buff
  • Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
  • Handled dyson sphere flags on dismantling swarm while upgrading
  • Fixed a broken tooltip inside of the "Extended Shifts" edict.
  • Clone Soldier Ascendants can now cyberize
  • Completing Inhibit Self-Deterministic AIs removes it from the situation log
  • Fix the possibility to build multiple Grand Archives at the same time
  • Only display relevant modifiers for Space Fauna ships in tooltips
  • Reanimated space fauna ships cannot upgrade no matter what
  • Black Needle fleet now correctly spawns to defend their base from bombardment
  • Destroy Gravity Snare when there's no valid target anymore
  • Broken Shackles check added for relevant Galcom events
  • Strip Mine Decision is no longer available on artificial planets
  • Inspired Rhetoric will no longer display a placeholder icon
  • Fixed situations start value being added multiple times.
  • Special system initializers now respect the habitable worlds slider in game setup (to a degree).
  • Planetary part of ringworlds no longer take on empire color
  • First Contact was changed into a toast
  • Added missing pre sapient loc string
  • The dismantle button has regained its missing loc string
  • Resolved scope error caused by toast target scope being set to root
  • Advanced start empires can no longer have mining stations over resources they do not have tech for
  • Fixed the Titans technology not listing the weapons it unlocks
  • Fixed Champions of the Empire not applying to heirs
  • Fixed the policy and government reform cooldowns being reset by advanced democratic authorities
  • Clarified that Imperial Heirs don't have any upkeep
  • Ship Designs now remember their graphic culture, so that when you edit a ship design from another culture you get their design, not yours (applies for Federations and the GDF)
  • Fixed the Disruption Field starbase building being prevented from being built by a Comms Jammer
  • Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
  • Assorted species traits that affect leaders and/or research are now mutually exclusive with the Serviles trait
  • Ship tooltips will now display the weapon type modifiers affecting them (such as explosive_Weapon_damage_mult)
  • The Polaris System should no longer spawn near your borders.
  • Planetary part of ringworlds no longer take on empire color
  • Relic Worlds no longer trigger true using the is_dry scripted trigger
  • Exploration Protocol secondary species empires spawning with the Void Dweller Origin now properly get their secondary species.
  • Reanimated space fauna ships cannot upgrade no matter what, they are dead Jim
  • Salvaging ships now works more intelligently, for example Cosmogenesis empires that salvage fallen empire ships will gain Cosmogenesis ships instead of regular ships.
  • The space fauna large giga bombard now has the correct range
  • Gravity Snare now disappear when there's no valid target anymore
  • Set the nanotech ascension path interdictors to use different ship models from the swarmers
  • Only one planet colonization view can be opened at a time.
  • If a starbase with strike crafts is disabled, it will now correctly destroy the strike crafts that it had rather than leaving them to fly around aimlessly
  • Fixed the aquatic dragon ignoring machine ascension paths
  • Fixed a hostile empire telling you that you'll need to be put down by yourselves
  • Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
  • Removing an ineligible ruler trait during character creation will now update the design eligibility right away.
  • Adaptive Ecology will no longer increase the maximum allowed districts for artificial planets.
  • Updated all planetscaper civics to use founder_species_growth_mult
  • Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
  • Treasure Hunters AIs now correctly go through the dialog events
  • Broken Shackles events now react to more Galcom events
  • Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
  • Negative effects added to the Magnetic Disruption planet modifier
  • Blocked the integrate_country_effect from inheriting gestalt nodes.
  • Fixed the Starbase upkeep modifier not applying to starbases and only applying to their buildings and modules
  • Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
  • Spitter Gun mutations have armor penetration
  • Missiles mutations have numerals corresponding to tier in icons
  • Nanite Infused Barb mutation requires nanites to build
  • Ancient Driller Beasts mutations uses 88 as its M size cost
  • Increased Neutron Throwers mutation damage
  • Sector Modifiers will no longer be applied to pre-FTL worlds
  • Inspired Rhetoric will no longer display a placeholder icon
  • Fixed some archaeo weapons having incorrect cooldowns
  • Fixed the icons for biological & space fauna versions of disruptors, plasma weapons, arc emitters and energy lances not having the correct color
  • Fixed Orbital Debris event from spawning in a system without ruined megastructure
  • Lithoid resource traits no longer block cybernetic leviathan traits
  • The Ancient Mining Drone Expansion fleet debris can no longer give you the technology for zero point reactors
  • Added tooltip to Cutholoid Hunter and Voidworm Hunter modifier
  • Reanimated Cutholoids and Voidworms ship size name are now consistent with other reanimated Space Fauna

Modding​

  • The actual script file and line are now printed when there are errors logged in scripted triggers and scripted effects, in addition to the previously available information.
  • Added job game text functionality to hook up with scripted job swaps. You can do job_key.XXX, Planet.job_key.XXX or Country.job_key.XXX, where XXX is GetName/GetNamePlural/GetIcon. (So e.g. "My miner name: [miner.GetName]")
  • City Sets no longer require Ships Sets to be defined, see Wilderness or Solarpunk as an example
  • Pop Groups:
    • Added `create_pop_group` effect, use this instead of create_pop
    • kill_pop has been replaced with kill_pop_group. For ease of use kill_single_pop and kill_all_pop scripted effects have been made.
    • Add `transfer_pop_amount` effect that transfers pops from a pop group to another
      • This is an incredibly flexible effect so in addition we have replaced all instance of resettle_pop (code) with resettle_pop_group (script effect).
      • Replaced all instances of pop_change_ethic (code) with pop_group_transfer_ethic (script effect)
    • The trigger num_pops is replaced by pop_amount since there are now 100 times more pops
    • Moved resource upkeep and production for pops from species archetype and traits to the resource tables for archetypes and traits, instead of them being part of the pop categories
  • Jobs, Districts, Buildings, and Specializations
    • Added tags to jobs, allowing us to easily group them for use in triggers num_pops_with_job_tag and num_country_pops_with_job_tag.
    • Districts now support a list of specialization slots defined in zone_slots = { }, these slots define which specializations are valid in this district.
    • If start = is defined for a zone_slot, the specialization slot will automatically include this specialization.
    • Zone Slots have include = { } and exclude = { } lists, typically held in inline_scripts which define which specializations are valid in the zone slots
    • District specializations are built in zone slots inside districts and have building slots, defined by max_buildings = int
    • Valid buildings for district specializations are defined by using any of the included_building_sets, excluded_building_sets, include, and exclude lists. Note that exclusion takes precedence over inclusion.
    • Buildings must now belong to at least one building set.
    • District specializations also support district_planet_modifier and triggered_district_planet_modifier which are planet scope modifiers that are automatically scaled with the number of districts on the planet of the same type that the district specialization is in.
    • When a resource is spent to build a building or enact a decision, it is stored locally and can be accessed in script such as “on_queued” and “on_unqueued”, see Wilderness buildings for an example
  • Biological Ships:
    • Added a new scope "ship growth stage" or "growth stage" for short. Used for the sub-designs of stages that grow. Ship Designs contain everything that is true for all designs, while Growth Stages contain everything that's related to a specific Ship Size. Triggers have been updated.
    • Added the "add_evolution_progress" console command, that adds evolution progress to all bioships in a fleet.
    • You can now specify "growth_stage" in the "create_ship" effect to set the growth stage to use at creation (starts at 1)
    • Added bioship_can_grow trigger to evaluate if a bioship has the potential to get growth progress
    • Added target_focus parameter to ships and components to control if it focuses fire or spreads it among targets
    • Added on_hit effect for weapon component templates
    • Added repair_shield_percentage, repair_amount, repair_armor_amount, repair_shield_amount effects
    • Added the has_armor_percentage and has_shield_percentage triggers
  • Message Scripting:
    • There is now an event_message_type in events that lets you override the default message type EVENT_MESSAGE_TYPE. This can e.g. provide separate message settings.
    • create_message target supports faction scope (clicking the message will open the factions view with that faction selected if it is listed).
    • create_message target supports federation scope (clicking the message will open the federation view if the player is in a federation).
    • Message notification background is now separated from the message type icon.
  • Species Trait Tags:
    • Species traits now support tags, similar to ship weapons. These are primarily used for the new triggers listed below as well as the new add_random_species_trait in the modify_species effect.
    • To see how this is used check the “add_random_trait_evopred” effect in the biogenesis_effect.txt file.
    • Added new field localized_tags to species traits used to show the corresponding categories in the trait tooltip
    • You can now add one or more `portrait_override` to trait, in case you want specific exceptions to the archetypes and species classes limiters. For example, if you wanted to make an egg laying, flat tailed, funny lookin, fast swimming, warm blooded duck billed web footed burrow digging p p p p p p platypus.
    • Added `species_class_override` and `archetype_override` triggers to trait. If those triggers return true, then the trait ignores the associated requirements (species_class or allowed_archetype)
    • Added "trait_has_all_tags" trigger that returns true if the trait in the scope has all the traits in the list
    • Added "trait_has_any_tag" trigger that returns true if the trait in the scope has at least one of the trait in the list
    • Added "trait_has_tag" trigger that returns true if the scope trait has the tag used for the trigger.
  • on_actions:
    • Added the on_resolution_vetoed on action.
    • New on_action on_favor_gained that gets triggered when a country receives a favor.
    • New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
    • Add on_ship_enter_fleet and on_ship_leave_fleet on actions
    • Added the on_resolution_put_to_vote on action
  • Game Rules:
    • Removed unused can_resettle_planet game rule and renamed can_resettle_planet_no_owner_check to can_resettle_planet.
    • Removed can_colonize_with_pop game rule and moved its checks to can_colonize_with_species.
    • Added should_leader_gain_trait_every_level game rule.
    • Added the species_has_uncapped_habitability_on_planet game rule, this sets the habitability ceiling for a species to use the HABITABILITY_CEIL_UNCAPPED define instead of the HABITABILITY_CEIL define
    • Created new rule can_uplift for species
    • Added the will_leader_survive game rule that replaces the leader death toast with a survival one.
    • Added the should_colonize_use_terraform game rule, used to get the behavior Wilderness has with terraforming
    • Added the should_hide_pop_group_size and should_hide_planet_sector_pop_amount which Wilderness uses to obfuscate the amount of pops on a planet
  • Added the script effect "copy_traditions_from = { target = FROM exceptions = { tradition1 tradition 2 } }" that copies tradition from a target country into the scoped country
  • Added "add_ascension_perk" and "remove_ascension_perk" effects, scope must be a country, adds or removed the specified perk syntax: add/remove_ascension_perk = perk_key
  • Added "copy_ascension_perks_from" effect: Copies the Ascension Perks of the target country into the scoped country. They are added to the existing perks, and the potential/possible triggers are respected. The perks listed in the exceptions list are not copied. copy_ascension_perks_from = { target = FROM exceptions = { perk1 perk2 } }
  • Added "remove_tradition" effect. Remove the target tradition from the scoped Country. remove_tradition = tradition_key
  • Added effect "remove_tradition_tree" Remove the target tradition tree from the scoped Country. remove_tradition_tree = tradition_category_key
  • Added spawn_design to static galaxy system data, which forces a specific design to spawn in the system.
  • Added gamesetup_settings script for configuring the settings list in game setup.
  • Scripted loc can now be used in concept tooltips and the top bar tooltips.
  • Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
  • Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.
  • Added auto_trait_prio support for planet classes
  • TerraformLinks resource block now has the planet as from scope
  • Added desc parameter to top bar multi-resource groups.
  • Added spawner_planet event target link for armies to replace the old pop link
  • Added parameter to Fallen Empire scripts to prevent using custom empire designs, see the Fallen Hive Empire for an example
  • Added parameter to force the spawning of neighbors on system initializers, see the Fallen Hive Empire for examples
  • Added support for leader class-specific skill level modifiers.
  • Added support for triggers in starbase_level pictures
  • Added "city_graphical_culture" triggers that test a given graphical culture (or that of a target scope) against the graphical culture used for the scoped country. If the target is also a country, it compares both the graphical cultures used for cities
  • Graphical cultures now have `ship_selection_weight` to calculate their chance of being picked by empires
  • The "graphical_culture" trigger now works on species (return the culture associated with the species class) and can take a target, so like "graphical_culture = FROM" will return true if 'this' and 'FROM' have the same graphical culture
  • You can now specify a global design when creating a starbase, but it only works for designable starbase size (ie the space citadel)
  • Orbital and Planet Deposits now support habitat_modifier, which as you might expect from the name, applies a static modifier to the habitat(s) in the system.
  • Added a update_node_portraits_if_gestalt_effect scripted effects
  • Added documentation to the common/global_ship_designs directory
  • Added keyboard shortcuts to scripted actions
  • Support setting animation state from scripted action
  • Added support for the shipclass_military_special to use cloaking
  • Modifed Empire Creation so it can handle normal in-game triggers. Removed local_human_species_class and local_human_origin triggers that were used in this context.
  • dynamic_capacity can now be used for all resources not just those that use special_max_amount
  • Moved AI only origins into their own file
  • Added trigger parameter allowed_planet_classes_override to traits in order to override planet classes listed by allowed_planet_classes
  • Added ai_should_not_restrict_system game rule
  • Set ideal planets to also provide +100% Habitability so they work nicely with uncapped habitability
  • Allowed using custom tooltips for forbidden peace offers in war goals
  • Removed the "attraction_label" from the outliner UI to make more room for faction production.
  • added "system_modifier" and "triggered_system_modifier" to jobs to have modifiers that are transmitted inside the same system.
  • added "can_always_dismantle" flag to starbase levels to indicate a starbase type should always be destroyable
  • Added the inner_radius trigger to determine the size of the gravity well of a solar system
  • count_species_traits trigger now only filters by category when one is passed as a parameter
  • Since we build the citadel anywhere, we needed a way to set its position. the easiest way was to do it in code, so now when you've set a starbase in your megastructure, the code will generate it automatically. However the megastructure will not be destroyed by code, so if you want to do that you still need to do it manually.
  • build_outside_gravity_well flag in megastructures is deprecated, replaced with `build_type = inside_gravity_well/outside_gravity_well/around_planet` used to determine where and how to place a megastructure
  • Added scripted triggers for has_purity_ascension, has_cloning_ascension and has_mutation_ascension
  • Added the can_add_mutation_traits scripted trigger
  • Added is_purity_authority, is_cloning_authority and is_mutation_authority scripted triggers
  • Added the generate_new_species_and_pop scripted effect to quickly add new species and pops to a planet.
  • Unified all variants of the assorted plantoid and lithoid traits into single traits using the species_class_override parameter for species traits.
  • Added the colony_age_years trigger
  • Updated thrusters, FTL Drives, Cloaking Devices, Ship Reactors, Combat Computers and probably more to use scripted triggers
  • Added custom_tooltip_with_modifiers support to starbase buildings and modules
  • Added the upgrade_path parameter to ship components. For core components, components that have the same upgrade path are shown on the same row
  • The "end" value of a Situation stage is now a scriptable value instead of just an int. It's evaluated when the situation is spawned, and then stays at that value for the duration of the situation
  • Added Planet as a possible scope for the `has_deficit` trigger
  • Added the "damage_army" effect
  • You can now restrict civics and origins by graphical cultures by using the "graphical_culture = { }" restriction in possible or potential. It works like every other civics/origins restriction.
  • Added "add_random_species_trait" to modify_species, which takes a trigger that's applied to all the possible species traits, and randomly adds one that fulfills the trigger.
  • Added definition for invisible extra large turret
  • Added a country_uses_bio_ships scripted trigger
  • Technology Swap can now change the Area and Categories of the tech. For example, Corvettes (engineering, voidcraft), can become Brawlers (Society, Biology).
  • Added a ruined_icon parameter to planet buildings allowing them to produce a different icon when destroyed
  • Added planet_building_capacity_add, allowing planets to function like starbases producing multiple things at the same time
  • Static Modifier Custom Tooltips can now have parts of their localization designated to be multiplied when a static modifier is applied. This allows for modifiers such as defensive_stations_tracking_add to be defined entirely in script
  • Origins can now be given a room and city_graphical_culture argument to automatically change the players designs when the origin is selected. The AI should respect this too.
  • The resources that appear in the top bar are now scriptable and conditional. See how Wilderness handles the Consumer Goods/Biomass swap as an example

Known Issues​

BIOGENESIS:
  • Crash on new year calculation - fixed and will be released in a 4.0.2 hotfix shortly
  • Armies do not cost food if you have bioships
  • The Wilderness' City Set and Room art might swap to the Spinovore or Shellcraft Variant
  • Empires with the Driven Assimilator and Bodysnatcher civics generate Nascent Stage trait pops with wrong species rights
  • Rarely Pre-Sapient generated from Nascent Stage can work jobs (Fixed for 4.0.3)
  • Players with Biological ships can build mechanical GDF Titans and Juggernauts
  • Players in Federation can build mechanical ships with biological weapons and vice versa
  • Aerospace Adaptation modifier remains on the planet permanently (Fixed for 4.0.3)
  • Abandoned Hatchery fleets stay idle in your system when they defeat player's defenses
  • Players are able to create ship designs with the same name
  • Maulers and Weavers stop playing their animations when they enter combat
  • Rarely attacking fleet do not close in to be able to fire its weapons and just flies in circles
  • Newly acquired species will have Population Control enabled when playing with Bodysnatcher Civic
  • Behemoth custom orders don't auto update when a new ability is unlocked
  • Hive Purity Breach event kills 300 pops instead of 100
  • Eternal Vigilance ascension perk does not build Defense Platforms on Deep Space Citadel every 6 months
  • Orbital Habitat Mutation is structured differently
  • The Behemoth doesn't play animations in combat
  • The Behemoth's summoned fleet uses naval capacity
  • The Behemoth doesn’t generate an explosion on death
  • Behemoth class I replaces with the model of Behemoth class II on Death Animation
  • Reinforcing bioships ruins fleet composition on the save
  • Ship auto-designer is not adding growth gland to maulers and weavers
  • Shield points modifiers apply to the Behemoth only after saving and loading the game
  • Focus rewards mentions regular ships for bioship empires
  • Wilderness Empires can be asked to build a Farming Districts and Regular Empires can be tasked with building an Orchard Forest (Fixed for 4.0.3)
  • Conquering a pre-FTL world as a Wilderness Empire can leave you without a capital building. Best solution is to abandon the world and re-colonize it. (Fixed for 4.0.3)

4.0:
  • Cybernetic Creed spiritualists don't handle ethic drifting well
  • Planetary Designations have text issues on their tooltips
  • Pop Group creating effect doesn't respect country ethics
  • Gestation World Decision has unlocalized text
  • There are too many redundant Pop Groups in the late game
  • Slaves are switching between the Computing Component and the Slave job in the synaptic lathe
  • Presapients in Genesis Guide empires with default slavery flicker between slave and presapient
  • Forced Labour and Processing purging type do not have output
  • Presapients not always taking Conserved Fauna job when you play with Genesis Guides civic
  • Budding creates a tooltip entry for every pop
  • New faction message setting shows multiple times
  • Head of Research's previous job is displayed as a part of string ID
  • T3 Researcher boosting buildings show job names for all empire types
  • "Disband" option from the Army Details Menu is not reactive
  • Pop groups being purged or slaves are listed in their tooltip as being demoted
  • Unemployment tooltip is misleading
  • Effect of the "Kinship" tradition is duplicated in its tooltip
  • Country Defaulted has multiple of Pop Demotion modifier dupes on the tooltip
  • Colony Abandonment costs are not only applied for the last movement of pops from a colony if the total population is less than 100
  • Chemical Plants and Ancient Refinery Building Tooltip is missing Volatile Motes Icon
  • Enforcer jobs not shown in planetary overview tooltip
  • The Feral Overload event chain may decolonizes a planet
  • There are issues with how the Portraits are displayed for Reptilians on Linux
  • Ring Segments can have Mineral Support specializations
  • Quantum Innovation Nexus using wrong text in the tooltip
  • Ethics Attraction modifier from traits is not displayed in ethics tooltip in Faction Tab
  • Receiving traits has no toast messages
  • Alien Zoo building replaces Biologists against Zookeepers in tooltips everywhere instead of just on the planet it is built on
  • Catalytic Processing / Organic Retrofitting as machine starts with deficits and no production of Food
  • There are Farmers mentioned in the tooltip of Agriculture Districts while playing as a Hive-Mind Empire
  • Displayed leader upkeep is rounded when hiring a new leader
  • The game desyncs during multiplayer with error ECONOMY
  • Sanctuary of Repose tooltip doesn't mention providing Death Chroniclers Jobs
  • The tooltip for workforce does not display the modifiers that affect it
  • Strata pop amount tooltips are inconsistent for pops moving between strata
  • Building icons escape UI for building details and building boxes
  • Not all Soldier related jobs/bonuses are replaced with Squires in Toxic God Habitat
  • Awakened Empires do not expand even though they have an expansion plan
  • Auto-generated concepts for techs do not show all of the technology effects
  • Ships' animations in the ship details window reset after every daily tick
  • Planetary Administration Upgrade Tooltip displays wrong information
  • Habitat capitals UI tooltip doesn't show the pop upgrade requirements
  • It is impossible to apply species templates to planets with low population
  • AI tends to set their fleets to follow each other
  • Central Spire planetary feature does not give researcher jobs
  • Clicking on the Trade icon a second time does not close the market window

The new expansion is £21.99 / $24.99 / €€24.99 by itself but it's also included in the Stellaris: Season 09 - Expansion Pass for £37.99 / $44.99 / €44.99 which includes other upcoming planned DLC.

Stellaris | Release Date: 9th May 2016

Official links:

Article taken from GamingOnLinux.com.
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