{"data":{"items":[{"id":"834b5634-70a5-4af4-b4c3-18b8ee401797","excerpt":"Nomads DLC + Stellaris 4.4 \"Pegasus\" Release Notes — [Read this post on the Paradox forums!](https://forum.paradoxplaza.com/forum/threads/dev-team-nomads-dlc-stellaris-4-4-pegasus-released-8e23.1926774/) | [Dev replies here](https://forum.paradoxplaza.com/forum/threads/dev-team-nomads-dlc-stellaris-4-4-pegasus-released","url":"https://www.reddit.com/r/Stellaris/comments/1u6gpdj/nomads_dlc_stellaris_44_pegasus_release_notes/","role":"request","weight":null,"occurredAt":"2026-06-15T13:31:16.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":null,"sentiment":null,"confidence":0.70666665,"matchedPatterns":["missing_feature"],"statement":"* Fixed Production Unit ringworld segment missing correct zones for fallen machine empires.","title":"Nomads DLC + Stellaris 4.4 \"Pegasus\" Release Notes","body":"[Read this post on the Paradox forums!](https://forum.paradoxplaza.com/forum/threads/dev-team-nomads-dlc-stellaris-4-4-pegasus-released-8e23.1926774/) | [Dev replies here](https://forum.paradoxplaza.com/forum/threads/dev-team-nomads-dlc-stellaris-4-4-pegasus-released-8e23.1926774/?prdxDevPosts=1)!\n\nDear Stellaris Fans,  \n  \nIt is with great pleasure we present to you the release of Stellaris version 4.4 and the Nomads DLC.  \nThis highly anticipated expansion is sure to provide a new perspective of the galaxy and all it's wonders.\n\nGo forth and explore!  \n  \nStellaris version 4.4.1 should now be available for download via Steam, GOG, and MS Store. Please find the change log below.\n\n# Nomads Release Notes​\n\n* Nomadic Empires introduced\n   * Arkships\n      * Massive mobile capitals that replace homeworlds entirely. Serve as colonies, shipyards, and warships simultaneously, with three specialization classes (Military, Scientific, Civilian) that can be upgraded through three tiers and customized with modules, systems, and late-game Spinal Mounts.\n   * Waylines & Waystations\n      * Construct Waystations to harvest resources from systems without claiming them. Adjacent Waystations automatically link into Waylines that propagate trade and modifier bonuses. Wayline Pacts allow two Nomadic empires to share each other's network benefits.\n   * Contracts\n      * Settled empires can issue task-driven Contracts (Military, Science, Resource, Diplomacy) for Nomadic empires to fulfill. Completing Contracts earns Trade, improves Opinion and Trust, and unlocks deeper diplomatic options including Wayline Pacts.\n   * Settling and Embarking\n      * After completing the Adaptability or Versatility tradition, Nomadic empires can Settle on an empty planet, with options to settle partially or fully and leave the remainder as a subject. Settled empires can Embark onto Arkships through a mirrored process, converting their starbases into Waystations.\n* New Ambition path: Defender of the Galaxy\n   * Transforms the Defender of the Galaxy Ascension Perk into a full five-level Ambition path. Progress by cooperating with other empires, assuming Galactic Custodianship, and forming the Galactic Defense Force. Unlocks the Paladin Initiative and unique hero ships commanded by promoted admirals. Win condition: defeat two end-game Crises and abdicate your Custodianship.\n* Stellar Cannon Megastructure\n   * A purely offensive Megastructure requiring a neutron star or pulsar, buildable without an Ascension Perk. Fires your entire energy stockpile at a target system after a 140-day charge, dealing ship damage and colony devastation (10%/25%/50% at each tier). Shots over 50,000 energy also shift all planets in the system one step up the dryness scale.\n* Nomadic Enclave: Champions Forge Live!\n   * A roving gladiatorial enclave that hosts fleet combat tournaments every twenty years across the galaxy, with weight classes scaling from early- to late-game fleet sizes. Winners hold the Trophy relic until the next tournament. Also offers services including combat intelligence on rivals, tournament venue selection, and introductions to Nomadic Paragons.\n* New Nomadic Origins\n   * Voidfarers\n      * The general-purpose Nomadic origin. Provides a flexible, unscripted start with no overriding narrative obligation, suited to players who want to define their own nomadic path from the ground up.\n   * Heirs of the Khan\n      * Begin as survivors of a Khan's assassination, hunted by escalating Marauder bounty fleets. Complete unique military Contracts to weaken your hunters. Survive and potentially claim the throne yourself!\n   * The Sacred Path\n      * A Spiritualist origin built around surveying a series of sacred sites scattered across the galaxy by your ancestors. Each site presents a distinct choice about faith and history.\n   * Forever Cruise\n      * Two species share a single Arkship: a working Crew and a leisure-seeking Passenger class. Balance the Passenger Satisfaction situation to avoid Planetfall on one extreme and Mutiny on the other.\n      * We’ve also added a special “Hospitality Servitors” variant of the Rogue Servitors civic, where the Passengers are even more demanding and maintaining the cruise is more difficult.\n* New Paragons\n   * Orun Veyth, the Revenant\n      * A scarred admiral who lost everything to a purge and has been settling the debt ever since.\n   * Ashar, the Wandering Sage\n      * She held a seat at a royal court for decades, then walked away from it because the stars had more to teach her.\n   * Sero the Younger, the Naturalist\n      * He left a prestigious Grand Archive to study living things instead of dead ones.\n   * Unit Solace, the Caregiver\n      * A synthetic father who chose exile over abandoning his fragile son when his people synthetically ascended.\n   * Th'aal Hask'Guron, the Champion\n      * A warrior of considerable size and considerable joy, who treats every battlefield like a hunting ground and your Arkship like a trophy hall.\n   * Seralune, the Lost Princess\n      * She boards your Arkship with nothing but polite manners and the feeling she has been somewhere before. Follow where she points.\n* New Nomad Civics\n   * Caravan Masters\n      * Every Waystation is a marketplace, every contract a relationship, and every relationship a potential profit margin.\n   * Void Reavers\n      * Not all who wander are lost, some are just waiting for you to let your guard down. Siphon resources from colonies in systems where your Waystations lurk, or skip the subtlety and plunder planets directly with the Plundering bombardment stance. Yarr!\n   * Star Seekers\n      * Life between destinations is its own destination. Gather resources as you travel, then burn through your stockpiles in a galaxy-spanning festival that grounds one Arkship and celebrates everything your people have seen.\n   * Flight Schools\n      * The best pilots in the galaxy didn't grow up with a planet to land on.\n   * Deep Sleep\n      * Not every passenger needs to be awake for the journey. Manage your population through the long transits between stars, keeping only the hands you need on deck.\n* New Species Traits\n   * Photoadaptive/Solar Celled\n   * Recursive Learners/Structural Awareness\n   * Reaver\n      * Grants Commanders the Plunderer trait\n   * Terraphobic\n   * Interconnected\n* New Music tracks by Andreas Waldetoft and Batzorig Vaanchig\n* 8 new achievements\n\n# Stellaris 4.4.1 \"Pegasus\" Patch Notes\n\n**Feature**​\n\n* The Paradox Launcher now automatically disables your mods on major version updates.\n   * To re-enable your mods after they have been updated for the patch, change the ‘DLC only’ play list back to your associated mod list. Your preferred mod list will then stick through the major version.\n   * Attempting to resume an incompatible save will now divert you to the main menu instead of loading it.\n   * The launcher should now show a warning if there has been a major patch since your last saved game\n* Joining & Leaving wars in progress\n   * Empires that are not the primary participant in a war may now attempt to enter an ongoing war by negotiating with the leader of the side they want to join, or leave an ongoing war by negotiating with the leader of the opposition. These can be found as terms in trade negotiations.\n      * Leaving a war creates a truce, and negatively affects your former ally’s opinion of your empire due to your treachery.\n      * An opponent may be reluctant to let you get off easily if they feel that they’re winning the war, or if they particularly dislike you.\n* Empires whose colonies are all occupied now suffer escalating consequences. Each month while fully occupied, they gain a stacking Hopeless War modifier worth +5% War Exhaustion gain, and their wars accumulate +1% Attrition per month, which can take them past the normal 100% cap. Both effects vanish the moment any colony is liberated. AI secondary participants with all colonies occupied also gain increasing desire to seek a separate peace.\n   * This will generally only be relevant when an empire has allies in a war, or is in multiple wars with split occupation.\n* To further celebrate our 10th Anniversary: We have added a background selector to the Graphics settings screen, allowing players to choose which animated main menu background is displayed, including all DLC frontends, Latest Release, and Random options.\n\n**Improvement**:​\n\n* Automated jobs now have their own workforce limit slider, letting you directly cap how many of a job's slots are filled by automation.\n* Finished the removal of Unemployment begun with 4.3.0.\n   * When a pop loses their job, they now immediately fall to their stratum's fallback category (Citizen, Maintenance Drone, etc.) rather than passing through a temporary unemployed tier.\n* Reworked Nascent Stage pops to work more similarly to sub-species integration, with approximately 1/60th of the pops growing into their base species each month (on colonies that are at least 60 months old). This should result in Nascent Stage being more reliable and less error-prone.\n* Improved how pops compete for jobs combining basic job weights and how efficient they actually are at them, so a more suitable pop will now properly displace one already holding a position. (i.e. Slaves and shackled robots will tend to displace free organics from worker tier jobs, intelligent pops will take more research positions, etc.)\n* Higher-stratum jobs turn over more slowly - Workers and Simple Drones may reshuffle every 3 months, Specialists and Complex Drones every 7, and Elites every 13 - so an out-of-place pop won't be kicked out immediately but will eventually be displaced by a better fit.\n* Gestalt pops have a weaker attachment to their current jobs overall.\n* On underpopulated planets, pops tend to fill jobs proportionally between all the capped jobs they are eligible for, though bonuses to job efficiency (such as from the colony designation or traits) could heavily skew this towards certain jobs. They will still tend to prefer higher stratum jobs when possible.\n* Prioritized jobs ignore this proportional fill, but lower strata jobs may still be bypassed in favor of higher weight ones.\n* Pops should no longer take deficits into account for job prioritization, as this caused extremely erratic monthly behavior on underpopulated planets.\n* Event option tooltips for ethic drift effects in the Costume Culture, Roots Reclaimed, and Fans No More First Contact events, and the Broken Shackles origin homecoming option, now show a single summary line instead of one entry per affected pop group.\n* The System Initialiser selector now hides systems you are not eligible for (for example, KotG Sol if you do not have the KotG origin).\n* You can now use Tab and Ctrl-Tab on the Starbase tab to advance to the next or previous owned Starbase. (This advances through upgraded Starbases, skipping Outposts.)\n* It is now possible to queue the return order. Useful when issuing commands for the logistic ship and then you want it to return to the arkship to drop off the stockpile.\n* Added a slider to set the amount of randomized nomadic empires that is spawned during galaxy generation.\n* When building megastructures that are meant to be located outside of the gravity well, the eligible space will be highlighted in green instead instead of marking ineligible space in red.\n* the kill\\_country console command now accepts an optional ID parameter\n* Choosing a Megastructure from the fleet order button moves the camera to the constructor's system\n* Habitats and Ringworlds now explicitly state that they have artificial climates.\n* Colonize button on planets will now be disabled ( with a tooltip explaining the reason ) if there is already a scheduled colonization action for that planet. Previously players would still get blocked, but it took more steps to realize that you have already ordered a colonization ship.\n* Added message for mission completion.\n* Orders to construct megastruc","offTopic":false},{"id":"60e12ece-0355-40aa-8183-acfad7c51221","excerpt":"Stellaris Dev Diary #424 - Nomads and 4.4 'Pegasus' Preliminary Release Notes — [by Eladrin](https://preview.redd.it/nulcp1n6ck6h1.png?width=2108&format=png&auto=webp&s=1c91bab18f0691e25bf8144f41ce9e06fbc161d5)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-di","url":"https://www.reddit.com/r/Stellaris/comments/1u2vykj/stellaris_dev_diary_424_nomads_and_44_pegasus/","role":"request","weight":null,"occurredAt":"2026-06-11T11:06:59.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":null,"sentiment":null,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Fixed Production Unit ringworld segment missing correct zones for fallen machine empires.","title":"Stellaris Dev Diary #424 - Nomads and 4.4 'Pegasus' Preliminary Release Notes","body":"[by Eladrin](https://preview.redd.it/nulcp1n6ck6h1.png?width=2108&format=png&auto=webp&s=1c91bab18f0691e25bf8144f41ce9e06fbc161d5)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-424-nomads-and-4-4-pegasus-preliminary-release-notes.1927421/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-424-nomads-and-4-4-pegasus-preliminary-release-notes.1927421/?prdxDevPosts=1)!\n\nHi everyone!  \n  \nThe Stellaris 4.4 ‘Pegasus’ update and Nomads are releasing next **Monday, June 15th**.  \n  \nToday we have the preliminary release notes, the last Spinal Mount, the new Achievements, and information about today’s Dev Q&A. We’ll have some last minute fixes and adjustments going into 4.4, so Monday’s patch notes will likely differ very slightly from these.  \n  \nThere are two things that I want to highlight that we haven’t talked about in dev diaries:  \n  \nThere are some changes being made to the Paradox Launcher - when 4.4 releases, your mod lists will automatically disable. Once the mods have been updated, you’ll need to re-enable the modlist to re-enable them. The Launcher will also bail to the main menu if you try to Resume an incompatible save. These changes are intended to reduce the number of people that end up with bricked ironman saves or have crash-on-load issues when we make a major update.  \n  \nThe other is that your trip across the stars with Nomads will be accompanied by seven amazing tracks from Andreas Waldetoft - Boarding the Arkship, Echoes of Home, Enlightenment, Stellar Pilgrims, The Departure, Towards the Unknown, and Waylines, as well as an additional special track, Manduul Haan, by Batzorig Vaanchig.  \n  \nNow, on to the release notes!  \n\n\n# Nomads Preliminary Release Notes​\n\n* Nomadic Empires introduced\n   * Arkships\n      * Massive mobile capitals that replace homeworlds entirely. Serve as colonies, shipyards, and warships simultaneously, with three specialization classes (Military, Scientific, Civilian) that can be upgraded through three tiers and customized with modules, systems, and late-game Spinal Mounts.\n   * Waylines & Waystations\n      * Construct Waystations to harvest resources from systems without claiming them. Adjacent Waystations automatically link into Waylines that propagate trade and modifier bonuses. Wayline Pacts allow two Nomadic empires to share each other's network benefits.\n   * Contracts\n      * Settled empires can issue task-driven Contracts (Military, Science, Resource, Diplomacy) for Nomadic empires to fulfill. Completing Contracts earns Trade, improves Opinion and Trust, and unlocks deeper diplomatic options including Wayline Pacts.\n   * Settling and Embarking\n      * After completing the Adaptability or Versatility tradition, Nomadic empires can Settle on an empty planet, with options to settle partially or fully and leave the remainder as a subject. Settled empires can Embark onto Arkships through a mirrored process, converting their starbases into Waystations.\n* New Ambition path: Defender of the Galaxy\n   * Transforms the Defender of the Galaxy Ascension Perk into a full five-level Ambition path. Progress by cooperating with other empires, assuming Galactic Custodianship, and forming the Galactic Defense Force. Unlocks the Paladin Initiative and unique hero ships commanded by promoted admirals. Win condition: defeat two end-game Crises and abdicate your Custodianship.\n* Stellar Cannon Megastructure\n   * A purely offensive Megastructure requiring a neutron star or pulsar, buildable without an Ascension Perk. Fires your entire energy stockpile at a target system after a 140-day charge, dealing ship damage and colony devastation (10%/25%/50% at each tier). Shots over 50,000 energy also shift all planets in the system one step up the dryness scale.\n* Nomadic Enclave: Champions Forge Live!\n   * A roving gladiatorial enclave that hosts fleet combat tournaments every twenty years across the galaxy, with weight classes scaling from early- to late-game fleet sizes. Winners hold the Trophy relic until the next tournament. Also offers services including combat intelligence on rivals, tournament venue selection, and introductions to Nomadic Paragons.\n* New Nomadic Origins\n   * Voidfarers\n      * The general-purpose Nomadic origin. Provides a flexible, unscripted start with no overriding narrative obligation, suited to players who want to define their own nomadic path from the ground up.\n   * Heirs of the Khan\n      * Begin as survivors of a Khan's assassination, hunted by escalating Marauder bounty fleets. Complete unique military Contracts to weaken your hunters. Survive and potentially claim the throne yourself!\n   * The Sacred Path\n      * A Spiritualist origin built around surveying a series of sacred sites scattered across the galaxy by your ancestors. Each site presents a distinct choice about faith and history.\n   * Forever Cruise\n      * Two species share a single Arkship: a working Crew and a leisure-seeking Passenger class. Balance the Passenger Satisfaction situation to avoid Planetfall on one extreme and Mutiny on the other.\n      * We’ve also added a special “Hospitality Servitors” variant of the Rogue Servitors civic, where the Passengers are even more demanding and maintaining the cruise is more difficult.\n* New Ascension Perk: Wanderlust\n   * As a Nomad, seek rare systems and be rewarded.\n* New Paragons\n   * Orun Veyth, the Revenant\n      * A scarred admiral who lost everything to a purge and has been settling the debt ever since.\n   * Ashar, the Wandering Sage\n      * She held a seat at a royal court for decades, then walked away from it because the stars had more to teach her.\n   * Sero the Younger, the Naturalist\n      * He left a prestigious Grand Archive to study living things instead of dead ones.\n   * Unit Solace, the Caregiver\n      * A synthetic father who chose exile over abandoning his fragile son when his people synthetically ascended.\n   * Th'aal Hask'Guron, the Champion\n      * A warrior of considerable size and considerable joy, who treats every battlefield like a hunting ground and your Arkship like a trophy hall.\n   * Seralune, the Lost Princess\n      * She boards your Arkship with nothing but polite manners and the feeling she has been somewhere before. Follow where she points.\n* New Nomad Civics\n   * Caravan Masters\n      * Every Waystation is a marketplace, every contract a relationship, and every relationship a potential profit margin.\n   * Void Reavers\n      * Not all who wander are lost, some are just waiting for you to let your guard down. Siphon resources from colonies in systems where your Waystations lurk, or skip the subtlety and plunder planets directly with the Plundering bombardment stance. Yarr!\n   * Star Seekers\n      * Life between destinations is its own destination. Gather resources as you travel, then burn through your stockpiles in a galaxy-spanning festival that grounds one Arkship and celebrates everything your people have seen.\n   * Flight Schools\n      * The best pilots in the galaxy didn't grow up with a planet to land on.\n   * Deep Sleep\n      * Not every passenger needs to be awake for the journey. Manage your population through the long transits between stars, keeping only the hands you need on deck.\n* New Species Traits\n   * Photoadaptive/Solar Celled\n   * Recursive Learners/Structural Awareness\n   * Reaver\n   * Terraphobic\n   * Interconnected\n* New Music tracks by Andreas Waldetoft and Batzorig Vaanchig\n* 8 new achievements\n\n# 4.4 'Pegasus' Preliminary Patch Notes​\n\n# Feature​\n\n* The Paradox Launcher now automatically disables your mods on major version updates.\n   * To re-enable your mods after they have been updated for the patch, change the ‘DLC only’ play list back to your associated mod list. Your preferred mod list will then stick through the major version.\n   * Attempting to resume an incompatible save will now divert you to the main menu instead of loading it.\n   * The launcher should now show a warning if there has been a major patch since your last saved game\n* Joining & Leaving wars in progress\n   * Empires that are not the primary participant in a war may now attempt to enter an ongoing war by negotiating with the leader of the side they want to join, or leave an ongoing war by negotiating with the leader of the opposition. These can be found as terms in trade negotiations.\n      * Leaving a war creates a truce, and negatively affects your former ally’s opinion of your empire due to your treachery.\n      * An opponent may be reluctant to let you get off easily if they feel that they’re winning the war, or if they particularly dislike you.\n* Empires whose colonies are all occupied now suffer escalating consequences. Each month while fully occupied, they gain a stacking Hopeless War modifier worth +5% War Exhaustion gain, and their wars accumulate +1% Attrition per month, which can take them past the normal 100% cap. Both effects vanish the moment any colony is liberated. AI secondary participants with all colonies occupied also gain increasing desire to seek a separate peace.\n   * This will generally only be relevant when an empire has allies in a war, or is in multiple wars with split occupation.\n* To further celebrate our 10th Anniversary: We have added a background selector to the Graphics settings screen, allowing players to choose which animated main menu background is displayed, including all DLC frontends, Latest Release, and Random options.\n\n# Improvement:​\n\n* Automated jobs now have their own workforce limit slider, letting you directly cap how many of a job's slots are filled by automation.\n* Finished the removal of Unemployment begun with 4.3.0.\n   * When a pop loses their job, they now immediately fall to their stratum's fallback category (Citizen, Maintenance Drone, etc.) rather than passing through a temporary unemployed tier.\n* Reworked Nascent Stage pops to work more similarly to sub-species integration, with approximately 1/60th of the pops growing into their base species each month (on colonies that are at least 60 months old). This should result in Nascent Stage being more reliable and less error-prone.\n* Improved how pops compete for jobs combining basic job weights and how efficient they actually are at them, so a more suitable pop will now properly displace one already holding a position. (i.e. Slaves and shackled robots will tend to displace free organics from worker tier jobs, intelligent pops will take more research positions, etc.)\n* Higher-stratum jobs turn over more slowly - Workers and Simple Drones may reshuffle every 3 months, Specialists and Complex Drones every 7, and Elites every 13 - so an out-of-place pop won't be kicked out immediately but will eventually be displaced by a better fit.\n* Gestalt pops have a weaker attachment to their current jobs overall.\n* On underpopulated planets, pops tend to fill jobs proportionally between all the capped jobs they are eligible for, though bonuses to job efficiency (such as from the colony designation or traits) could heavily skew this towards certain jobs. They will still tend to prefer higher stratum jobs when possible.\n* Prioritized jobs ignore this proportional fill, but lower strata jobs may still be bypassed in favor of higher weight ones.\n* Pops should no longer take deficits into account for job prioritization, as this caused extremely erratic monthly behavior on underpopulated planets.\n* Event option tooltips for ethic drift effects in the Costume Culture, Roots Reclaimed, and Fans No More First Contact events, and the Broken Shackles origin homecoming option, now show a single summary line instead of one entry per affected pop group.\n* The System Initialiser selector now hides systems you are not eligible for (for example, KotG Sol if you do not have the KotG origin).\n* You can now use Tab and Ctrl-Tab on the Starbase tab to advance to the next or previous owned Starbase. (This adva","offTopic":false},{"id":"b6463c46-7ca3-49f8-b955-5caa4f3ad972","excerpt":"[Patch Notes] Manor Lords Major Update #7: Technical Overhauls — Hey folks, the main branch update 0.8.065–0.8.090 is now live.   \n  \nThe team has been hard at work bringing the recent beta changes over to the stable version, with a pretty big batch of fixes, pathfinding changes, UI improvements, gamepad controls, and ","url":"https://www.reddit.com/r/ManorLords/comments/1usut7t/patch_notes_manor_lords_major_update_7_technical/","role":"demand","weight":1.5762198,"occurredAt":"2026-07-10T17:48:28.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"ManorLords","intent":"tool_discovery","painScore":0.63763106,"sentiment":-0.8095238,"confidence":0.9625,"matchedPatterns":["looking_for","missing_feature","urgent"],"statement":"* Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).","title":"[Patch Notes] Manor Lords Major Update #7: Technical Overhauls","body":"Hey folks, the main branch update 0.8.065–0.8.090 is now live.   \n  \nThe team has been hard at work bringing the recent beta changes over to the stable version, with a pretty big batch of fixes, pathfinding changes, UI improvements, gamepad controls, and more. \n\nAs always, we’d love to hear your thoughts in a Steam review if you’ve had a chance to play. Every review is read, and they really do help the team understand what’s working, what still needs attention, and where to focus next. \n\nI’ve included the full post below too for anyone who can’t access the Steam post directly.\n\n# Patch Notes — Version 0.8.065–0.8.090 (Main)\n\n# Major Changes\n\n* Major updates to the pathfinding system to reduce time spent waiting for a path.\n* Added a proper “island” system that quickly rejects paths between different enclosed zones (Manor Castles, riversides with no bridge connection and so on).\n* Further refactored character locomotion and collision to use proper substeps in order to reduce differences between different game speeds.\n* Refactored Squad move commands: When moving multiple Squads by short RMB release, it defaults to forming a wide line when commanded in an open field, a 3 column line when commanded on a road and a scattered formation if commanded over a building area. To use the previous behavior (keeping relative Squad offsets), the player has to hold the **ALT** key when giving commands.\n* Refactored the group pathfinding algorithm.\n* Overhauled the Game Setup screen’s aesthetic.\n* Added Gamepad controls.\n\n# Minor Changes\n\n**General**\n\n* Made it possible to select buildings that have ended up inside the Manor area. *(temporary change until town walls are ready - it's still not intended to place normal town buildings inside the castle area and castles are still intended to get more of their own modules later in development).*\n* When fighting on roads, Squads try to align their combat formation to their shape.\n* Straight army paths are now saved and will be restored when loading. Multi-waypoint paths (Ctrl+RMB+drag) are currently not supported.\n* Sightings of neutral Squads happen less frequently and their messages are grouped together.\n* Neutral Squads no longer stop or slow down game speed.\n* Disabled the “always show region border under cursor location” functionality since it obstructed the view of the combat sometimes.\n* Church Lv1 & Lv2 boundary has been increased to make space for future levels.\n* Increased Quarry bounds to fix ground clipping issues when multiple are placed next to each other.\n* Changed menu buttons to act as “not clicked” if released while the cursor was outside button borders.\n* Wild Animal resource nodes will try to move to a forest edge position if no suitable forest position exists.\n\n**Collision & Pathfinding**\n\n* Small improvements on collision avoidance around carts so that characters bump into them less often.\n* Further improved collision avoidance, especially when someone is performing an action and blocking the way, or walking in front while diseased.\n* For characters that are large and it’s hard for them to turn in place, we added a minor preference to follow path points that don’t require extreme turning early on.\n\n  \n\n\n# Balance\n\n**General**\n\n* Ale is no longer consumed by Lv1 Families.\n* Ale crafting output reduced from 2 to 1.\n* Threshing Priority default is now Low when constructing a Farmhouse.\n* Threshing Priority at Medium now uses 25% workforce, rather than 50%.\n* Raiders will attempt to fill up their inventory when looting, but will leave if 50% of the settlement’s loot has already been taken or 40% of the settlement has been torched.\n* Reduced the startle distance for Wild Animals.\n* Hunters and Hunting Hounds are less likely to startle Wild Animals.\n* Changed Pasture Space to be based on area instead of border length.\n\n**Tasks & Behaviour**\n\n* Families become homeless only when their home burns down instead of when it catches fire.\n* Unemployed husbands can help fetch fuel or water.\n* Employed sons skip fetching fuel or water if there is an available woman in the same household.\n* Trading Post Families husbands can stock the Trading Post if no one else can.\n* Added Granary, Storehouse, Trading Post, Homeless Tents, and Bridges to locations to avoid doing idle tasks around.\n* Added a simple queue system for when multiple workers try to access the same exact task spot, for example when dropping resources.\n* Workers will return handcarts to the cart shed when available and when there’s no urgent other task (eg. rallying).\n* Workers harvesting vegetables at home will now walk back to their shed to drop off the produce.\n* Idle foragers may wait inside the Forager’s Hut during Spring and Summer instead of going home.\n* Tuned construction worker behavior to focus more on the building parts that are currently progressing.\n* Ungarrisoning is now forced when demolishing to prevent “asking person inside to leave”.\n* Increased garrisoning speed into the Deep Mine.\n\n# Cosmetics\n\n* Dirt cliff adjustments on Devil’s Hill Map.\n* Environmental touch ups on various maps.\n* Tuned the fog on High Peaks to fix overly brightly lit background mountains.\n* Replaced the placeholder wallpaper in the main menu with a higher res texture asset.\n* Added diversity to food assets in market stalls.\n* Reworked models for food resources being transported.\n* Switched cart loading animation to use the same good visualization that is later used on the carts.\n* Added handcart good transform overrides so that we can fine tune the goods position in the carts and avoid clipping in the future. Experimentally added a small rocking effect when placing down items into carts, too.\n* Items from the Construction category, as well as Leather, Hides, Shoes, Charcoal, and Clothes have had locations adjusted so they sit more naturally in a handcart.\n* Added clay tile basket carried visualization. \\[WIP\\]\n* Added a new “passing through” locomotion animation variation to handcart carriers.\n* Fences now appear as intended for bigger Lv4 Burgage Plots.\n* Refined edges between the buildings and the ground in a few spots.\n* Adjusted Stone Gatehouse and Tower entrances to better fit the platforms.\n* Lv2 Church Upgrade now displays scaffolding and ladders during the build process.\n* Added more construction resources assets to Burgage Plots and Church.\n\n# UI & Text\n\n**Styling & Quality of Life**\n\n* Load screen styling adjusted to match the revised Game Setup screen.\n* Updated Building Panel opening animation.\n* Transition of the Building Panel categories are smoother.\n* Ale consumption is now displayed in the Family Consumption UI in the People Tab.\n* Added info about permanently assigned animals to building floaters (TAB key).\n* Styling adjustments to Squad Tooltip to prevent stat text-cut off and improve consistency.\n* Improved tooltip when the player does not have enough resources during Burgage Plot placement.\n* Trade Category icons updated to be consistent with Resource Bar UI.\n* Squad icons move more smoothly when distant character movement is optimized.\n* Opening castle planner closes pinned building tabs, this prevents some potential bugs with demolishing manor.\n* Popups for “Hunger” etc. will not appear while the player is holding LMB, to avoid interfering with some game mechanics.\n\n**Text**\n\n* Localization updated.\n* Added missing strings for squad stances that may be prevented (can’t run because using Shieldwall etc.).\n* Added new tooltips to Threshing Priority levels.\n* Collapse chance tooltip updated to reflect daily chance and give more accurate info.\n* Added logistics tutorial and shortened some early tutorials to prevent overbearing info.\n* Reduced text for Market Supply Capacity and improved visibility on when it appears.\n\n# Bugfixes\n\n**General**\n\n* Fixed reentering into the Main Menu not spawning already enabled AI Lords.\n* Fixed coat textures being broken after reentering the Main Menu.\n* Fixed random starting season not working correctly on returning to the Main Menu and selecting a new game again.\n* Fixed map edges not counting as any region when detecting region swaps.\n* Fixed cross regional roads exclusively reading the starting regions obstacle data, ignoring obstacles in the connected regions.\n* Fixed the ability to place a building in an adjacent region and skip construction requirements by holding the right mouse button.\n* Fixed being able to place buildings with flexible borders on top of Wild Animal resource nodes without triggering migration.\n* Fixed **ALT+LMB** not removing buildings in castle planner.\n* Fixed game freezing during Cinematic Mode (Ctrl+C) after blocking popup appears.\n* Fixed game freezing when popup appears while rotating building.\n* Fixed issue with duplicated animation actions upon pause/resume leading to various issues.\n* Fixed possibility of “Hunger” appearing while there is some food left due to transport tasks reserving food.\n* Fixed Families not moving into a Burgage Plot if its construction process was paused right before completion.\n* Fixed Homeless Tents not being removed if the last accommodated family died or migrated.\n* Fixed fruit trees not being planted when the sown vegetable garden was replaced by an orchard.\n* Fixed ox not abandoning their plowing task if the field switches to Fallow.\n* Fixed pasture road snap points leading inward, depending on creation direction (clockwise vs counter clockwise).\n* Fixed wrong logic of unmaintained building collapsing, that could potentially lead to collapsed building being in invalid state, without possibility to be rebuilt.\n* Fixed broken task processing in AI lord regions captured by the player, leading to bugs such as demolished buildings occupying space - disallowing placing other buildings in their position.\n* Fixed animals killed by arrows emitting human death sounds.\n* Fixed animals and civilians counting towards “Enemies killed”/”Soldiers Lost” for achievements.\n* Fixed animals dying affecting \"Lost Villagers\" for achievements.\n* Fixed workers not aborting their “pet” tasks when the animal stopped being idle.\n* Fixed targeting animals to pet that aren't from the same region, are a mount, or are moving.\n* Fixed characters sometimes not triggering actions after reaching their destination.\n* Various character collision fixes.\n* Fix peace option from second tab in letter creator not removing current claim while declaring peace.\n* Fixed characters sometimes not waiting until another character finishes action, for example at the well, and trying to force their way through.\n\n  \n\n\n**Production**\n\n* Fixed destroyed or unoccupied Burgage Plots still producing eggs and similar passive products.\n* Fixed buildings with more than one upgrade not being properly refunded when demolished.\n* Fixed Hunting Camp not reporting \"storage full\" for its generic storage.\n* Fixed Hunting Camp not processing the last carcass when storage is full.\n* Fixed faulty logic for Hunters that prevented the placement of animal traps.\n* Fixed warning for no resources to harvest not disappearing when Berries/Mushrooms regrow.\n* Fixed foragers going to get a basket even when there were no resources to harvest.\n* Fixed Stone Gatherer Camp not logging its yield in the production tracker.\n* Fixed Stone Gatherer Camp completely ignoring storage capacity.\n* Fixed workers from Stone Gatherer Camp unequipping baskets upon starting to gather Rubble.\n* Fixed production buildings not adjusting their initial reserve based on if a deposit is Rich.\n* Fixed wrong amounts of food being added to the production log when taking food from a unit carrying food.\n* Fixed Collapse Chance due to proximity of mines for Mining Pit and Deep Mine not triggering unless they were missing Maintenance resources.\n* Fixed Livestock Trader abandoning the animal they are importing if reassigned to another job.\n* Fixed Sheep Herders leaving their home region to herd sheep that are being imported.\n* Fixed sheep being targeted for shearing while being transp","offTopic":false},{"id":"ad1a5ef1-da7e-482b-8522-14c0bb3f6ff8","excerpt":"Stellaris Dev Diary #427 - We've Had One, Yes. But What About Second Open Beta? — [by Eladrin](https://preview.redd.it/bxz1q6j6aqah1.png?width=2108&format=png&auto=webp&s=c6a1b114710d834b45b5432e47702eb36a45f02b)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-","url":"https://www.reddit.com/r/Stellaris/comments/1ulf1m0/stellaris_dev_diary_427_weve_had_one_yes_but_what/","role":"demand","weight":1.4938097,"occurredAt":"2026-07-02T11:00:50.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"alternative_search","painScore":0.72031826,"sentiment":-0.925,"confidence":0.86833334,"matchedPatterns":["switching_from","missing_feature"],"statement":"* *(Beta only) Increased the Shrinkspace Depot and Extra-Dimensional Depot effects on Operation Reserves from 500 to 2500 and 1000 to 5000.* * *Pops can now migrate from Arkships* * *Hive Mind Forever Cruise empires with machine passengers…","title":"Stellaris Dev Diary #427 - We've Had One, Yes. But What About Second Open Beta?","body":"[by Eladrin](https://preview.redd.it/bxz1q6j6aqah1.png?width=2108&format=png&auto=webp&s=c6a1b114710d834b45b5432e47702eb36a45f02b)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-427-weve-had-one-yes-but-what-about-second-open-beta.1932666/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-427-weve-had-one-yes-but-what-about-second-open-beta.1932666/?prdxDevPosts=1)!\n\nHello, Stellaris Community!\n\nEurope swelters under the summer’s first heatwave, and yesterday we updated the 4.4.5 ‘Pegasus’ Open Beta on the `stellaris_test` branch with some more changes.\n\n# Stellaris 4.4.5 ‘Pegasus’ Open Beta Release Notes\n\nNew changes are *in italics.*\n\nFeature\n\n* Added a Resource Abundance slider in galaxy settings.\n   * This slider ranges from “Scarce” to x5 in 0.25 increments, where x1 is approximately the resource abundance of v4.3 and x5 is essentially 4.4’s “resources everywhere”.\n   * The default is x2. We do recognize that this is a little confusing, but it gives you more control of getting it where you want.\n* Added Waystation Voidlure modules\n* Added Arkship Voidlure Array module that allows you to right-click on a system to lure space fauna.\n* *Fleet automation menus now offer per-action options.* \n   * *Nomad Arkships and Logistic Ships can fine-tune Harvest, Strip Mine, and Deep Scan automation, including whether to Harvest unsurveyed, depositless, waystation, friendly, or hostile-owned worlds, and whether to rescan when Deep Scanning.* \n   * *Fleet automation settings can be saved as the default for a ship type and applied to all ships of that type at once, and each fleet remembers the settings it was last given.* \n   * *Construction Automation now has options for Mining Stations, Research Stations, Observation Posts and Special Projects.*\n   * *Added the Explore automation order to Arkships. Note: Arkships with the Explore order will attempt to navigate to Points of Interest if possible.*\n\n**Improvement**\n\n* Space Fauna now disables waystations instead of destroying them. They will be re-enabled once the fauna leaves or is destroyed.\n* Added a fallback event for the CFL if the tournament goes on for more than 3 years, this will ensure that you don't end up with fleets that can never repair\n* Details map mode now toggles between 3 states: Normal -> Detailed -> Hidden -> Normal.\n* Clarified the map mode tooltips.\n* Logistic Ship automation now defaults to on for Harvest Resources and off for Waystation collection.\n* The game will now recalculate species rights on loading a save game.\n* Upgrading fleet will reissue upgrade order if one got interrupted because of the mobile starbase jumping away to another system.\n* *Hive Mind Forever Cruise empires with machine passengers can research machine assembly technologies to upgrade their passengers*\n* *Regular Forever Cruise empires with machine passengers start with the Robot Assembly Plants building*\n* *Completed Archaeological Sites and Astral Rifts will now be hidden in a non detailed galaxy map mode.* \n* *Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.*\n\n**Balance**\n\n* Operational Reserves Changes:\n   * Operational Reserves now track Energy and Minerals 1:1 (previously 3:1).\n   * Maximum Operational Reserves now scale with the number and tier of owned Arkships (base 15,000, plus 5,000 / 7,500 / 10,000 per Tier I / II / III Arkship) instead of a fixed cap.\n   * Civilian Arkships grant an additional 2,500 Operational Reserve capacity per Tier.\n   * Resource Silos, Fallen Empire Resource Silos, Arkship Resource Silos, and Waystation Logistics Silos now raise a Nomadic empire's maximum Operational Reserves.\n   * Added a Critical stage to the Operational Reserves track with severe research, Unity, and Alloy penalties; the Festival, Conserve, and Burn approaches now gate on reserve stage rather than fixed thresholds.\n   * The Critical Operational Reserves stage now also penalizes the populations the reserves sustain: Lithoid pops lose Happiness, pop growth, and Job Efficiency, and Mechanical and Machine pops lose Job Efficiency.\n* Wanderlust now gives some of its bonuses immediately, and the second half after completing 4 categories, not all of them. Category bonuses and progression remain unchanged.\n* Rewards from the Arkship Readiness Checklist now last 20 years.\n* Rebalanced the Ranger Paladin trait.\n* Reduced the opinion penalties empires hold against Nomadic Empires for strip-mining, reprocessing planets, and Exodus Jumps, and made these penalties decay more quickly.\n* Nomadic Primal Calling now starts with a Voidlure Array equipped on the Arkship\n* Removed the nomadic tradition swap for Domestication tradition finisher\n* Rebalanced the Passenger Satisfaction situation for Forever Cruise to allow staying in the middle stage longer\n* The Champion's forge now waits 20 years before firing instead of 10, this should give the galaxy a bit longer to find each other before all getting introduced at the tournament.\n* *Star Seeker Celebrations now provide +100% all Job Efficiency, +100% Resources from Jobs, +100% Pop Growth Speed, and -75% Diplomatic Weight from Economy.*\n* *Arkship District Specializations that increase weapon damage (Laser Capacitors, Flight Decks, Ammunition Lines, or Missile Silos) now also add +0.15 strategic resource upkeep to Soldiers.*\n* *Species with Mutagenic Habitability living on Arkships will now gain 50% habitability (like Regular Arkship Habitability and Habitat Auto-modded habitability) instead of 30%*\n* *Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.*\n\n**Bugfix**\n\n* Arkships now have a 10 year cooldown after benefiting from a Max Aura effect, meaning you can't chain them to get a level 10 ascension Arkship super early.\n* Nomads can now build Megastructures in a system containing one of their Waystations even if the system has not been surveyed.\n* Fixed that Tombworld Earth was spawning way too often, so often that it would spawn instead of the UNE when playing the GRS or CoM.\n* Fixed an issue where pre-FTL earths couldn't have defensive armies (sorry this does not fix the issue of not having the cool unique armies frowning2 )\n* Assault Armies will no longer split into separate Transport Fleets after leaving the planet surface.\n* Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.\n* Fixed a very rare case where if you settled and left the event open for too long another empire could claim the system. The fix is delaying them from claiming the system for 300 days. Please make a decision before then.\n* The CFL should no longer accept Orbital Rings as contestants (even though that’s why they call it a Championship Ring, right?)\n* Added a fallback if your arkship was in a hyperjump when progressing through the adAkkaria event chains\n* Due to legacy script your capital arkship was never able to find precursors\n* Stopped Scan Debris Contract from auto-cancelling on accept\n* Blocked the Sectors Map Mode for Nomads.\n* Fixed habitats not using the correct entity from your chosen shipset.\n* Fixed some scripted issues with refugee modifiers.\n* Fixed issues with Payback and Broken Shackles district specializations.\n* Fixed farming colony designation not applying to agri-drones.\n* Bio-Repurposing tradition now provides the nomadic effects for nomadic necromancers instead of the necromancer effects.\n* Brought the cost and upkeep of the Nanite Hub waystation module in line with the equivalent starbase building.\n* Fixed the Realign Shields decision not recognising some pulsar systems.\n* Living and Grid Amalgamated species now have bespoke living standards so they don't use consumer goods.\n* Fixed Astro Harvester job modifiers not applying in some cases.\n* Harvesting a celestial body that has no deposit no longer incurs a diplomatic opinion penalty.\n* The Creativity Exhibition Vault now boosts Cruise Passengers for Forever Cruise empires, instead of applying its bonus to Bio-Trophies they do not have.\n* Buildings that can be built on a planet or its orbital ring (Psi Corps, Planetary Shield Generator, Galactic Stock Exchange, Embassy, Noble Estates, Slave Processing Facility) can no longer be built as both a colony building and an Arkship starbase building at the same time.\n* The Galactic Stock Exchange can no longer be built on both a planet and its orbital ring at the same time.\n* Fixed pops sometimes being stuck in the Assimilation citizenship or stratum.\n* Pops that already have the cybernetic or psionic trait are no longer flagged for assimilation they do not need.\n* Negative arkship modifiers from Grand Refurbishment and Operational Checklist are removed when another empire conquers the arkship, so you aren't stuck with a bunch of negative modifiers and no way to remove them.\n* Arkship can now issue a survey command by clicking the survey button and clicking on the system in galaxy map\n* Fixed the tooltip information where the survey single planet vs surveying the whole system information was mixed up\n* Fixed Waystations, Arkships and modded starbases that have forced components from starbase modules and buildings regressing their designs and losing components.\n* If you are too slow and don't stop the Khan Aspirant from becoming the Khan they now properly despawn, avoiding a scenario where there are two Khans.\n* If you play with 0 marauders enabled and as a Heirs of the Khan empire, then the backup Marauder empire will avoid Fallen Empire systems so that they don't get killed in the first few weeks, making you the Khan while others are still figuring out Blue Lasers.\n* Fixed a crash when updating waystation networks\n* Ranger Lodge now correctly informs that Biologists are converted into Rangers, instead of saying Rangers are converted into Rangers\n* Arkship construction notification now mentions an arkship, not a starbase\n* Missions counters can now be infinite\n* Fixed missing localization for message descriptions\n* Fixed the End-Bringers' shrouded world failing to spawn in games featuring Nomadic empires.\n* Fixed Arkships unintentionally syncing to the same auto-generated design. Building or upgrading one Arkship will no longer sometimes overwrite armaments or utilities on others of the same type.\n* Fleets that are repairing or upgrading now correctly sync their FTL, Jump Drive, and Catapult actions.\n* Fixed an issue with generated empire adjectives.\n* Inetian trader special project bound to planet, meaning that if your science ship were to blow up you can still progress\n* The Claimant event's description received a scope fix\n* \"Secrets of the Past\" event from \"Biomorphosis\" Ascension Situation blocked for Nomads\n* Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.\n* Nomads will no longer get double the benefit from their own resource producing megastructures. Megastructures will no longer be giving resources directly and a waystation will always be needed to collect those resources. \n* Planets can now be bombarded during first contact war \n* Contact view now properly closes if diplomacy window is opened \n* Fixed some megastructure effects showing incorrect modifier icons and “+100%”.\n* Rogue Servitors can no longer take a machine species as their secondary species when playing as a Forever Cruise. The machine can not be pampered. \n* *(Beta only) Increased the Shrinkspace Depot and Extra-Dimensional Depot effects on Operation Reserves from 500 to 2500 and 1000 to 5000.*\n* *Pops can now migrate from Arkships*\n* *Hive Mind Forever Cruise empires with machine passengers start with the Machine Assembly Plants building*\n* *Hive Mind Forever Cruise empires start with the passenger Population Controls set to No, w","offTopic":true},{"id":"8204459b-609b-4898-8fb1-2d6cf3d0ed8c","excerpt":"Hotfix 1.13.5 is now LIVE! — Forum post link [HERE](https://pdxint.at/3P0xhxL)\n\n[https:\\/\\/pdxint.at\\/3P0xhxL](https://preview.redd.it/uhavir13lp0h1.png?width=1920&format=png&auto=webp&s=ed0afddf9e82b4504859876f4cff679c7879dfbb)\n\nAhoy Victorians!\n\nHotfix 1.13.5 has just released, featuring some key fixes and improvemen","url":"https://www.reddit.com/r/victoria3/comments/1tb2rqs/hotfix_1135_is_now_live/","role":"demand","weight":1.4362817,"occurredAt":"2026-05-12T14:09:18.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"victoria3","intent":"alternative_search","painScore":0.69806695,"sentiment":-0.8730159,"confidence":0.84583336,"matchedPatterns":["switching_from","missing_feature"],"statement":"floating text messages when when ships are constructed/repaired/retrofit * Updated flagship button tooltip to show reason why a ship cannot be designated * Improved the tooltips of the Purveyor of Progress Journal Entry (Pivot of Empire) *…","title":"Hotfix 1.13.5 is now LIVE!","body":"Forum post link [HERE](https://pdxint.at/3P0xhxL)\n\n[https:\\/\\/pdxint.at\\/3P0xhxL](https://preview.redd.it/uhavir13lp0h1.png?width=1920&format=png&auto=webp&s=ed0afddf9e82b4504859876f4cff679c7879dfbb)\n\nAhoy Victorians!\n\nHotfix 1.13.5 has just released, featuring some key fixes and improvements to the experience of 1.13, including making the AI less gung-ho about supply ships and ruining their economy in the process, fixing MAPI not changing with tech, state or law changes, added ship crew experience and reduced base literacy even further. Read the full patchnotes below for more information on all the changes.\n\nAs always, please report any bugs on [our bug reporting forums](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) with any fixed issues.\n\n1.13.5’s checksum is \\`547c\\`, and you can check out the full patchnotes below.\n\nThe following changes have been made to the game compared to 1.13.4:\n\n# Features​\n\n* Added Ship Crew Experience. Ships will now gain experience while out on a mission, while participating in battles and when sinking ships. Experience will decay over time if a fleet is sitting idle in port. By accruing enough experience ships will increase their Veterancy Rank, which provides a positive modifier to accuracy, critical hit chance and readiness gain, with higher ranks providing larger advantages. The baseline accuracy bonus and critical hit chance for all ship types has been adjusted downward to compensate.\n* The \"Jeune Ecole\" and \"Capital Fleet\" Navy Model Laws now also provide a starting experience bonus to ships\n\n# Improvements​\n\n* The supply ship allocation percentage is now a hard cap on how much ship construction is allowed to be allocated to supply ships\n* Certain treaties now allow joining diplomatic plays again regardless of interest tier: alliance and support independence as well as guarantee independence and defensive pact when trying to join on the defense\n* Added 'station in state' to right-click menu for military formations, also supports overseas stationing\n\n# AI​\n\n* The AI is now less gung-ho on supply ships and will not drive their economies to ruin endlessly building them\n* Made a substantial pass on AI ship construction logic to make them more proactive about replacing obsolete ships gradually, instead of all at once\n* Added better logic for AI navy composition, governed in the AI strategies database files\n* Fixed a bug where the AI would select far too small fleets to transport their armies, resulting in the army being split into a myriad tiny stacks\n* Fixed an issue where the AI was unable to ever pass Jeune Ecole\n* Made the AI less willing to select event options that would increase Movement Activism if it is threatened by a revolution\n* Made the AI more inclined to expel agitators with traits that increase Movement Activism\n* Fixed a bug where the AI could get stuck on very low authority while unable to reduce authority spending\n\n# Balance​\n\n* Halved base literacy growth further, from 0.1% to 0.05%\n* Abolishing the Edo Status System now requires Japan to abolish Subjecthood\n* Public Schools now grant literacy growth per level of institution\n* Philosophical Pragmatism, Central Planning and Analytical Philosophy technologies now grant literacy growth rate\n* The Political Concessions amendment will now cost Authority proportional to its strength, and will not be available during negotiations if the country has insufficient Authority\n* Bakufu is now required to enact Shinsengumi\n* Made Iron-reinforced Hull consume some Iron instead of purely Hardwood\n* Reduced the movement attraction impact caused by several pulse events - \"The Flight of the Battleship \\[name\\]\", \"Antiquated Words\", \"Confusion and Delay\", \"Political Imprisonment\", and \"Cause Without a Rebel\"\n* Increased the Movement Activism effect of Political Concessions\n* Ending Sakoku via the button in \"The Locked Country\" will now increase the Activism of the Sonnō Jōi movement equivalently to if the law was enacted normally\n* Changed Itō Hirobumi's ideology from Market Liberal to Modernizer leader and interest group from Rural Folk to Intelligentsia\n* Added a sufficient amount of Naval Administrations to Russia\n* Reduced the immediate approval decrease from selecting the option to reconsider Sakoku in The Morrison Incident event\n\n# Art​\n\n* Added traditional Japanese female clothing (haori) with additional patterns and color variations to the game\n* Japanese characters with modernising ideologies will now adopt Western clothing prior to the Restoration\n* Japanese characters without modernising ideologies will no longer adopt Western clothing if the Restoration concludes with a Bakufu victory\n\n# Content​\n\n* Added Ansei Great Earthquakes event for Japan.\n* Added events for the Taikyo Proclamation and finishing Shinbutsu Bunri and Elevate Buddhism\n* Added a decision for Japan to found a modern secret police force based on the Shinsengumi\n* Added a decision for Japan to abolish the Edo status system upon either concluding the Meiji Restoration or researching Human Rights\n* Extended effects of and added custom tooltips for some Shinto conversion effects\n* Added game concept tooltips for Japanese Religious concepts\n* Made the Abolitionist ideology available to the Armed Forces\n* Made the Devout ideology available to the Devout\n* The Legitimist ideology is no longer available to the Petit-Bourgeoisie, and is now available to the Armed Forces\n* Made the Social Democrat ideology available to the Petit-Bourgeoisie\n* Added Sinosphere tradition to Ryukyuan culture\n* Changed Jairam Shivji's ideology from Royalist to Moderate\n* Changed Tomás Cipriano de Mosquera's ideology from Republican to Modernizer\n* Changed Lúcio Mansilla's ideology from Radical to Republican\n* Changed Hasan al-Alawi's ideology from Land Reformer to Moderniser\n* Changed numerous Landowners character ideologies from Royalist to Moderate\n* Changed Manuel Ignacio de Vivanco's ideology from Royalist to Authoritarian\n* Changed José Relvas's ideology from Republican to Radical\n* Changed Manuel Isidoro Belzú's interest group from Armed Forces to Rural Folk\n* Changed Euclides da Cunha's ideology from Republican to Positivist, and interest group from Rural Folk to Intelligentsia\n* Changed Custódio de Melo's ideology from Radical to Royalist\n* Changed James Longstreet's ideology from Radical to Liberal\n* Changed Arturo Fernández Vial's ideology from Social Democrat to Reformer\n* Changed Flavio Alfaro's ideology from Radical to Liberal\n* Changed Francisco Linares Alcántara's ideology from Radical to Liberal\n* Changed Victor Bonaparte's interest group from Landowners to Petty Bourgeoisie\n* Changed Gustave Cluseret's ideology from Radical to Republican\n* Changed Otto von Bismarck's ideology from Royalist to Authoritarian\n* Changed John French's ideology from Market Liberal to Moderate\n* Changed numerous Armed Forces character ideologies from Jingoist to Moderate\n* Changed Peregrine Maitland's ideology from Jingoist to Ethno-Nationalist\n* Changed Teofil Lapinski's ideology from Radical to Republican\n* Changed Santos Acosta's ideology from Radical to Liberal\n* Changed Ricardo Gaitan's ideology from Jingoist to Liberal\n* Changed Thomas Bugeaud's ideology from Orleanist to Authoritarian and his interest group from Rural Folk to Armed Forces\n* Changed Felipe Salaverry's interest group from Armed Forces to Landowners\n* Changed Rafaël Franco's ideology from Social Democrat to Corporatist\n* Changed Jefferson Davis's interest group from Armed Forces to Landowners\n* Changed Victor Hugo's ideology from Republican to Abolitionist\n* Upon reforming the Daimyō into the Kazoku as Japan, new Daimyō will no longer be generated\n* Changed Dayananda Saraswati's ideology from Feminist to Reformer\n* Changed Heinrich Clam-Martinic's ideology from Royalist to Reformer\n* French Legitimist, Bonapartist, and Orleanist revolutions will now have white, dark blue, and blue map colours respectively\n* The Heavenly Kingdom will now change names if it's State Atheist or no longer a Kingdom\n* Renamed \"Restoration: End Sakoku\" to \"Restoration: Achieve Recognition\", requiring Japan to become a Recognised Country\n\n# ​\n\n# Interface​\n\n* The Company panel has received an update, with added filters and an overall improved layout\n* Moved the Previous Investments tooltip to be more visible under a label in the Construction panel\n* Added a list of characters to the population tab of the state information panel containing the characters who call that state their home\n* Matched the Army upkeep tooltip layout to the new Fleet upkeep tooltip\n* Added subtabs to the Population tab on the State panel to reduce how much you have to scroll to see the Characters and Pops lists\n* Added a proper Promote Commander tooltip to the promote button in the Character panel\n* Grouped \"Insufficient Ship Crew\" alerts into one\n* Added map notifications i.e. floating text messages when when ships are constructed/repaired/retrofit\n* Updated flagship button tooltip to show reason why a ship cannot be designated\n* Improved the tooltips of the Purveyor of Progress Journal Entry (Pivot of Empire)\n* Added missing text for when an agitator would not start or join a political movement if invited\n* Adjusted the tooltip of the \"Everyone Disliked That\" achievement to match its requirements\n\n# Performance​\n\n* Optimized supply computation\n* AI countries will recruit Commanders on-demand instead of keeping a pool of them around\n* Optimized UpdatePartySupport ticktask\n* Cached modifier names for re-use\n* Country sea node range distance now updated in parallel\n* Precomputed Ideology Law Stances\n* Cached AI's willingness to prepare for war\n* Cached some expensive Diplomatic Play variables for the AI\n* Improved performance for AI evaluating Diplomatic Actions\n\n# Modding​\n\n* Added new scopes to can\\_join\\_side\\_in\\_diplomatic\\_play and can\\_start\\_diplomatic\\_plays\\_against\n\n# Bugfixes​\n\n* Fixed formations not receiving supply penalties from production shortages\n* Fixed an issue where armies could get stuck in exile\n* Fixed Market Access Price Impact (MAPI) not updating when incorporating a state, researching technology or switching from Traditionalism\n* Fixed Carlist Spain missing supply centers for their armies\n* Fixed a bug where the wrong character could get retired by the career end system, resulting in issues such as Metternich retiring before his JE is concluded and interest group leaders retiring shortly after assuming their new job\n* Fixed an issue that prevented Chartered Company-type subjects from ever being able to be annexed or have their autonomy reduced\n* Fixed armies getting stuck in some island states, including after invading certain island states\n* Fixed fleets getting stuck at sea when their transport target becomes invalid\n* Fixed a bug that could lead to the Iwakura Mission instantly unseating the Emperor by enacting Republic\n* Fixed a bug where armies were unable to merge outside of its home countries borders\n* Fixed a bug where, after the end of the war, the country could no longer track formation spam\n* Fixed an issue causing the game to not tell the player why they or another country can't join a diplomatic play as a result of insufficient interest in the region\n* Fixed a bug where the Japanese Daimyō could duplicate without limit upon a secession or revolution\n* Fixed an issue where a coup could remain if the commander executing it ceased to exist\n* Fixed a bug where Strait wargoals would invalidate when the strait province is occupied\n* Fixed a bug where we allowed you to decommission ships when a revolution is brewing\n* Fixed an issue where colonial countries could occasionally get the wrong primary cultures\n* Fixed an issue where ship crews could still be assigned from a state after its owner had changed\n* Fixed the Retire from Office int","offTopic":false},{"id":"78c855e7-2dc3-4685-874a-e0204c5bfeea","excerpt":"Stellaris Dev Diary #429 - Summer Experiments 2026 — [by Eladrin](https://preview.redd.it/0z7pjxn1sfkh1.png?width=2108&format=png&auto=webp&s=4a13353c1e38c47893d27e8d27b28bbe760607b3)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-429-summer-experiments-2026.193","url":"https://www.reddit.com/r/Stellaris/comments/1vtgaqk/stellaris_dev_diary_429_summer_experiments_2026/","role":"pain","weight":1.4251612,"occurredAt":"2026-08-20T11:01:34.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.516129,"sentiment":-0.29032257,"confidence":0.94,"matchedPatterns":["frustrating","missing_feature","manual_process"],"statement":"The list is long, but it’s things like letting Sabotage Starbase actually deal damage to starbases, giving you a precise choice of target for Smear Campaign, and enabling Asset sacrificing for extra effects in the operations that were miss…","title":"Stellaris Dev Diary #429 - Summer Experiments 2026","body":"[by Eladrin](https://preview.redd.it/0z7pjxn1sfkh1.png?width=2108&format=png&auto=webp&s=4a13353c1e38c47893d27e8d27b28bbe760607b3)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-429-summer-experiments-2026.1938749/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-429-summer-experiments-2026.1938749/?prdxDevPosts=1)!\n\nHello everyone!\n\nWith summer coming to an end, the Stellaris dev diaries are back on the schedule. We’ve updated the 4.5 Open Beta a couple of times now, and have some more changes coming soon with Update 6.\n\n# Stellaris 4.5 'Cygnus' Open Beta Update 6 Release Notes\n\n**Balance**\n\n* Pop Growth from Hedonists now requires the Colony to have free Housing and Amenities, and is lost entirely while the empire has a Consumer Goods deficit.\n* Hedonists now produce Unity and consume a small amount of Consumer Goods regardless of their Living Standard, where previously the Unity came only from Decadent Lifestyle.\n* Pleasure Seekers empires now begin with a Civilian Industries building instead of Holo-Theatres.\n* Offspring bio-ships now use the same Naval Capacity as the bio-ships they are grown from.\n* The Calling of Arms now asks for a total Naval Capacity in line with current ship sizes, rather than a target reachable with a handful of Corvettes.\n\n**Bugfix**\n\n* Building Branch Offices now costs 75 Influence plus a distance penalty of 5 per jump (down from +75 per jump).\n* Terravores will now correctly transfer 100% of the drones they left on a planet they were eating home instead of just 100 of them.\n* The Behemoth will no longer have a 5% chance to kill 5 guys with its super mega breath attack. It's a percentage just like the other options in the random\\_list.\n* Restored the button that brings you from an Orbital Ring back to its planet.\n* Science Ships will no longer cluster with Arkships when auto-surveying.\n* Nomadic empires with purging banned in their policies no longer create purge vassals when conquering planets.\n* Hedonists no longer produce ever-increasing Pop Growth and Pop Assembly. Their contribution now scales with the percentage of a Colony's population that are Hedonists, reaching a maximum of +30% rather than climbing without limit as the Colony fills.\n* Amenities Usage from Hedonists is now listed under its own heading instead of appearing as a second Decadent Lifestyle entry.\n* The Matriarch's Flagella now grants its pop growth to the planet as a whole, instead of granting the full amount separately to every pop group living there.\n* Splinter Hive holdings now grant their pop growth to the overlord's capital as a whole, instead of granting the full amount separately to every pop group there. Each Splinter Hive adds its own Symbiotic Link planetary feature to the capital.\n* Assuming the host does have access to the relevant DLC, it will now again be possible force spawn an ai empire using a portrait that normally is not allowed to be chosen randomly.\n* Fixed intel visibility at Low intel levels\n* An automated fleet that runs out of available tasks now notifies you that it is awaiting tasks, which previously never appeared, and the notification is sent once per idle period rather than repeating. The obsolete Fleet Order Canceled (Auto-Exploration) notification has been removed.\n* Colony ships are correctly destroyed or transferred when Embarking \n* Queuing multiple outpost constructions will cost the correct amount of influence. The game will consider the changes to the borders as the queued orders are being processed. \n* Fix climate preference selection in the species modification window\n* It now possible to extort Supremacist faction without the Crowdsourcing civic. Crowdsourcing will not be getting multiple different extortion buttons.\n* Crowdsourcing will only provide extra resources if the civic is valid.\n* Fixed instances of the Synaptic Lathe receiving additional districts.\n* The triggers of the Horizon Needle ship action have been cleaned up\n* The Luxury Goods planetary decision now stays visible after enacting, following the standard set by other decisions.\n* Fixed Defender of the Galaxy special projects not spawning the second crisis.\n* Fixed issues with the Crisis Defeated counter in Defender of the Galaxy.\n* Cybernetic Creed will start with less regular buildings to make room for special buildings when combined with some civics.\n* Cleaned up the tooltip of \"The Arrival\" event.\n* Cleaned up the tooltip of the Genomic Services Outreach.\n* The Invisible Planet event should less frequently spawn a planet that clips with another planet.\n* The Stray Communiqué event now properly demotes Elite pops instead of killing them.\n* Homicidal Nomad empires now have a valid Total War Behavior policy option.\n* Psionic Lightning's Terrify effect now scales correctly against current ship sizes. Smaller ships are once again far more likely to be terrified, and larger ships are no longer all equally resistant.\n* The Weaver's Confuse weapons can now reach their advertised maximum chance against the smallest ships.\n* Behemoth crisis objectives no longer grant five times the intended progress when destroying, breeding or capturing space fauna and bio-ships.\n* The Voidworm Plague situation and the energy reward for destroying enemy ships no longer scale five times higher than intended.\n* Retargeted the Build Megastructure concept in the Databank to avoid the green action text\n* Nomadic Evolutionary Predators should now get situation progress from their temporary total war purge vassals.\n\n**AI**\n\n* Nomad AI no longer builds a redundant Logistics Hub on nearly every Waystation. The build check now looks at the whole connected wayline network for remote collection instead of only directly neighboring systems, so the AI builds at most one hub per network and stops paying stacked upkeep for hubs that did nothing.\n* The AI will no longer spam unspecialized districts. The first district of a type is never penalized, and it will consider all available district specializations in case they dramatically change the production of the district. This was most visible on Nomadic Arkships, where Habitation Districts cost Alloys but provided only Housing until specialized - but it spent all of its Alloys on Habitation Districts and could no longer afford the Specialization that would make it beneficial.\n* Housing, amenity and crime needs no longer outweigh every production candidate for the AI.\n* AI colonies now aim for a small Housing and Amenity surplus instead of trying to break exactly even.\n* The AI will build pop growth buildings on a colony regardless of how much spare Housing it has, since automigration will move the pops somewhere useful.\n* The AI will no longer hoard Unity if it can afford a new Tradition.\n* Nomad AI now recognizes the strategic resources it gathers through harvesting. Previously it assumed it had no income of these resources and refused to build most military and advanced Arkship districts and buildings. It will now build them when its strategic resources stockpile can sustain the upkeep, and hold off when stockpiles run low.\n* Improved Nomad AI Waystation placement. It now steers its network toward high value destinations such as inhabited worlds, resource rich systems and gateways, and favors extending long connected lines instead of scattering disconnected stubs. It also develops the Waystations it already owns before founding new low value ones, while still grabbing genuinely high value systems before rivals can.\n* Nomad AI now builds new Arkships and upgrades them. Arkship construction was being starved of the single per week megastructure build slot by Waystation construction and now has its own slot. Tier upgrades were never triggered for mobile Arkships and now fire once the enabling technology is researched, spending the resources the AI budget already reserved for them.\n* Nomad AI now develops secondary Arkship districts such as Reactor Arrays and Ordnance instead of building almost only Habitation Districts.\n* Nomad AI no longer locks Influence and Alloys into the Arkship construction budget after it has built its full complement of Arkships, so the reservation releases at the cap instead of permanently starving the empire's Influence for decisions.\n* Nomad AI now correctly saves for Arkship tier upgrades and the Exodus Jump module. These reservations never applied, which was preventing the AI from upgrading its Arkships even with a large Alloy surplus. It also no longer sets aside for the tier 2 and tier 3 upgrade at the same time, since it can only buy one of them. The Exodus Jump reservation is now made only when the empire has the technology and owns an Arkship with a free spinal mount slot, and is released once the module can no longer be built.\n* Nomadic AI empires will no longer excavate Archaeological Sites in player owned space, even if you have a Research Agreement. (Note: If they were excavating a site before you claim the system, they will not abort the excavation. They were there first.) This does not prevent player Nomads with a Research Agreement or Archivism traditions from doing so.\n\n**UI/UX**\n\n* The Outliner now has options to group Arkship components together or break them out separately into Arkship Colonies, Arkship Controls, and Arkship Fleets.\n* The Empire Timeline background now changes to match your empire's current focus.\n* Origin entries on the Empire Timeline now show your empire's origin icon, at every zoom level.\n* The empire origin's name now also appears at the medium zoom level.\n* The empire origin on the timeline now shrinks to the smallest zoom level like other entries.\n* Fixed a dotted line that wasn't showing at one of the timeline zoom levels.\n\n**Performance**\n\n* Fixed bad performance in opinion map mode\n* Completing a technology no longer rebuilds every ship design immediately. The rebuild is deferred to the next daily update, and AI empires' rebuilds are staggered so they no longer all land on the same tick.\n* Automated fleets with nothing to do no longer search for a new order every tick. Retries are now spaced out by a cooldown and staggered between fleets.\n\n**Stability**\n\n* Fixed a crash when clicking the locked Nomad toggle in Empire Creation without the Nomads DLC.\n* Fixes CTD when displaying the tooltip for a weapon component type\n\n**Modding**\n\n* The \\`focus\\` field on AI economic plans is now functional. A focused resource raises the build weight of anything producing it until the empire's income reaches the focus value. A plan's focus no longer has to be encompassed by its income goals.\n* Removed AI\\_PLANET\\_LOWER\\_THRESHOLD\\_AMENITY\\_CONSTRUCTION, AI\\_PLANET\\_UPPER\\_THRESHOLD\\_AMENITY\\_CONSTRUCTION and AI\\_PLANET\\_STABILITY\\_THRESHOLD\\_AMENITY\\_CONSTRUCTION, superseded by the new AI\\_PLANET\\_AMENITY\\_TARGET. Added AI\\_UNZONED\\_DISTRICT\\_WEIGHT\\_MULT, AI\\_PLANET\\_HOUSING\\_TARGET\\_BUFFER\\_FACTOR and AI\\_NOMAD\\_RARE\\_RESOURCE\\_UPKEEP\\_BUFFER\\_MONTHS.\n* Added the has\\_decadent\\_hedonist\\_growth scripted trigger.\n\n[The full notes so far (including the above changes) are available on the Paradox forums.](https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-429-summer-experiments-2026.1938749/)\n\nA special note of interest is that macOS builds can now run natively on Apple Silicon as a universal (arm64 + x86\\_64) binary, no longer requiring Rosetta 2 translation. Preliminary results thus far from the Open Beta suggest that this is an absolutely massive performance improvement for Macs, but we’d love to get more feedback.  \n  \nWe expect another update to the Open Beta next week. With 4.5 in active development, we’re focusing a significant amount of the Custodian designer resources on Bugfixes and AI Improvements.\n\n\n\n# Summer Experiments\n\n**Everything shown below is not guaranteed to make it into the game and even if it does, we don’t have a timeline at this point.** \n\n*\\[Note:* [*there are a l","offTopic":true},{"id":"ff27392e-5487-431e-a4f8-0cc0ffdab453","excerpt":"Stellaris Dev Diary #398 - Ship Experiments — [by Eladrin](https://preview.redd.it/i5muznyg60uf1.png?width=2108&format=png&auto=webp&s=c69033a89bdc1141d52988d2df701fd2eb122a97)\n\n[Read this post on the Paradox forums!](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-398-ship-experiments.1862299/","url":"https://www.reddit.com/r/Stellaris/comments/1o22w53/stellaris_dev_diary_398_ship_experiments/","role":"pain","weight":1.4177649,"occurredAt":"2025-10-09T11:00:55.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.67617524,"sentiment":-0.76623374,"confidence":0.84583336,"matchedPatterns":["missing_feature","workaround"],"statement":"* Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.","title":"Stellaris Dev Diary #398 - Ship Experiments","body":"[by Eladrin](https://preview.redd.it/i5muznyg60uf1.png?width=2108&format=png&auto=webp&s=c69033a89bdc1141d52988d2df701fd2eb122a97)\n\n[Read this post on the Paradox forums!](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-398-ship-experiments.1862299/) | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-398-ship-experiments.1862299/?prdxDevPosts=1)!\n\nHi everyone!  \n  \n4.1.5 released this week with the following changes (there was no 4.1.4 public release):\n\n# 4.1.5 ‘Lyra’ Patch Notes\n\n**Improvements**​\n\n* Removed district specializations from showing that you must not have the Wilderness origin.\n* Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.\n* Added a Sol variant for Mindwardens.\n* *<this patch note was eaten by a swarm of abnormally intelligent rats>*\n* The Celestial Orrery system is now more likely to spawn.\n* Modifiers from the Capital Productivity technologies should no longer be listed multiple times.\n* Fledgling Dragons can now be hatched at a space fauna hatchery.\n* Active accords for Endbringers empires now unlock Psionic ship components.\n* Prevent AIs from taking the Mindwardens origin.\n* Harmonized Mindwarden name lists\n\n**Balance**​\n\n* Shroud Seals now give -50% fire rate to Psionic Weapons in their system.\n* Buffed Tooth of the Eater with psionic components\n* Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.\n* Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.\n* Resource Consolidation blockers are now more severe.\n* Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.\n* Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.\n* Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.\n* The Aura of Whisperers now impacts cloaking strength.\n* The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.\n* The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.\n* Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.\n* The Pierce the Shroud decision will no longer remove rare deposits.\n* The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.\n* Fully embracing the Shroud-Forged now sets them to be your primary species.\n* Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.\n* The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.\n* Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.\n* Death Cult and Superstitious Beliefs no longer block each other.\n* Fortune Tellers now produce far less trade.\n* The Realm of Madness event now gives insight on Zro Distillation tech.\n* Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.\n* Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.\n* Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.\n* Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%\n\n**Bugfix**​\n\n* Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)\n* Shroud seals are now dismantling properly even by other empires\n* Fixed leader details not being present in events when they die.\n* Fixed checks on the non-Shroud-DLC tradition tree to also check the Shroud-DLC-specific tree\n* Fix Under One Rule origin's \"The Second Chance\" event that did not show the Psionic option to keep the leader alive\n* The Death of a Great Leader event again fires for regular leaders\n* Fixed a number of weapon tags on space fauna mutations.\n* Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.\n* Composer of Strands' \"Calling of Creation\" now successfully completes after terraforming a world.\n* The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.\n* Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.\n* Multiple callings from the Cradle of Souls have been adjusted / fixed.\n* Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.\n* Production Overseers cannot be automated.\n* Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.\n* Fix the generic Friendly Territory Tracking Mult modifier being ignored.\n* Removed extra pre-ftl maintenance drone from game files.\n* Fixed some pre-ftl hive mind jobs being unlocalised.\n* Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.\n* The Archives specialization on habitats now has the correct icon.\n* Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.\n* Typo fix in 'Lone Survivor' Event.\n* Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.\n* Add missing localizations for a few armies.\n* Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.\n* Fixed the various strategic resource district specializations from showing up in technologies multiple times.\n* Put a 1 year cooldown on the \"Naval Activity in SYSTEMNAME\" event so that people can't spam each other with it by starting and stopping the associated special project.\n* Fix Armies getting stuck on colonies that get destroyed.\n* Wilderness Empires now use exclusive defense armies, look at that unique icon!\n* Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.\n* Mutation traditions can now add and remove the budding and crystallization traits.\n* Corporate Death Cult and Chosen Executives are no longer mutually exclusive.\n* Fixed issues with the calculations for sacrifice effects.\n* You can now fire commanders who are governing planets.\n* Viewing a pre-ftl planet no longer spams the error log.\n* Pre-ftl brain drone jobs now correctly show icons in tooltips.\n* Resource Consolidation blockers now take time to clear.\n* Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.\n* The Psionic Machine portrait will no longer have access to organic traits.\n* The Mindwarden portrait now also has access to reptilian traits.\n* You once again only get one Warform. The Animator of Clay is not that generous.\n* Fixed ascension perks being used for the category\\_last\\_picked\\_tradition trigger.\n* Chosen and Shroudshaper leaders now benefit from Transcendent authorities.\n* Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.\n* Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.\n* Updated the draw weights for technologies that unlock monuments.\n* AI empires with Bioships should now budget appropriately for armies.\n* Assorted events that spawn armies and purge your population should now correctly set your population to be purged.\n* Added a new line before the warning about jobs that cannot be favorited.\n* Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.\n* Livestock can now work necrophyte jobs in hive mind empires.\n* Livestock jobs now show the correct building icon.\n* The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.\n* The Chosen's homeworld is now correctly set up for the Life-Seeded origin.\n* Shroud-Forged events will no longer attempt to convert a fractional amount of pops.\n* Increase the assembly score for the Shroud-Forged pops.\n* Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.\n* Active recon fleet order now uses correct logic.\n* The Strand Afflicted trait now grants Zro production to Biologist jobs.\n* Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).\n* Betharian Processing district specialization is no longer shown multiple times in the technology card.\n* The caravaneers no longer provide misguided information about the Waste Reprocessing Center.\n* Production Overseers now provide automated workforce efficiency.\n* Death Cult sacrifices no longer auto-cancel.\n* Mindwardens can no longer gain the Shroud Preacher trait.\n* Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.\n* PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.\n* Changed some shroud paragon ethics from fanatic to standard.\n* Patron-Chosen Leaders now produce Influence.\n* Endbringer related event no longer targets machine leaders when it shouldn't.\n* Wilderness empires can no longer build Transit Hubs.\n* Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.\n* Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.\n* Sky/Empyrean Domes can now be built on Resort Worlds.\n* Tankbound empires now have their rural districts automated on ringworlds and habitats.\n* Ringworld districts providing worker jobs are now fully automated for Tankbound empires.\n* Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.\n* The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).\n* Endbringers no longer have access to the Orbital Psi-Corps.\n* The Orbital Psi-Corps now takes telepath drones into account.\n* The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.\n* The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).\n* Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.\n* Tankbound civic not removed systematically when losing an ideology war.\n* Superstitious Beliefs cycles and effects removed when the civic is lost.\n* Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.\n* The Unplugged traits now properly display their descriptions.\n* Updated species trait tooltips to be consistent with 4.0 changes.\n* Removed the unintended energy upkeep on Habitat Orbitals.\n* The Grand Battlement of Steel now properly provides soldier jobs.\n* Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.\n* Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.\n* The Vivisection First Contact Events should now behave properly for Evolutionary Predators.\n* Psionic Malfunction event can no longer kill Bio-Trophies for Rogue Servitors.\n* Cradle of Souls aura surge now","offTopic":true},{"id":"ea2209e8-f354-4e5d-ad5d-5e4c407e6f9a","excerpt":"Hotfix 1.13.9 is now LIVE! - Not for Problem Reports! — (If you prefer reading on the forum check it out [here](https://pdxint.at/3SZTa1w))\n\nHappy Thursday Victorians!\n\nThis is a larger hotfix for 1.13, containing a wide range of fixes with close to 200 separate issues fixed, improved or balanced. Including; Reducing o","url":"https://www.reddit.com/r/victoria3/comments/1uf4ssu/hotfix_1139_is_now_live_not_for_problem_reports/","role":"demand","weight":1.4055483,"occurredAt":"2026-06-25T09:04:15.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"victoria3","intent":"alternative_search","painScore":0.6617319,"sentiment":-0.7821782,"confidence":0.84583336,"matchedPatterns":["switching_from","missing_feature"],"statement":"* Fixed a bug where you could decommission ships carrying formations, this would silently kill them * Fixed a bug where supply lines would break due to straits blocking the passage, now it will try alternative routes * Fixed slaves being f…","title":"Hotfix 1.13.9 is now LIVE! - Not for Problem Reports!","body":"(If you prefer reading on the forum check it out [here](https://pdxint.at/3SZTa1w))\n\nHappy Thursday Victorians!\n\nThis is a larger hotfix for 1.13, containing a wide range of fixes with close to 200 separate issues fixed, improved or balanced. Including; Reducing output of Fruit Plantations by a bit, especially using slaves (though we will keep an eye on the balance for this), Updated supply information on the army panel to better showcase when there is a supply or goods shortage and stopped the AI from overflowing transport capacity during naval invasions. There are many more fixes below, so please make sure to check out the full patchnotes!\n\nThis *was* our last planned hotfix for 1.13, but there were some localizations that were unable to make it into the patch in time - due to the large amount of text changed. So, for some areas there is currently only English available. We plan to add in the complete localization into a new hotfix, 1.13.10, after our summer break, when it returns to us from our translators.  \nAs always, we will keep an eye out for other critical issues which we need to address before 1.14 comes out.\n\nAs mentioned in [Dev Diary 184](https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-184-the-great-wave-hotfix-ai-update-information.1929512/), the AI Update (1.14), will have more information about it in Dev Diaries before it releases and is targeted for late August/early September with a possibility for an Open Beta for the AI Update if we can make our schedules work with it.\n\nAs always, please report any bugs on [our bug reporting forums](https://forum.paradoxplaza.com/forum/forums/victoria-3-bug-reports.1114/)! We have also updated the [Known Issues post for 1.13](https://forum.paradoxplaza.com/forum/threads/known-issues-update-1-13.1919129/) with any fixed issues.\n\n1.13.9’s checksum is \\`b2e3\\` and you can check out the full patch notes below.\n\nThe following changes have been made to the game compared to 1.13.8:\n\n# Features​\n\n* Added search bars in various places, including the Tech tree. It can be used to look for a specific unlock, for example if you want to find all technologies that provide a bonus to MAPI.\n* Added fleet action to return a fleet to nearest friendly port for repairs, they will resume mission when they finish repairs\n* Made it so Diplomatic Plays can be started over strait related war goals, rather than just having the option to add those to an existing Diplomatic Play\n\n# Improvements​\n\n* All movement types will now have substantially reduced Activism following their defeat in a Civil War. Movement defeat status is stored per identity, and persists through movements being disbanded and refounded.\n* Reworked Command Limit so that regulars or raised conscripts, whichever is higher, is compared against command limit rather than being added together. This removes the need to mass-promote commanders when you raise conscripts.\n* Most instances of flat negative Authority and Bureaucracy modifiers, such as Political Concessions, are now treated as Authority or Bureaucracy costs\n* Fronts now track which (if any) side has made gains in the last few months, and displays this in the Front panel\n* Involvement level in a country's capital region now impacts leverage generation as follows: -50% at no interest, -25% at Observant, +25% at Pervasive and +50% at Hegemonic\n* Added unique localisation to the Shogunate Regency, with \"Shōgun Kōken-Shoku\" as a title for the Regent\n* Trade Centers now gain Trade Advantage from Prestige Good input (ie, Prestige Merchant Marine), up to 25% at 100% prestige input\n\n# AI​\n\n* Fixed a bug where the AI would calculate the predicted construction sectors in their construction queue with the full cost of their input goods, leading to spontaneous and overzealous budgetary cuts in other spending areas\n* Fixed an issue where the AI would queue more barracks than it actually wanted due to not correctly counting barracks already in the queue\n* Countries will no longer break treaties that were signed before game start until their binding period ends\n* Fixed another bug which was causing the AI to generate duplicate ship templates\n* The AI now has reduced peace acceptance for the first year of a war, and then starts to accumulate white peace acceptance, instead of getting white peace acceptance from the very start\n* The AI now considers war goals that are located on fronts where it is decisively advancing to be achievable, making them less interested in a peace which does not involve ceding that war goal\n* Fixed a bug where the AI could disband its entire army because it was trying to get rid of unwanted marines that didn't exist\n* Fixed a bug where AIs with Economic Imperialism would not try to open up non Japanese isolated markets due to incorrect script checks\n* Fixed the AI underinvesting in innovation in .7\n* Portuguese AI will be more likely to invest in Railways for as long as Regeneration: Public Works is active\n* The AI is now much more eager to construct canals\n\n# Balance​\n\n* Reduced output of Fruit Plantations by a fair bit, especially using slaves. We will keep an eye on the situation to see if we need to tweak this more.\n* Law Enactment Time modifiers have been reworked into Law Enactment Speed modifiers to make it more difficult to stack them for instant or almost instant law enactment. A minimum of 10% speed has also been set so that it's not possible to negatively stack speed modifiers to 0% or below.\n* The impact of Prominence and Movement Pressure is now additive rather than multiplicative on the ideology selection weight. This means that both will have a more consistent impact that neither overpowers all other factors nor simply becomes noise.\n* Ship critical hits have been reworked. They now ignore 100% of the enemy target's armor. Reduced critical damage increases across the board in compensation.\n* Adjusted technology requirements for Military Aviation and Seaplane Tenders to make them usable when built. The previous tech tree layout could lead to you developing them, while not being able to have airplanes in your market yet.\n* Reduced some of the modifiers that rebellions get based off of their popular support\n* War Goals that are considered contested if you control the enemy capital are now generally also considered contested if you control 50% of the enemy's incorporated states\n* States which are at least 50% occupied are now considered occupied for the purposes of war goal control, rather than requiring full occupation.\n* Added a check to breaking Ship Transfer treaties to ensure only ship receiving countries could get a penalty from breaking it early\n* Supremacists movements will now gain up to 25% activism after researching \"Nationalism\" scaled by the number of primary culture homelands that are not owned by a nation of the same primary culture\n* Readjusted Ship Gun Modules to be in roughly 25% bounds of each other relative to the base module, previously this was closer to 50%\n* Increased the construction time and cost of capital ships, particularly the Dreadnought family significantly - up to two times as much on the highest end\n* The Arc Welding and Concrete Dockyards technologies now grant a bonus to Capital Ships Max Construction Progress, meaning unlocking these techs will increase the speed at which capital ships are constructed\n* Passive Electoral Confidence maluses will no longer apply below 25% Electoral Confidence\n* Rio de la Plata no longer requires Patagonia to be formed\n* Reduced activism gain from most sources for the Utilitarian Movement\n* Provided School Supplies amendment now gives a small increase to dependent wages to simulate lower expenses for children\n* Civil wars now split ships with construction points in mind to try and avoid them sinking\n* Swapped the first and second level effects of the Construction Power Bloc principles\n* Increased all 1 or 2-level Coal, Iron, Sulphur, or Lead potentials to 3 levels\n\n# Art​\n\n* Added new visual effects for the Port Bombardment interaction (Requires The Great Wave)\n\n# Content​\n\n* Gave Italian minors the Banking technology from the start\n* Adjusted the Supply Network tutorial mission conditions to ensure it requires the player doing something to fix it\n* The Companhia de Moçambique now has Millet Farms as a base building, rather than Wheat Farms\n* Added dynamic hispanophone state and hub names for Puerto Rico\n* Fixed and improved a few tooltips by clarifying the presented data and fixing typos\n* John Stuart Mill is now always present in British India at game start\n* Renamed Land Logistics Centers to Army Logistics Centers\n\n# Interface​\n\n* Updated Ship Veterancy Tooltip to also show whether experience is gained or lost, as well as the weekly increase or decrease\n* Updated supply information on the army panel to better showcase when there is a supply or goods shortage\n* Supplies now show whether they are being sent from supply ships or via land route\n* Added Supply to Logistic Centre outputs and made it easier to spot a shortage due to input goods shortage\n* Multipliers are now accounted for in army supply breakdown\n* Added icons for goods shortage to the army panel and the supply tooltip\n* Added a building widget to the Fleet buildings tab\n* The wargoal tooltip now shows much more clearly that a wargoal costs no maneuvers because it is the first wargoal\n* Added more in-depth breakdowns of all Formation stats, especially connecting Commander Traits & Orders directly to the affected stats' tooltips\n* Added right-click station formation in state back\n* Added a tooltip for when you cannot decommission ships\n* Changed supply text to show actual and maximum stockpile, rather than percentage\n* Naval missions now show supply raiding/protection and port bombardment details directly in the fleet panel and tooltips\n* The state devastation tooltip now reflects ongoing port bombardment and breaks the daily change down into recovery and bombardment\n* The tooltip for forming a Power Bloc now shows a breakdown of requirements\n* Added a repair icon to mission map markers and adjusted their visibility to highlight whenever a mission is paused due to the fleet being docked for repairs\n* Army Battalions and Conscripts counts are now displayed separately against the Command Limit, making it clear the limit applies to whichever is higher rather than the two combined\n* Added proper tooltips and explanations to Company Categories\n* When filtering for companies by building type, the filter now also accounts for building types granted by company charters\n* When filtering for companies by building type, the selected building type is now also highlighted in the company panel\n* Updated Company Filters Button Order and adjusted descriptive texts\n* Made it so we no longer show formations that are currently not mobilized in the naval invasion panel\n* Added additional info to shipping lane efficiency and its tooltip, showing the current trend and reasons for reduced efficiency\n* The precise interest tier required to colonize is now explained in the map tooltip\n* Strategic Region Map Mode Tooltips now correctly generate at the mouse hover point\n* Make it so when a magnate has 0 holdings we do not show the holdings\n* Added Ship Modifications to Ship Panel and Ship Tooltip\n* Hid the national cast button for foreign nations, it would open your own national cast before\n* Added a new alert for Merchant Marine shortage which also explains impact on shipping lanes\n* The number of idle generals and admirals is now visible on the assign leader panel\n* Recruit general / admiral button now correctly disables when above the idle limit\n* The Location Finder now has non-English characters searchable by corresponding basic ISO characters, so you can e.g. find Göteborg by typing Goteborg\n* Naval Fortification buttons are now clickable and open the building detail panel\n* Added sorting by assigned ships to the country supply ships tooltip\n* Put strategic region invol","offTopic":false},{"id":"87b924ca-b0e0-47aa-b327-50faf6d51bf2","excerpt":"Stellaris Dev Diary #416 - Quality of Life Improvements — https://preview.redd.it/6e0msu318jvg1.png?width=2108&format=png&auto=webp&s=09a7ef6801307f351e611d238dc8a3145cc749bf\n\n*by Eladrin*\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-416-quality-of-lif","url":"https://www.reddit.com/r/Stellaris/comments/1sn06zr/stellaris_dev_diary_416_quality_of_life/","role":"demand","weight":1.3239529,"occurredAt":"2026-04-16T11:01:02.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"alternative_search","painScore":0.5247059,"sentiment":-0.4117647,"confidence":0.86833334,"matchedPatterns":["switching_from","workaround"],"statement":"A Specimen that has been moved from Storage to Exhibition cannot be returned to Storage for 2 years.","title":"Stellaris Dev Diary #416 - Quality of Life Improvements","body":"https://preview.redd.it/6e0msu318jvg1.png?width=2108&format=png&auto=webp&s=09a7ef6801307f351e611d238dc8a3145cc749bf\n\n*by Eladrin*\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-416-quality-of-life-improvements.1916931/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-416-quality-of-life-improvements.1916931/?prdxDevPosts=1)!\n\nHello Stellaris Community!\n\nThe 4.3.4 ‘Cetus’ update was released today, with the following changes:\n\n# 4.3.4 ‘Cetus’ Release Notes​\n\n*Notes in italics were not in the 2026-04-10 Open Beta update.*\n\n**Balance**\n\n* Added a cap of 10 years (in defines) for how long a fleet can go MIA. (Exceptions: Phased or Eaten fleets, and those exploring Astral Rifts.)\n* Disruptor weapons now also reduce Regeneration Effectiveness on hit for 10 days.\n   * T1: -20% Shield, -10% Armor/Hull Regen.\n   * T2: -35% Shield, -20% Armor/Hull Regen.\n   * T3: -50% Shield, -30% Armor/Hull Regen.\n   * Psionic: -35% Shield Regen, -20% Fire Rate, but remains on the anti-fire-rate channel so will stack with other disruptors.\n* Increased Exotic Gas production of Advanced Bio-Reactor to 0.1 from 0.05.\n* Increased Ministry of Production and Production Center Alloy and Consumer Goods bonus to 0.2 from 0.1.\n* Faculty of Archaeostudies:\n   * Biologists on a Relic World now produce +0.25 Minor Artifacts (was +0.1)\n   * Archaeo-Engineering AP now increases Biologist Minor Artifact Production by +0.15 (was +0.05)\n   * Increased Minor Artifact storage cap to 2000 (was 1000) and the Archaeo-Engineering bonus to 3000 (was 2000)\n   * Reduced Building Upkeep to 8 Energy from 10 Energy\n   * Corrected tooltip that has been very wrong for a very long time\n* Astral Siphon:\n   * Increased Astral Siphon thread production to +0.2, +0.35, and +0.50 (was +0.1, +0.2, +0.3).\n   * Reduced Astral Siphon Physics bonus to +0.2, +0.35, and +0.50 (was +0.25/+0.5/+0.75)\n   * Reduced additional upkeep to +1/+1.5/+2 CG or +2/+3/+4 E/M for Gestalts. (Was +1/+2/+4, +2/+4/+8, and +2.5/+5/+10)\n   * Increased thread storage to +200, +400, +600 (was +100, +200, +300).\n* Reduced the fleet power of Voidworms to be more accurate to their capabilities. (Especially if you use Point Defense against them.)\n* *High tier habitat capitals can now gain +1 habitat district per major body. Corrected tooltips.*\n\n**Bugfix**\n\n* Fixed Mutagenic Habitability being capped at lower threshold than stated.\n* Fixed an issue in the create\\_random\\_fleet and create\\_fleet\\_from\\_naval\\_cap effects that didn't recognize that ships are much bigger than they used to be, so was typically creating fleets five times the size it was supposed to.\n   * This will primarily impact the GDF reinforcement fleet, Revolts, Machine Uprisings, and Civil Wars, Habinte, and a Zevox ending.\n   * The Doom of the Eater fleet has been increased to compensate for this change - plus a little extra on top.\n* Fixed the \"Volcanic Forge\" technology from \"Planet Forgers\" not appearing for certain origins\n* Adjusted the name of the \"Conduit\" ship class in the German translation\n* Purges like the Prethoryn, Sentinels, and others now really only occur while they are left alone on the planet. ALL purges now pause any time there is a ground battle for the planet going on. (This includes normal purges, though collateral damage may still kill pops.)\n   * Updated Mechanocalibrator, Terraforming Mutants, Mutant Horrors, and Titanic Guardian events to clean up properly as well.\n   * Corrected a logical error where if an empire was bad at purging, they’d be able to slow the decline of pops by setting them as Undesirable.\n* Updated Luminary tooltip to reflect their improved lifespan.\n* Scourge Missiles were missed in the initial pass that kept torpedoes and similar weapons from dealing 5x intended damage. Your behemoths are now slightly safer.\n* Oppressive Autocracies can now build medical centers.\n   * Reminder: Only Elite stratum jobs generate amenities in Oppressive Autocracies and Medical Workers & Genomic Researchers are Specialists.\n* Fixed Necrophage+Planet Forgers pre-FTL worlds becoming volcanic at game start\n* Fixed Necrophage+Planet Forgers not getting Volcanic Forge as guaranteed research\n* Fixed Ministry of Acquisition tooltip showing blank consumer goods job name\n* Fixed star\\_eater\\_cap displaying as raw LOC key instead of ship name\n* Fixed Offworld Foundry job localization tooltip\n* Corrected Ion Cannon collateral damage. (Should be 100, was 20)\n* Storm Chasers should have an increased chance to draw Storm techs, not decreased.\n* *Fixed tooltips for the Esteemed Quartermaster.*\n* *Sanctuary of Toil tooltip numbers are no longer truncated.*\n* *Increased the width of the Naval Capacity entry on the top bar so the entry in Chinese isn't truncated once you reach XXXX / YYYY Naval Capacity.*\n* *Fixed a logical error that made the Prethoryn Scourge have more fleets on lower difficulties than higher ones.*\n* *Updated Gravity Storms to have a reduced damage penalty based on ship size, since ships are on average 5x larger than they used to be.*\n\n**AI**\n\n* Updated AI alloy and food budgets to better handle new Starbase costs.\n* Adjusted AI food budget so bio-ship empires will rebuild their fleets if they recently lost a war.\n* Adjusted AI influence budgets so they'll be less prone to immediately allocate their entire influence stockpile to changing vassalization contract terms if they become an Overlord.\n\n**Stability**\n\n* Fixes an OOS when a hotjoiner is accepted during a hotjoin, after the \"start\" button had become active in the hotjoin status window\n* Fixed an OOS when a player leaves and rejoins\n* Fixed an OOS related to Spy Networks.\n* Fixed an OOS at start when players don't have the same DLC as the host, and someone choses a random empire.\n* Fixed issue with particle system crashing due to invalid scripting or very low frame time.\n* Fixed issues with fleet move vector distances sometimes end up \"freezing\" the game.\n* *Fixes an OOS caused by the strategic war data being calculated differently on the host and on the clients. (CS\\_COUNTRY\\_AI)*\n\nNow we’re going to look at some of the Quality of Life improvements you’ve been asking for that we’re bringing to you in the 4.4 ‘Pegasus’ update.\n\n# The Grand Archive: Specimen Storage​\n\nA frequent request since The Grand Archive released was for us to improve the exhibition and storage systems. Some of you found clever workaround using small vassals, but you’ll need to do so no longer. We’ve increased the Storage capacity to 60, and you can now move Specimens into or out of Storage freely. Right-Clicking a Specimen that is on Exhibition will now send it to Storage instead of selling it, and Left-Clicking a Specimen in Storage will send it back to the Exhibition. You can now only sell Specimens to Private Collectors that are in Storage.\n\nhttps://i.redd.it/vcimieg68jvg1.gif\n\n**Improvement**:​\n\n* Grand Archive Quality of Life Improvements:\n   * Specimens on exhibit in the Grand Archive can now be sent to Storage by right-clicking on them.\n   * Specimens can now only be sold to a private collector from Storage.\n   * Specimens no longer resort themselves based on acquisition date - active exhibits will remain in the order that they were displayed, and inactive specimens will remain in the order they were moved to exhibition or storage.\n   * Increased Specimen Storage to 60, and added a scroll-bar to the list.\n   * Storage is now fully draggable and can be dragged outside the boundaries of the main Grand Archive UI.\n   * Removed Collection Auto-Selling. You have 60 spaces for storage now, it’s very unlikely to come up and freed up more space for actual Specimens.\n\n# Automated Workforce Sliders​\n\nAnother request I’ve seen several times (especially since 4.3’s change to Fallen Empire buildings) was a way to disable Automated Workforce if you have an excess of pops that are better suited for the job.\n\n[Turning down Automated Workforce on those Technician Jobs didn’t work so well for this Tankbound Empire - but it still gives you more control over what’s going on.](https://i.redd.it/kwm2ct188jvg1.gif)\n\n​**Improvement**:​\n\n* Automated jobs now have their own workforce limit slider, letting you directly cap how many of a job's slots are filled by automation.\n\n# Starbase Improvements​\n\nStarbases now support Tab (and Ctrl-Tab) for cycling forward and backward through the list.\n\nhttps://preview.redd.it/17vju6jb8jvg1.png?width=924&format=png&auto=webp&s=baddb054937b27a10f317ce154e40fe33e667e34\n\nhttps://preview.redd.it/6ihbv4fa8jvg1.png?width=720&format=png&auto=webp&s=bd17e74d47602c2a9d1b56a40540c8e60433b8d2\n\nWhile we were messing around with Starbases, we also brought over collapsable lists from the Shipyard.\n\nhttps://preview.redd.it/8kjx6kub8jvg1.png?width=924&format=png&auto=webp&s=19379f5d788b42ed14e80f9f215f7606d3443f81\n\n# An Experimental Open Beta​\n\nWe have some fundamental changes to how planet job selection works that I’d like to put through an extended open beta. These will not be going live with 4.3.5. If things go absolutely perfectly they may go into 4.3.6, but my expectation is that we will hold them until 4.4.\n\nThese changes complete the removal of Unemployment that we began with 4.3.0 and massively simplify some of the core loops surrounding job selection. It changes how job displacement works, so more efficient workers (or slaves) will now displace existing workers more reliably. Each month, certain jobs will also test against raw efficiency without an incumbency bias, with lower stratum jobs performing this “egalitarian” check more often than higher stratum ones.\n\nThese changes will be going up on the `stellaris_test_job_assignment` branch - hopefully today, but they may slip to Friday or even next week if QA finds any issues:\n\n**Improvement**:​\n\n* Finished the removal of Unemployment begun with 4.3.0.\n   * When a pop loses their job, they now immediately fall to their stratum's fallback category (Citizen, Maintenance Drone, etc.) rather than passing through a temporary unemployed tier.\n   * Reworked Nascent Stage pops to work more similarly to sub-species integration, with approximately 1/60th of the pops growing into their base species each month (on colonies that are at least 60 months old). This should result in Nascent Stage being more reliable and less error-prone.\n   * Improved how pops compete for jobs combining basic job weights and how efficient they actually are at them, so a more suitable pop will now properly displace one already holding a position. (i.e. Slaves and shackled robots will displace organics from worker tier jobs, intelligent pops will take more research positions, etc.)\n      * Higher-stratum jobs turn over more slowly — Workers and Simple Drones may reshuffle every 3 months, Specialists and Complex Drones every 7, and Elites every 13 — so an out-of-place pop won't be kicked out immediately but will eventually be displaced by a better fit.\n      * Gestalt pops have a weaker attachment to their current jobs overall.\n   * On underpopulated planets, pops tend to fill jobs proportionally between all the capped jobs they are eligible for, though bonuses to job efficiency (such as from the colony designation or traits) could heavily skew this towards certain jobs.\n      * They will still tend to prefer higher stratum jobs when possible.\n      * Prioritized jobs ignore this proportional fill, but lower strata jobs may still be bypassed in favor of higher weight ones.\n      * Pops should no longer take deficits into account for job prioritization, as this caused extremely erratic monthly behavior on underpopulated planets.\n\n**Modding**:​\n\n* The `demotion` and `promotion` blocks in pop job script definitions have been removed.\n* The intermediate unemployment job types and pop categories `(ruler_unemployment, specialist_unemployment, worker_unemployment, complex_drone_unemployment, simple_drone_unemployme","offTopic":false},{"id":"06e3e355-6b04-49b3-833e-ed97d34383d4","excerpt":"Stellaris Dev Diary #397 - Shadows of the Shroud is Out, What’s Next? (Performance) — [by Eladrin](https://preview.redd.it/9t7sqdxxhosf1.png?width=2108&format=png&auto=webp&s=589910083e9e99da544dd2a48753c36c1535ca87)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-","url":"https://www.reddit.com/r/Stellaris/comments/1nw0nyg/stellaris_dev_diary_397_shadows_of_the_shroud_is/","role":"pain","weight":1.2615705,"occurredAt":"2025-10-02T11:01:23.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.45286423,"sentiment":-0.45,"confidence":0.86833334,"matchedPatterns":["how_can_i","missing_feature"],"statement":"* Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.","title":"Stellaris Dev Diary #397 - Shadows of the Shroud is Out, What’s Next? (Performance)","body":"[by Eladrin](https://preview.redd.it/9t7sqdxxhosf1.png?width=2108&format=png&auto=webp&s=589910083e9e99da544dd2a48753c36c1535ca87)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-397-shadows-of-the-shroud-is-out-whats-next-performance.1861259/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-397-shadows-of-the-shroud-is-out-whats-next-performance.1861259/?prdxDevPosts=1)!\n\nHello everybody!  \n  \nShadows of the Shroud and the Stellaris 4.1 ‘Lyra’ update have been released, and today we’re going to go over some of our performance investigations and next steps moving forward.  \n  \nOur 4.1.4 Open Beta found some critical issues, so will not be released this week. We hope to have a 4.1.5 Open Beta with some more fixes up before the weekend.  \n  \n4.1.4 has a large number of fixes:\n\n# 4.1.4 ‘Lyra’ Open Beta Patch Notes\n\n**Improvements**​\n\n* Removed district specializations from showing that you must not have the Wilderness origin.\n* Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.\n* Added a Sol variant for Mindwardens.\n* *<this patch note was eaten by a swarm of abnormally intelligent rats>*\n* The Celestial Orrery system is now more likely to spawn.\n* Modifiers from the Capital Productivity technologies should no longer be listed multiple times.\n* Fledgling Dragons can now be hatched at a space fauna hatchery.\n* Active accords for Endbringers empires now unlock Psionic ship components.\n* Prevent AIs from taking the Mindwardens origin.\n* Harmonized Mindwarden name lists\n\n**Balance**​\n\n* Shroud Seals now give -50% fire rate to Psionic Weapons in their system.\n* Buffed Tooth of the Eater with psionic components\n* Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.\n* Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.\n* Resource Consolidation blockers are now more severe.\n* Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.\n* Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.\n* Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.\n* The Aura of Whisperers now impacts cloaking strength.\n* The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.\n* The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.\n* Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.\n* The Pierce the Shroud decision will no longer remove rare deposits.\n* The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.\n* Fully embracing the Shroud-Forged now sets them to be your primary species.\n* Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.\n* The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.\n* Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.\n* Death Cult and Superstitious Beliefs no longer block each other.\n* Fortune Tellers now produce far less trade.\n* The Realm of Madness event now gives insight on Zro Distillation tech.\n* Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.\n* Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.\n* Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.\n* Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%\n\n**Bugfix**​\n\n* Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)\n* Shroud seals are now dismantling properly even by other empires\n* Fixed leader details not being present in events when they die.\n* Fixed a number of weapon tags on space fauna mutations.\n* Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.\n* Composer of Strands' \"Calling of Creation\" now successfully completes after terraforming a world.\n* The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.\n* Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.\n* Multiple callings from the Cradle of Souls have been adjusted / fixed.\n* Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.\n* Production Overseers cannot be automated.\n* Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.\n* Fix the generic Friendly Territory Tracking Mult modifier being ignored.\n* Removed extra pre-ftl maintenance drone from game files.\n* Fixed some pre-ftl hive mind jobs being unlocalised.\n* Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.\n* The Archives specialization on habitats now has the correct icon.\n* Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.\n* Typo fix in 'Lone Survivor' Event.\n* Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.\n* Add missing localizations for a few armies.\n* Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.\n* Fixed the various strategic resource district specializations from showing up in technologies multiple times.\n* Put a 1 year cooldown on the \"Naval Activity in SYSTEMNAME\" event so that people can't spam each other with it by starting and stopping the associated special project.\n* Fix Armies getting stuck on colonies that get destroyed.\n* Wilderness Empires now use exclusive defense armies, look at that unique icon!\n* Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.\n* Mutation traditions can now add and remove the budding and crystallization traits.\n* Corporate Death Cult and Chosen Executives are no longer mutually exclusive.\n* Fixed issues with the calculations for sacrifice effects.\n* You can now fire commanders who are governing planets.\n* Viewing a pre-ftl planet no longer spams the error log.\n* Pre-ftl brain drone jobs now correctly show icons in tooltips.\n* Resource Consolidation blockers now take time to clear.\n* Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.\n* The Psionic Machine portrait will no longer have access to organic traits.\n* The Mindwarden portrait now also has access to reptilian traits.\n* You are once again only able to get one Warform. The Animator of Clay is not that generous.\n* Fixed ascension perks being used for the category\\_last\\_picked\\_tradition trigger.\n* Chosen and Shroudshaper leaders now benefit from Transcendent authorities.\n* Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.\n* Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.\n* Updated the draw weights for technologies that unlock monuments.\n* AI empires with Bioships should now budget appropriately for armies.\n* Assorted events that spawn armies and purge your population should now correctly set your population to be purged.\n* Added a newline before the warning about jobs that cannot be favorited.\n* Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.\n* Livestock can now work necrophyte jobs in hive mind empires.\n* Livestock jobs now show the correct building icon.\n* The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.\n* The Chosen's homeworld is now correctly set up for the Life-Seeded origin.\n* Shroud-Forged events will no longer attempt to convert a fractional amount of pops.\n* Increase the assembly score for the Shroud-Forged pops.\n* Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.\n* Active recon fleet order now uses correct logic.\n* The Strand Afflicted trait now grants Zro production to Biologist jobs.\n* Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).\n* Betharian Processing district specialization is no longer shown multiple times in the technology card.\n* The caravaneers no longer provide misguided information about the Waste Reprocessing Center.\n* Production Overseers now provide automated workforce efficiency.\n* Death Cult sacrifices no longer auto-cancel.\n* Mindwardens can no longer gain the Shroud Preacher trait.\n* Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.\n* PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.\n* Changed some shroud paragon ethics from fanatic to standard.\n* Patron-Chosen Leaders now produce Influence.\n* Endbringer related event no longer targets machine leaders when it shouldn't.\n* Wilderness empires can no longer build Transit Hubs.\n* Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.\n* Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.\n* Sky/Empyrean Domes can now be built on Resort Worlds.\n* Tankbound empires now have their rural districts automated on ringworlds and habitats.\n* Ringworld districts providing worker jobs are now fully automated for Tankbound empires.\n* Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.\n* The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).\n* Endbringers no longer have access to the Orbital Psi-Corps.\n* The Orbital Psi-Corps now takes telepath drones into account.\n* The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.\n* The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).\n* Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.\n* Tankbound civic not removed systematically when losing an ideology war.\n* Superstitious Beliefs cycles and effects removed when the civic is lost.\n* Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.\n* The Unplugged traits now properly displays their descriptions.\n* Updated species trait tooltips to be consistent with 4.0 changes.\n* Removed the unintended energy upkeep on Habitat Orbitals.\n* The Grand Battlement of Steel now properly provides soldier jobs.\n* Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.\n* Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.\n* The Vivisection First Contact Events should now behave properly for Evolutionary Predators.\n","offTopic":true},{"id":"ab1f3cef-1ee5-42d2-9808-ae599d98d3c0","excerpt":"Stellaris 4.5 'Cygnus' Open Beta Update 5 (bc43) — [by Eldarin](https://preview.redd.it/tacz4wigw4jh1.png?width=2108&format=png&auto=webp&s=4e68e59b658f4b8736e2d81383df7bfec9386d27)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/threads/dev-team-stellaris-4-5-cygnus-open-beta-update-5-bc43","url":"https://www.reddit.com/r/Stellaris/comments/1vn920n/stellaris_45_cygnus_open_beta_update_5_bc43/","role":"pain","weight":1.2574074,"occurredAt":"2026-08-13T12:16:05.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.72444445,"sentiment":-0.9111111,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Automated and auto-completed ship designs that lack reactor power now reduce their strike craft alongside weapons, instead of leaving hangars untouched and stripping shields and armor to pay for them.","title":"Stellaris 4.5 'Cygnus' Open Beta Update 5 (bc43)","body":"[by Eldarin](https://preview.redd.it/tacz4wigw4jh1.png?width=2108&format=png&auto=webp&s=4e68e59b658f4b8736e2d81383df7bfec9386d27)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/threads/dev-team-stellaris-4-5-cygnus-open-beta-update-5-bc43.1938271/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/threads/dev-team-stellaris-4-5-cygnus-open-beta-update-5-bc43.1938271/?prdxDevPosts=1)!\n\nHello everyone!  \n  \nWe've updated the 4.5 Open Beta branch with some improvements.  \n\n\n# Stellaris 4.5 'Cygnus' Open Beta Update 5 Release Notes\n\n**Feature**​\n\n* Flag emblems are now correctly centered within the Empire's Flag hexagon frame\n\n**Improvement**​\n\n* Starbase, Orbital Ring, and Waystation weapon modules are now weapon-type-specific (lasers, mass drivers, swarmer missiles, particle launchers, psionic torpedoes, scourge missiles, and several strike-craft hangars), each gated by the matching weapon technology and automatically upgrading to your latest tier.\n* The Starbase Weapon Preference policy now includes Explosive and Strike Craft options, and automated station designs build the weapon modules matching the chosen preference (or follow the fleet's Weapon Preference when set to Match Fleet).\n* Nomad empires can now benefit from the Composer of Strands, Whisperers in the Void, and End of the Cycle Greatest Patron accords, with Arkship-appropriate rewards.\n* Adaptive Evolution approach effect will be displayed as an active situation effect instead of just in the tooltip over the approach selection button.\n* Overall pass to faction and ethic attractions, improving behaviors for small pop groups and concurrent factions\n* Promoting or suppressing a faction has an impact on its attraction\n* Factions with the same ethics can be promoted and suppressed separately\n\n**Balance**​\n\n* The Cradle of Souls maximum-intensity aura surge has been reworked. It no longer builds defence platforms; instead every empire with systems in the aura gains Trust and a chance at a Favor, subjects gain Loyalty, Federation members gain Cohesion, and the patron's own colonies gain a crime or deviancy reducing \"Cradle's Serenity\". The passive starbase fire-rate bonus is removed.\n* The Instrument and Cradle Chosen psionic leader traits now grant applicable bonuses to Gestalt and Nomad empires instead of slave-workforce, faction, and friendly-territory bonuses they could not use.\n* All ships and cloned space fauna that have a mineral cost can no longer be built if your Operational Reserves are critical\n* The Synthetic Awareness luminary trait now grants +15% Job Efficiency for Mechanical and Machine Pops instead of +25% Resources from Jobs.\n* Each faction now gains attraction in empires holding the secondary ethic it is associated with\n* Pops no longer favor their current faction when evaluating which faction to join\n* Pops of another species can now join the Supremacists, at a reduced attraction\n* A faction losing its potential members is now destroyed after a delay instead of immediately\n* Progressive, Prosperity and Totalitarian attraction now depends on citizenship rights instead of the Pop's species\n* The Dimensional Manipulator now grants a fixed number of 5 districts instead of a 33%\n\n**Bugfix**​\n\n* Spell checked localization files\n* Corrected an error that crept into the Seddom system in Chinese localization (Once again 复合子个体的演示)\n* Fixed hostility between countries sometimes not updating immediately when it is set in script.\n* Nomads can now annihilate each other in Machine Uprising wars.\n* Automated and auto-completed ship designs that lack reactor power now reduce their strike craft alongside weapons, instead of leaving hangars untouched and stripping shields and armor to pay for them.\n* A component swapped in while an automated design was balancing its power is no longer charged to the power budget twice, so fewer utilities are given up than the shortfall requires.\n* Fixing Nomadic Grand Archives being destroyed when taking control of a Settled Empire's Starbase.\n* Fixed the \"Distribute Luxury Goods\" colony decision not going on cooldown, which let it be re-used repeatedly to refresh its effect. It is now unavailable for the 10-year duration of the Luxuries Distributed modifier.\n* Fixed metallurgist jobs on the Foundry Arkship zone always paying their extra upkeep in minerals. Empires with Catalytic Processing now correctly pay it in food instead.\n* Fixed orbital ring weapon modules all reporting the wrong sabotaged component after an enemy Sabotage Starbase operation.\n* Nomadic Empires can now be reborn as an exiled colony after failing the \"End of the Cycle\" situation.\n* The Gravitational Centrifuge that was non-functional on Deep Space Citadels and Orbital Rings can no longer be built on these structures\n* The Calling of Arms now properly considers ship size when building ships\n* Defeating the Mutant Hordes before they could take over your colony no longer flag the planets for purging\n* Fixed a case of Treasure Hunters being blocked if they were in the process of researching Gateway Activation after defeating the voidworms guarding Ness's gate\n* Forever Cruise Gestalts can now properly upgrade their service districts\n* Fixed Defender of the Galaxy crisis defeated counter not properly updating when a crisis was vanquished before ambition level 5 was reached.\n* Adjusted tooltip for unavailable mercenary enclave fleets.\n* Contracts that time out from no fault of the issuer, now display a clearer notification about it.\n* The second level of the Scout trait no longer refers to military fleets.\n* Arkships no longer automatically benefit from the \"Foreign Occupation\" Planetary Revolt situation modifier when crossing another empire's border.\n* The Great Pyramid event chain no longer displays a broken tooltip.\n* Simplified the list of available Tyanki sizes.\n* The Machine Uprising event will now trigger a Nomadic Machine Empire to spawn for Nomadic Empires.\n* Restored the missing scrollbar in the starbase Shipyard, Army Hub, Defenses, and Critters lists.\n* Nomad Vassals now correctly inherit Operational Reserves\n* Added 5 missing dlc locks to focus tasks\n* The Eater of Worlds Digest now counts Nomad Arkship colonies in its tally.\n* The End of the Cycle Creation Accord no longer grants Nomad empires a colonized planet they cannot hold. Nomads now receive a newly materialized Arkship of a type they have researched.\n* Fixed some planets being impossible to consecrate.\n* Fixed the adSalivul habitat having a broken string instead of the correct name.\n* Fix occasional crash when hovering over a leader to view their traits\n* The Supremacists no longer appear at all in Pacifist empires, instead of existing without being joinable\n* Persistent factions now survive without members and ignore the potential member thresholds as intended\n* The Manifesti now accepts only Egalitarian, Pacifist and Xenophile Pops as intended\n* Factions no longer suffer an attraction penalty for lacking a leader\n* Existing faction types that do not use their guiding ethic as a Pop filter no longer use it as a growth factor\n* The ethic growth factor no longer applies while a faction is losing Pops\n* Negative Pop Ethics Shift Speed modifiers are no longer ignored, and -100% or lower now fully suppresses ethics shift\n* Fixed Tomb World Environment art.\n* Adjusted assets for Humanoid City Set.\n* Arkhships should no longer get deleted by Cetana's storm\n* Arkships should no longer be targeted instead of the proper planet in the Phaseshift even chain\n* Fixed an instance of No Category pops stemming from Virtuality and Gia'Zumon interacting strangely\n* Fixed Hunker Down decision and Storm Manipulation buildings being broken for Storm Chasers\n* Nomadic Driven Assimilator purge vassals now Assimilate Hive-Minded pops when their Overlord has taken Inevitable Assimilation (or another tradition that unlocks Hive-Minded Assimilation), instead of being forced to purge them.\n* The bonus Unity, Society Research, and Engineering Research from the Driven Assimilator's Cybernetic Advantage tradition is now gained when a purge vassal carries out the Assimilation.\n* Galactic Nemesis empires now gain Menace from the \"Purge or Assimilate Pops\" objective for pops Assimilated by their purge vassals, matching the credit already granted for pops they purge.\n* Cyber Hive purge vassals now Assimilate pops into the gestalt consciousness as their Overlord would, and receive the associated Cyber Hive Assimilation bonuses.\n* Purge vassals now handle pops as their Overlord would when the Overlord has the Mechromancy or Galactic Nemesis ascension perks, instead of defaulting to a plain purge.\n* Fixed size of the Weapon Slots Text Icons\n* Blocked Sacred Sites from spawning in Sanctuary Systems\n* Fixed a bug where starbase building queues remain locked after controller flip at the end of a war\n* Fixed Commercial Pact trade value growing out of control in federations (especially with the automatic Commercial Pact law), where it swung between near-zero and enormous values each month.\n* Automated science ships once again spread out to survey different systems instead of all converging on the same one.\n* The Anomaly, Archaeological Site, and Astral Rift views now show the assigned scientist while a science ship carries out that task on automation.\n* Fixed a case where newly built arkships could get colony events. No you don't have subterraneans living in your soil.\n* Fixed numerous events, decisions, and buildings silently failing or producing error log spam for Nomad empires.\n* Fixed a Megacorp becoming Galactic Emperor wiping the Trader jobs from its capital.\n* Fleets returning from MIA will no longer queue a movement order if they already have other orders.\n* Suppressing a faction will not also suppress the ones with the same ethic\n* The Nomadic Gameplay toggle now grays out immediately for multiplayer clients when the host has the Nomads DLC disabled, without needing to reopen the Government & Ethics tab.\n* Fixed an issue preventing nomadic empires from joining wars\n* Fixed the auto-pause setting being ignored when the research complete popup opened.\n* Fixed the Shroud policy offering two options that shared the same key, which could select the wrong option and cause save game errors.\n* Fixed the terraforming special project resolving against the wrong target instead of the planet being terraformed.\n* Fixed army build costs not being shown when building armies at a starbase, along with a related crash.\n* Disabled Arkships no longer appear as colonization sources.\n* Fixed the species editor button not working if it had already been used on a previously edited empire.\n* Fixed special projects on Arkship colonies resolving to the wrong planet scope.\n* The species editor now takes opposing traits into account when working out which planet classes a species can live on.\n* Fleet settings are now respected by ship upgrade actions and their UI display, and the ship designer no longer opens for ships that have no design template.\n* Triggered modifier tooltips now show the correct value. The displayed number ignored the modifier's multiplier, though the applied value was always correct.\n* The Gundersen Research Society now shows its custom start text instead of generic Lost Colony text.\n\n**AI**​\n\n* Fleet composition is now driven by the empire's active fleet doctrine and weapon preference, replacing the previous fixed personality- and civic-based ship ratios.\n* Crisis and ascension hulls are now favored in fleet composition once unlocked.\n\n**UI/UX**​\n\n* Fixed Contract notification toasts (accepted, completed, abandoned, failed) showing a redundant empire name and a stray line break in their titles.\n* Fixed the Technologist faction's \"AI Allowed\" demand description being cut off; it now reads as a complete sentence.\n* Pop group entries now display every faction of the empire, graying out the ones the group cannot join\n* New faction tooltips explaining","offTopic":true},{"id":"5fba1443-b1a1-4ba1-b7f7-3fddc98e8f67","excerpt":"Stellaris Dev Diary #412 - 4.3.0 ‘Cetus’ Preliminary Release Notes — https://preview.redd.it/yf5mfq2fpfog1.png?width=2108&format=png&auto=webp&s=ddb7406320bfeb14bceeaa95540a48259e7f3725\n\n*by Eladrin*\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-412-the","url":"https://www.reddit.com/r/Stellaris/comments/1rqx8eu/stellaris_dev_diary_412_430_cetus_preliminary/","role":"demand","weight":1.2302389,"occurredAt":"2026-03-11T15:41:20.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"alternative_search","painScore":0.6116667,"sentiment":-0.6666667,"confidence":0.7633333,"matchedPatterns":["switching_from","manual_process","product:render"],"statement":"* Job automation is now moved from district to planet.","title":"Stellaris Dev Diary #412 - 4.3.0 ‘Cetus’ Preliminary Release Notes","body":"https://preview.redd.it/yf5mfq2fpfog1.png?width=2108&format=png&auto=webp&s=ddb7406320bfeb14bceeaa95540a48259e7f3725\n\n*by Eladrin*\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-412-the-4-3-0-cetus-preliminary-release-notes.1907742/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-412-the-4-3-0-cetus-preliminary-release-notes.1907742/?prdxDevPosts=1)!\n\n*Tomorrow's Dev Diary has so many patch notes that we're publishing it today so that you can read them all. The release candidate is not yet live; tune back in tomorrow morning for access. -- LadyDz.*  \n\n\nIt’s time. \n\nThe Stellaris 4.3.0 ‘Cetus’ update is targeted for release next Tuesday, on the 17th of March.\n\nMany thanks to everyone who helped us throughout the Open Beta. While there are some things that didn’t get into 4.3.0, we’re going to continue working on them for the future - whether that be in a post-release 4.3 patch, in 4.4, 4.5, or beyond.\n\n4.3.0 ‘Cetus’ includes massive rebalancing of ships and the economy, and significant work on performance. There’s been some work on Stability, but we haven’t hit the targets I want, so it will remain one of the primary focuses for the Custodian programmers as we go on. Overall, we’ve hit the point where I believe it’s time to bring the changes to the live servers though, while iteration and polish continues.\n\nHere are the 4.3.0 Preliminary Release Notes, which printed out would come out to 24 A4 pages - 33% longer than 3.1 ‘Lem’. We couldn’t have done this without you.\n\n# 4.3.0 ‘Cetus’ Preliminary Release Notes\n\nThe 4.3.0  'Cetus' update focuses on economic balance and performance. Significant changes have been made to the economy to rebalance it at a generally lower power level, with fewer bonuses or modifiers that stack non-linearly to extreme levels. Some traits, buildings, or district specializations may have changed or even been removed. Certain challenges that have been trivialized over the years may be much stronger, especially roaming space fauna, crises, and fallen empires.\n\nNavies have received major changes intended to reduce their total ship counts, making each ship individually more valuable and, we feel, more interesting. Ship defenses have been improved (especially for larger hulls), so combats may last longer than before. Be aware that the Perdition Beams on Titans now deal collateral damage to nearby ships!\n\nBehind the scenes the Custodian programmers focused heavily on performance and stability. You should find the game significantly faster and more stable from the very start until the end-game.\n\nThank you for playing Stellaris! \n\n(And additional thanks to the many players that helped us and provided feedback during the 'Cetus' Open Beta!)\n\n**Improvement** \n\n* Added the possibility to hotjoin while other players are hotjoining.\n* Added Refugee Attraction mechanics:\n   * Refactored how Refugees are calculated, they are now more likely to flee to countries ruled by their own species if available and they will pick planets in a smarter manner.\n   * Added Refugee Attraction, now Civics like Free Haven will make more refugees show up, while allowing Slavery will reduce the likelihood that people will seek refuge in your empire.\n* After a review of Unemployment mechanics, we felt that they did not add significantly to the game.\n   * All unemployed pops now demote to Civilian (or Maintenance Drone, as appropriate) at the end of the month.\n   * Removed the \"Rising Unemployment\" event chain.\n   * Living Standards have been adjusted.\n   * Removed Demotion Time bonuses as they’re no longer relevant.\n   * Resettlement costs are now the same across all strata. (Since demotion is now immediate at the end of the month, this prevents an undesired element of micromanagement where you would want to fire any pops you wanted to resettle.)\n* Improved grammar for French, German, and Spanish translations of empire names for certain randomized empires..\n* Reverted the materialist empire being forced to use Cybernetic portraits if you own The Machine Age\n* Renamed Mercantile and Unyielding traditions to Commerce and Fortification to match the naming structure of all other traditions.\n* Job automation is now moved from district to planet. This means that “Technician Automation” will apply to all technician jobs on a planet instead of only jobs granted from the Generator District.\n* Field Modulation, Eco Simulation, and Geothermal Fracking technologies are now marked as Gateway technologies for Rural District Specialization.\n* Improvement \"Scorched World Heralds\" civics now mention that diplomacy with other Thermophiles is possible\n* Option text for Rogue Servitors discovering alien life is tonally appropriate\n* First Robot timeline event blocked for machine species\n* When multiple End Game Crises are active in galaxy settings, End Game Crises are now allowed to spawn 25 years after another crisis has spawned instead of being blocked while there is an active crisis.\n\n# Balance\n\n* Ship and Fleet Rebalancing:\n   * \\[[Reddit does like the length of this post so please visit the PDX forums for full details.\\]](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-412-the-4-3-0-cetus-preliminary-release-notes.1907742/)\n* Economic Rebalancing:\n* Ethics:\n   * Authoritarian:\n   * Egalitarian\n   * Pacifist\n* The Corporate Authority now has +1 Envoy instead of +1 External Leader Pool.\n* Player Crisis Balancing:\n* Cybernetics changes:\n* Biomorphosis changes:\n* All non-Endbringer psionic corporate empires now unlock the Psionic Offices branch office building. The building has been reworked to now provide:\n* 200 Empathic Marketer jobs. (Previously it added Telepath jobs if the host empire was psionic)\n* Crime (if the branch office owner is a criminal syndicate).\n* Only the Board of Psychics advanced authority gains +2% Aura Effectiveness.\n* Base income of 5 unity (was 10 energy).\n* \\+0.05 Trade from Traders to the planet (was +0.15 trade from Telepaths).\n* Hidden modifier: Increases the chance the AI empires which host the building to take Psionic Ascension by +10% per building.\n* Empathic Marketers are jobs that count as Traders for most purposes, but provide less Trade output in exchange for increasing the chance to draw psionic technologies. They also produce a small additional amount of unity if the host empire has undergone psionic ascension.\n* Technocracy changes:\n* Having a Zro deficit now grants:\n   * \\-75% Psionic Pop Job Efficiency\n   * \\+50% Shroud Delve Cost or Cooldown (depending on if you have Utopia or Shadows of the Shroud)\n   * \\-50% Psionic Weapons damage\n   * A 2% chance each month to suffer a Shroud Incursion. If you suffer a Shroud Incursion, another one cannot spawn for two years.\n* Shroud-Forged now register as psionic pops for the has\\_psionic\\_species\\_trait check.\n* Imperial Legion armies are no longer limited\n* Tankbound:\n   * The -25% upkeep from Tankbound civics now applies to Automated Workforce instead of all jobs.\n   * Infernal Tankbounds now begin with three additional Generator districts. Other Tankbound empires will now convert one less Farm into a Generator.\n   * Removed the 30% automated workforce penalty that Tankbound started with. They no longer begin with insights on Assembly Patterns as it is no longer needed to negate this penalty. Assembly Patterns and Construction Templates now give Tankbound +10% Automation Efficiency.\n   * Tankbound Production Overseers now generate 2 Engineering Research instead of Unity, and grant +2% efficiency and +200 Amenities. They are only granted by Urban districts (or as Clerk swaps).\n* Habitats:\n   * Habitat dwellers can now build rare crystal extraction specializations in their mining districts and both exotic gas and volatile mote extraction specializations in reactor districts.\n   * Habitat capital buildings now provide hunter seeker drones for both machine intelligences and hive minds. They no longer provide logistics drones for machine intelligences.\n* Reworked Oppressive Autocracy to swap Enforcers (and Telepaths) into the Elite strata instead of granting them a special exception as Specialists.\n* The Specialist Training tradition now grants +2% Specialist Job Efficiency per Planetary Governor level.\n* Rebalanced several of the Luminary leader traits.\n* Adjusted many Planetary Automation scripts.\n   * Known Issue: We are aware that Planetary Automation is not building enough Districts.\n* Specimens:\n   * Specimens that grant Stability now grant +1 Stability per rarity level.\n   * Increased the rarity level of the Spirit of the Unshackled specimen to Exceptional. \n   * The Manifesti Social Commentary Piece specimen now increases Faction Output. (Reduces Deviancy by a small amount for Gestalts.)\n* Adjusted the amount of utility slots on the Deep Space Citadel, from 8 per tier to 6 per tier.\n* The unifier leader trait now provides +15% unity output instead of 25%. Also fixed its tooltip.\n* Synthetic Fertility:\n   * Synthetic Fertility no longer starts with Administrative AI, Self-Aware Logic and Sapient AI technologies researched. Instead, they receive Administrative AI with some progress at game start, and each of these tech now increases the output of the Identity repository. \n   * To make up for this the base output of the repository has been reduced, but the total output with all technologies researched will be slightly higher than before. \n   * The origin now also comes with +15% Computing research speed and increased draw chance for the aforementioned technologies. \n   * The rate at which pops die out has been halved (from 30/month to 15/month).\n   * Synthetic Fertility now starts with Powered Exoskeletons\n* Redesigned Mutagenic Spas to be less exploitable and to better match the theme of the civics:\n   * \\[[Reddit does like the length of this post so please visit the PDX forums for full details.\\]](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-412-the-4-3-0-cetus-preliminary-release-notes.1907742/)\n* Increased the bonuses from Food Processing, Mineral Purification, and Energy Grid buildings.\n* Experimental Sentencing changes:\n* Halved the effects on workers and slaves of the Ruthless Developer trait.\n* Unifier trait effects no longer scale with leader level.\n* Reduced happiness from Social Welfare.\n* Reduced unity from civilians under Social Welfare.\n* Starbase buildings:\n   * Starbase building Offworld Trading Company now grants +4 trade per Trade Hub module (was +2 Trade).\n   * Starbase building Hyperlane Registrar now grants +2 Trade per Trade Hub module (was a non-scaling +2 Trade) and adds the Subspace Amplifier aura to the Starbase (-40% Hyperlane and Jump Drive cooldown/change time).\n* Adopting partial virtuality by undergoing Synthetic ascension as an organic, lithoid or infernal species no longer grants -90% housing.\n* The Computation Core Focus policies now grant +2.5% job efficiency per 100 roboticists or identity designers instead of +0.5% per 100 civilians.\n* Adjusted scaling of event spawned pirate fleets to be more reasonable for 4.3 numbers.\n* Mercenary and Mindwarden Enclaves now require 100 Naval Capacity in the fleet.\n* The Crisis Beacon espionage operation now looks for larger fleets than before.\n* Reduced Capital Productivity techs to +5% efficiency per tier from +10% per tier.\n* Adjusted ship sizes for Cosmogenesis bioships and hive FE bioships\n* Distribute Living Metal decision now costs 250 Living Metal (was 700), but grants +10% Infrastructure Build Speed and -10% Infrastructure Cost and Upkeep for 5 years (was +10% Infrastructure Build Speed and -20% Job Upkeep for 5 years).\n* Decreased the research (and upkeep) on rural jobs provided Natural Neural Network\n* Aptitude Tradition Changes:\n   * \\[[Reddit does like the length of this post so please visit the PDX forums for full details.\\]](https://forum.paradoxplaza.com/forum/develop","offTopic":true},{"id":"3fb8d0dc-ba5b-4b96-b095-f6741b10034e","excerpt":"Stellaris 4.5 'Cygnus' Open Beta updated (bfcc) — https://preview.redd.it/kk85s1fcltbh1.png?width=2108&format=png&auto=webp&s=fa50519f8beb4e5a0c3502b2314c310678362c89\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/threads/dev-team-stellaris-4-5-cygnus-open-beta-updated-bfcc.1933535/)! | [D","url":"https://www.reddit.com/r/Stellaris/comments/1upx80b/stellaris_45_cygnus_open_beta_updated_bfcc/","role":"pain","weight":1.2114305,"occurredAt":"2026-07-07T14:45:47.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.587027,"sentiment":-0.5675676,"confidence":0.7633333,"matchedPatterns":["missing_feature","manual_process","product:render"],"statement":"All sources of soldier jobs should now be covered* * *Knight swaps should now work properly for nomads* * *The Joyous Warrior trait now specifies that its effect can only trigger with the relevant leader leading planetary invasions* * *If…","title":"Stellaris 4.5 'Cygnus' Open Beta updated (bfcc)","body":"https://preview.redd.it/kk85s1fcltbh1.png?width=2108&format=png&auto=webp&s=fa50519f8beb4e5a0c3502b2314c310678362c89\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/threads/dev-team-stellaris-4-5-cygnus-open-beta-updated-bfcc.1933535/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/threads/dev-team-stellaris-4-5-cygnus-open-beta-updated-bfcc.1933535/?prdxDevPosts=1)!  \n\n\nHello everyone! QA's tests on the 4.5 'Cygnus' Open Beta 2 update went faster than expected, and we felt that we had no real reason to hold the update until tomorrow. We've updated the `stellaris_test_4.5` branch with the following changes:\n\n# 4.5 ‘Cygnus’ Open Beta 2 Release Notes\n\n*The 4.5 Open Beta now also includes all changes from 4.4.5.*\n\n**Feature**​\n\n* Pop groups are no longer divided by Ethics or Factions, instead each pop group will have a given percentage that belongs to each faction or ethic as appropriate. This means that:\n   * **THIS IS A BREAKING CHANGE AND WILL NOT PRESERVE SAVE GAME COMPATIBILITY.**\n   * Ethics and factions are now shown on the pop group entries in the planetary management UI, with tooltips showing the attraction to ethics and factions. Verbose tooltips are enabled by holding Alt, to show a breakdown of all modifiers for these attractions.\n   * Pops shift ethics and factions more frequently\n   * Pop group faction conversion happens more frequently\n   * Ethic attraction now impacts faction growth\n   * Simplify factions randomization logic\n   * Updated Cyberization policies to account for the changes to pop groups and ethics. The Limited Cybernetic species trait has been removed, instead if the Limited Cyberization policy is in effect, Cybernetic Spiritualist pops do not benefit from Cybernetic Job Efficiency. The Limited Cyborg leader trait still functions as previously. This will also decrease the Approval penalty from regular spiritualist factions from the demand The Flesh is Strong.\n* Unlocked Knights of the Toxic God for nomads\n* Added policies to provide better control over the auto-designer for both players and AI:\n   * Added a Fleet Doctrine policy with six doctrines that determine the tactical roles each ship class is designed to fill, affecting automated ship designs and ship-designer auto-complete.\n   * Added Weapon Preference and Defense Preference policies that steer automated ship designs and technology research.\n   * Added Starbase Weapon Preference and Starbase Defense Preference policies so station loadouts can diverge from the fleet.\n* Federations can now enact laws to grant members free, automatic Commercial Pacts (and, with the Nomads DLC, Wayline Pacts) or Research Agreements. Each law is unavailable to the federation type that already grants the benefit through its perk (Trade League / Research Cooperative).\n   * Trade League federations now provide free, automatic Commercial Pacts between all member empires.\n   * Trade League federations now also provide free, automatic Wayline Pacts between all members. (Requires Nomads)\n* *Cosmogenesis is now available for Nomads*\n* *Added a nomad compatible version of Storm Chasers*\n   * *Storm Attraction is now fully functional for mobile arkships*\n* *Empires now have more control over their colors:*\n   * *Added a toggle and selectors in empire creation so you can select your map border and fill colours independently of your flag color.*\n   * *Ship Color can now be selected independently from flag colors in Empire Creation.*\n   * *Color swatches in the species creator's flag editor and ship-set selector now show the name of the selected color on hover.*\n\n**Improvement**​\n\n* Regular Empires can now cancel accepted contracts after 20 years, with a notification sent to the operator.\n* *The Dyson Swarm \"best systems\" list will now always show a variety of systems with different resources, so if you have a dozen physics deposits, they won't hide all of your energy systems. All \"best systems\" finders now show up to 12 systems.*\n* *Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.*\n\n**Balance**​\n\n* Strike craft and missile defensive modifiers now also affect strike craft and missiles launched from starbases and defense platforms.\n* The Cybernetic species trait now provides an additional +5% Job Efficiency.\n* Hive minds which encounter genetic defects during cyberization can now choose a cyberisation policy.\n* Scientific Arkships now have +5% Deep Scanning Success Chance per Tier\n* Your Trade Policy now converts the trade value gained from Commercial Pacts and Branch Offices, just like the rest of your trade value (previously this trade was not run through your policy).\n* The \"The Collective Self\" technology now grants +1 Envoy.\n* The \"Federation Code\" technology now reduces Diplomacy influence upkeep by 25%.\n* *Increased base knights upkeep by .15 alloys and .15 consumer goods*\n* *Increased soldier alloy upkeep for arkship military zones by 0.1*\n* *Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.*\n* *Consecrate World changes:*\n   * *Consecrate World can now be declared on a curated set of worlds tied to your empire's origin and traits (such as Gaia and relic worlds, and origin-specific worlds like toxic, shrouded, rift, or arc-furnace worlds).*\n   * *Reworked the Consecrated Worlds reward — consecrating worlds now grants a deterministic, empire-wide bonus to Unity, Amenities, and Spiritualist Ethics Attraction that scales with the number of Consecrated Worlds (+10% / +20% / +40% at 1 / 2 / 3), replacing the previous randomized per-world outcome.*\n* *The Paladin Ship now has a dedicated combat computer with Line tactics, giving it proper combat positioning while staying directable in combat, instead of ignoring attackers and holding position.*\n* *Scientific Arkships now have +5% Deep Scanning Success Chance per Tier*\n* *Your Trade Policy now converts the trade value gained from Commercial Pacts and Branch Offices, just like the rest of your trade value (previously this trade was not run through your policy).*\n* *The \"The Collective Self\" technology now grants +1 Envoy.*\n* *The \"Federation Code\" technology now reduces Diplomacy influence upkeep by 25%.*\n\n**Bugfix**​\n\n* AI and auto-complete ship designs no longer leave weapon or strike craft slots empty after upgrades or power rebalancing.\n* Fixed auto-generated ships occasionally receiving two sections in a single section slot.\n* Role-based section selection always resolves a valid section, so screen and point-defense ships receive the correct section.\n* Harbinger Crystalline Growth Regulators can no longer grow crystals on strike craft that have been launched, and modifiers that increase the armor and/or shields of strike craft no longer render strike craft functionally immune to damage.\n* Missile and torpedo armor and shields are now correctly applied in combat, so point-defense no longer ignores them.\n* Fixed Gospel of the Masses additional trade value not applying to your branch offices.\n* The Branching Out modifier from the Cyberization situation now gives +10% Trader Job Efficiency.\n* Automated starbase, waystation, and orbital ring designs now fit armor instead of shields in systems or on stations where shields are negated (pulsars, X-ray binaries, turbulent nebulae, and cloaking modules).\n* Fixed Deep Scan uncovering anomalies and archaeology sites far less often than the intended 7% and 3% chances.\n* Sero the Younger's Habitable Deep Scan can now uncover resource deposits, anomalies, and archaeology sites instead of only pre-sapients.\n* The success chance of Sero the Younger's Habitable Deep Scan now correctly diminishes with repeated scans of the same world.\n* Deep Scan resource caches now correctly scale with the Advanced Xenostudies resolution instead of A Voice for All.\n* Federation members can now form Commercial Pacts with one another, matching Research Agreements.\n* Free and automatic Research Agreements between Federation members now correctly benefit from Research Sharing from Agreements modifiers and satisfy faction demands for having Research Agreements.\n* Fixed federation members losing their existing Commercial Pacts with one another when forming or joining a federation. Members of non-trade federations now keep their pacts, while Trade Leagues replace them with the free federation pact (This only applies to Commercial Pacts between federation members).\n* *Fixed pop and country ethics being permanently and progressively wiped across the galaxy during play.*\n   * *What makes a man turn neutral? A lust for gold? Power? Or an error in the pop ethics randomizer?*\n* *Fixed Protostars not counting towards having energy deposits.*\n* *Extended swapping logic for soldiers into knights. All sources of soldier jobs should now be covered*\n   * *Knight swaps should now work properly for nomads*\n* *The Joyous Warrior trait now specifies that its effect can only trigger with the relevant leader leading planetary invasions*\n* *If a system's starbase is unoccupied while all its planets are occupied, the system is no longer considered fully occupied.*\n* *Fixed the crime events (among others) not firing on arkships*\n* *Cryo-Sleepers no longer produce Crime/Deviancy*\n* *Clarified the Creativity Exhibition Vault's tooltip for Forever Cruise Rogue Servitors: its production and upkeep effects reach all passengers, not just first-class Bio-Trophies.*\n* *Fixed the Machine Uprising resolution notification showing \"Unidentified Empire\" instead of the names of the empires involved when an uprising was quelled or won.*\n* *Synthetic Fertility Nomads are no longer able to build arkships until they have researched droids*\n* *Fixed edge cases where Cetana would not properly turn hostile upon war declaration*\n* *Added a missing nomad Archaeology notification string*\n* *Fixed the Ness treasure system not spawning for non nomad empires*\n* *Fixed the Gaia world from Starlit Citadel being impossible to colonize*\n* *Fixed a missing icon in the Order's Keep concept tooltip*\n* *The Crystalline Bane modifier should now get properly removed*\n* *Adjusted the number of ships produced when using the Prethoryn Queen relic*\n* *Wilderness and Synthetic Fertility now start with homeworlds of the proper size*\n* *Fixed a case of double notification after a machine uprising ends*\n* *The Dyson Swarm \"best systems\" finder will now be based exclusively on raw star resources, and will be unaffected by modifiers like techs or cosmic storms.*\n* *The Arc Furnace \"best systems\" finder will now only show systems that have a Molten World.*\n* *Fixed numerous issues with Total Wars:*\n   * *Nomadic Empires will now gain ownership of defeated Arkships and Waystations after Total War status quo victory.*\n   * *Nomadic Empires will now steal a percentage of the population from planets they destroy during Total Wars.*\n   * *Arkships defeated by Settled Empires are now destroyed after Total War status quo victory.*\n   * *Nomadic Empires can now be defeated in Total Wars.*\n   * *Taking planets in a Total War will now occupy them until the system is fully occupied, then annex them all at once. This prevents a bug where a system without a starbase didn't rebuild it if only some planets were taken.*\n* *The leader tooltip is now shown in all places where it should be shown*\n* *'Delicious Titans' planet modifier tooltip now correctly says 'Farmers are Converted in Titan Hunters' and doesn't show a broken icon.*\n* *savefiles with pending first contact event no longer fail to pick an event sound*\n* *Graphical crashfix related to Storm Forecast*\n* *Entertainer jobs on Forever Cruise Arkships now correctly come from the Entertainment Hub specialization instead of the Operations Center.*\n* *Fix for Nomadic Grand Archives being destroyed when a Settled Empire's system is destroyed.*\n* *Fix for No","offTopic":true},{"id":"455774c8-c8ec-4b81-93d7-63de446ccdab","excerpt":"Stellaris Dev Diary #411 - Our Next 4.3 Experiment — https://preview.redd.it/3dhe2976xtlg1.png?width=2108&format=png&auto=webp&s=7c0a3fe71aa3ff11717e41817c6054a8189b4f6f\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-411-our-next-4-3-experiment.1904297/)","url":"https://www.reddit.com/r/Stellaris/comments/1rf8fx4/stellaris_dev_diary_411_our_next_43_experiment/","role":"pain","weight":1.0589744,"occurredAt":"2026-02-26T12:07:02.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.4523077,"sentiment":-0.23076923,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Fixed sector governor missing propagation of non triggered trait modifiers to all planets in the sector and not only the capital.","title":"Stellaris Dev Diary #411 - Our Next 4.3 Experiment","body":"https://preview.redd.it/3dhe2976xtlg1.png?width=2108&format=png&auto=webp&s=7c0a3fe71aa3ff11717e41817c6054a8189b4f6f\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-411-our-next-4-3-experiment.1904297/)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-411-our-next-4-3-experiment.1904297/?prdxDevPosts=1)!\n\nHello everyone!  \n  \nThe plagues of last week have passed, so today we’ll be looking at the next “risky” change that we’d like to bring to the 4.3 ‘Cetus’ Open Beta, relating to Pop Ethics and Ethics Drift.\n\n# Mixed Ethics within a Pop Group​\n\nInstead of splitting Pop Groups up based on Ethics, we’re changing them so a Pop Group can have multiple ethics and factions simultaneously, with pop\\_ethic\\_percentage values to describe how they’re split up. This simplifies ethic randomization logic, allows pop group ethic conversion to happen more reliably and more frequently, and dramatically reduces the number of pop groups in the late game.  \n  \nThe Management tab of our planet shows which factions each pop group have joined, and which ethics and factions are represented within them.\n\nhttps://preview.redd.it/d68r9o7bxtlg1.png?width=875&format=png&auto=webp&s=43e832bb819aa5036a451341d12244028e3a4765\n\nhttps://preview.redd.it/jgvph2nbxtlg1.png?width=894&format=png&auto=webp&s=4a22cf5a9d96e764c0797445d1b99a5ec9ad6a97\n\nHolding the Alt key will show a more detailed breakdown of how these attractions are derived:\n\nhttps://preview.redd.it/agbt29lcxtlg1.png?width=896&format=png&auto=webp&s=f1b5c4d44fee410506a7668c1949b2aa2f451c2a\n\nIn addition to reducing the number of Pop Groups overall, pops should drift between ethics and factions better than before. As it touches a wide number of systems, we consider it a risky change and would love to see the Open Beta find any issues with it.  \n  \nThis **will** unfortunately be a save-breaking change. We expect to push it to the Open Beta next week - currently targeting Tuesday. As a reminder, we have a Cetus Open Beta rollback branch available with the previous version, so you’ll have a little bit more time available to finish any games made on the current pre-ethics change builds.\n\n***I’m a modder, what do I need to know?***\n\nScopes, triggers, and effects have been adapted to match pop groups with multiple ethics, and we’ve added a couple of new triggers for you to use.  \n  \n`pop_has_ethic` and `pop_group_has_ethic` have been removed.  \n`has_ethic` will continue to work with pop groups, but will return true if even a single pop within the pop group is of that ethic.  \n  \n`has_ethos = <target>` Checks if a country or a pop group ethos contains all ethics of the other target ethos.  \n`pop_ethic_percentage = { value > <0.5/variable> ethic = <key> }` Checks the percentage of pops following the ethic inside this pop group\n\nOn the bright side, it should also prevent things like this from happening.\n\n[Thanks to Scirch for this abomination of a screenshot.](https://preview.redd.it/pby3fqjkxtlg1.png?width=1071&format=png&auto=webp&s=00f17b2d0faca4996579fae5235bc86dd448955b)\n\n\n\n# What’s Next For 4.3?​\n\nThis week’s Open Beta update includes the following changes:  \n  \n**4.3 ‘Cetus’ Open Beta Patch Notes 2026-02-26**\n\n**Improvement**​\n\n* Renamed Mercantile and Unyielding traditions to Commerce and Fortification to match the naming structure of all other traditions.\n\n**Balance**​\n\n* More Mutagenic Spa balance:\n   * Mutagenic Spas now only grant Substance Abuser to the governor of a planet with the baths on.\n   * Spa Attendants for Worker Coop buff the Union Stewards.\n   * Non-corporate Spa Attendants now produce 500 Amenities (was 100). Corporate Spa Attendants now provide 2 trade.\n   * Mutagenic Spa Councilors now increase the number of spa attendant jobs, this effect is amplified if they are a substance abuser.\n   * Mutagenic Spas can now be placed in research or unity district specializations\n   * Increased the bonuses from Food Processing, Mineral Purification, and Energy Grid buildings.\n* Experimental Sentencing changes:\n   * Experimentation Chambers now provide a static number of experiment engineer jobs, and a scaling number of test subject jobs (depending on building tier). The number of test subject jobs is increased by 50% on Penal Colonies.\n   * Rebalanced the amount of research experiment engineers produce per crime on the planet. The bug in which the modifiers considered the uncapped crime on the colony has also been fixed.\n   * Consumer goods upkeep of experiment engineers now also increases with crime.\n   * Orderlies no longer reduce housing requirements on the planet.\n   * Orderlies now increase the job efficiency of experiment engineers and test subjects not their output.\n* Halved the effects on workers and slaves of the Ruthless Developer trait.\n* Unifier trait effects no longer scale with leader level.\n* Reduced happiness from Social Welfare.\n* Reduced unity from civilians under Social Welfare.\n* Biomorphosis changes:\n   * Switched Optimized Neurology (Purity flex 1) and Heightened Attributes (Purity flex 2).\n   * Switched Biochemical Composure/Regenerative Cloning (Cloning flex 2) and Artifical Population (Cloning flex 3).\n   * Removed Organic Job Efficiency bonuses from Somatic Subversiveness (Mutation flex 2) and Artificial Population.\n   * Optimized Neurology now gives -1 Leader Maximum Negative Traits instead of +1 Effective Leader Level\n   * Somatic Subversiveness now grants an additional +1 Effective Leader Level.\n   * Artificial Population now provides -10% Empire Size from Vat Grown pops\n   * \\-10% Empire Size from Pops from Heightened Attributes moved to Imperfection Remediation.\n* Starbase building Offworld Trading Company now grants +4 trade per Trade Hub module (was +2 Trade).\n* Starbase building Hyperlane Registrar now grants +2 Trade per Trade Hub module (was a non-scaling +2 Trade) and adds the Subspace Amplifier aura to the Starbase (-40% Hyperlane and Jump Drive cooldown/change time).\n* Adopting partial virtuality by undergoing Synthetic ascension as an organic, lithoid or infernal species no longer grants -90% housing.\n* The Computation Core Focus policies now grant +2.5% job efficiency per 100 roboticists or identity designers instead of +0.5% per 100 civilians.\n* Adjusted scaling of event spawned pirate fleets to be more reasonable for 4.3 numbers.\n\n**Bugfix**​\n\n* Planet Automation should work again. A design pass is in progress to improve the scripts.\n* Fixed founder species has happiness check being reversed applying wrong amenities buffs on planetary populations\n* Fixed the flavor text of a number of council position displaying the default name instead of the renamed title if the player had renamed them.\n* Fixed Subterranean origin not giving extra housing on mining districts.\n* Fixed nobles from cyber imperials not giving stability.\n* Wenkwort planet modifiers are now correctly removed if the planet stops being a gaia world.\n* Fixed a number of technologies having incorrect amounts for the housing modifiers they provide.\n* Updated the Gestalt version of Chosen of the Eater to match the changes made to the non-gestalt version.\n* Fixed mutation and cloning ascension not being able to remove advanced traits.\n* Fixed modifiers from the Prospectorium Optimizer trait.\n* Fixes an issue with ship size map icons.\n* Corrected erroneous tooltip for the Domination tradition finisher.\n* Corporate Vampires and Entropy Drinkers can now be swapped seamlessly when transitioning between corporate and oligarchic .governments\n* Fixed several issues with secondary district names for Spiritualist empires and Ring World districts.\n* Added abort triggers for the Prethoryn, Unbidden and Contingency event chain so they get properly cleaned up after their related crisis is defeated.\n* Endbringers can no longer be declared a crisis if they are already the current crisis, which was restarting their war.\n* Fixed incorrect founder species have happiness calculation resulting in inverted behavior that caused for example hive minds getting happiness bonuses.\n* Fixed sector governor missing propagation of non triggered trait modifiers to all planets in the sector and not only the capital.\n* Adjusted various conditions in modifier tooltip generation to not show unintentional data, ex “planet:”\n* Fixed ship/fleet special modifiers being applied properly to the simulation and not only show up in tooltip ex docked ship upkeep reduction.\n* Reduced stack usage in combat targeting code that could cause a CTD/undefined behaviour when larger numbers of ships are involved in combat.\n\n**Performance**​\n\n* Reduced number of memory allocations\n* Optimized string allocations\n* More string optimizations\n* Reduced repeated localization lookups when calculating planet modifiers\n* Moved modifier name calculations to tooltip generation where this was done in the game simulation.\n* Micro optimized localization system even more, reducing amount of allocations, recursions and length calculations.\n\nWe plan on continuing to fix bugs and making balance adjustments for the next few weeks, but the Cetus Open Beta has gone well enough that I’m leaning towards bringing it to the live branch sooner rather than later. If the Factions and Ethics change goes well, then I plan to release 4.3 Cetus in mid-March. (If the changes cause major issues, we’ll pull them from the build and they’ll wait until 4.4. I don’t want to drop a save-breaking change during the post-release support window.)  \n  \nI’m extremely pleased with the amount and the quality of feedback we’ve received from the Cetus Open Beta, but the Custodian Team’s jobs are nowhere near done yet. I’m currently thinking that I’d like to reopen the Beta branch later on in the spring for 4.4 with continued balancing work - and the Slavery changes we’ve been planning once they’re in a workable state.  \n  \nThe weekly Cetus streams start again today, where you can watch me get distracted by questions and utterly fail whatever objectives I’ve been trying to do with my empire.  \n  \nSee you there!  \n\n\n*The next Stellaris Dev Diary will be on March 12th. Maybe it’ll be Preliminary Patch Notes!*","offTopic":true},{"id":"4fac35c0-6873-49e7-910c-cabc7dcee7ce","excerpt":"Stellaris Dev Diary #396 - 4.1 'Lyra' Preliminary Release Notes — [by Eladrin](https://preview.redd.it/0p2l2lm8stpf1.png?width=2108&format=png&auto=webp&s=89d8819342646b5b3b700970fbc7fb5689f4dcbf)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-396-4-1-ly","url":"https://www.reddit.com/r/Stellaris/comments/1nk586w/stellaris_dev_diary_396_41_lyra_preliminary/","role":"pain","weight":1.0456791,"occurredAt":"2025-09-18T11:03:38.000Z","sourceKey":"reddit","sourceName":"Reddit","credibility":0.62,"venue":"Stellaris","intent":"feature_request","painScore":0.43407407,"sentiment":-0.18518518,"confidence":0.7291667,"matchedPatterns":["missing_feature"],"statement":"* Fix a crash when displaying growth tooltips * Fix Federation perk modifiers not being localized properly * Add missing modifier for Fanatic Pacifist * Planetscapers can no longer start with more districts of a certain type than a planet…","title":"Stellaris Dev Diary #396 - 4.1 'Lyra' Preliminary Release Notes","body":"[by Eladrin](https://preview.redd.it/0p2l2lm8stpf1.png?width=2108&format=png&auto=webp&s=89d8819342646b5b3b700970fbc7fb5689f4dcbf)\n\n[Read this post on the Paradox forums](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-396-4-1-lyra-preliminary-release-notes.1859133)! | [Dev replies here](https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-396-4-1-lyra-preliminary-release-notes.1859133?prdxDevPosts=1)!\n\nHello, Stellaris Community!\n\nShadows of the Shroud and the 4.1 ‘Lyra’ update will be released next Monday, September 22nd.\n\nToday we have preliminary release notes, as well as the Chosen set of Civics and some of the Advanced Psionic Government options.\n\n# Preliminary Release Notes​\n\nHere’s the current list of expected changes coming next week.\n\n**4.1.0 ‘Lyra’ Preliminary Release Notes**\n\n# Shadows of the Shroud DLC​\n\nThe ‘Arc of Ascension’ is complete at last with Shadows of the Shroud.\n\n* Overhauled Psionic Ascension\n   * Like the other Ascension Paths, Psionic Ascension has now been elevated with an Ascension Situation that explores the impact Ascension has on your Empire. Your moral and ethical decisions will influence your attunement to the domains of the Shroud, culminating in your first delve as you Breach the Shroud.\n   * Track your exploration of the Shroud in the new Shroud Panel, which will show your current attunement to the domains of the Shroud and provide means to influence your spiritual travels. Attuning to a domain grants Accords, and the local Patron may offer you a Covenant: Power for a price.\n   * The Shroud contains 4 Major Patrons, 8 Minor Patrons, and 2 Great Patrons, though not all can be encountered in a single playthrough.\n   * Encounter new events when \"Delving\" into the Shroud, including 4 new Psionic technologies for ship components.\n   * A new path through the Shroud where you reject Covenants to forge your own way, beholden to no Patron.\n   * An overhauled End of the Cycle\n* Psionic Auras\n   * The power of the Shroud can influence corporeal reality through Psionic Auras. These manifestations of the strength of your attuned domain or Patron spread outward from your colonies but can be countered by the Shroud Seals of the Mindwarden Enclave.\n* 3 New Origins\n   * Shroud-Forged: The guidance of a Shroud entity comes with a cost. The entity known as the Animator of Clay has taken a special interest in this Machine Intelligence civilization.\n   * Mindwardens: Freedom is meaningless without sovereignty of thought. Carry on the fight of your ancestors by defending the galaxy from psionic threats.\n   * Endbringers: IT IS NOT YET YOUR TIME. BUT IT COULD BE.\n* 6 New Civics\n   * Entropy Drinkers\n   * Secret Societies\n   * Superstitious Beliefs\n   * Experimental Sentencing\n   * Tankbound\n   * Chosen\n* Expanded events when delving in the Shroud\n   * Plus 80+ additional new galactic anomalies and events (unrelated to the Shroud)\n* 8 New Paragon leaders\n* 2 New Relics\n* Mindwarden Enclave & Shroud Seals\n* New Shroudwalker Enclave interactions\n* Proxy Wars introduced\n* Hive Minds and Machine empires can now Psionically ascend\n* Advanced Psionic Governments\n* 13 New portraits\n* Psionic shipset\n* Mindwarden shipset\n* Advisor Voice\n* 4 New Music tracks by Andreas Waldetoft\n\n# STELLARIS 4.1.0 ‘LYRA’ PATCH NOTES​\n\n**Features**\n\n* Significant improvements to the Planet UI based on player feedback.\n   * The Planet UI now makes better use of horizontal space available even at our lowest resolutions.\n   * City Set and Environments have been re-exported at higher resolution to reduce blurriness.\n   * **Surface Tab:**\n   * Build Queue is always visible.\n   * More information in the Planet Summary, including the Planetary Decisions button\n   * Multiple buildings can be sequentially added to the build queue from the same building specialization\n   * New District Specialization icons\n   * **Management Tab:**\n   * Added Monthly Pop Summary including Growth, Migration, and Assembly information --Pie charts are back!\n   * Reworked the Current Population information to show more and clearer information about your pop groups. Pops are now sorted by Species, Strata, and then Group.\n   * **Economy Tab:**\n   * Added Workforce Summary providing more easily accessible information --Pie charts are back!\n   * Improved Tooltips for jobs, which now show the total production and upkeep of all pops working that job (instead of just showing the pop-based production and output). -- Holding ALT will show estimates for 100 Pops working that job in these tooltips, allowing for better job-to-job comparisons.\n   * Armies Tab --Recruitment is now part of the main window.\n   * Holdings --Mostly just arrangement changes.\n\n**Balance**\n\n* The Fallen Shipyard planetary feature now gives 1 miner per 25 pops, not 1 per 4 pops.\n* The Ship Junkyard planetary modifier now gives 0.5 alloys and 0.5 engineering research per 100 miners instead of 1 of each.\n* Combining Planetscapers and Arc Welders will only spawn blockers that block a single district.\n* Planetscapers will now spawn two different blockers on your homeworld.\n* Slaver Guilds and Indentured Assets now provide Job Efficiency for Slaves. These civics no longer enslave a percentage of your population. We intend on revisiting them in a future update to find a better way to fulfill their fantasy.\n* Leaders governing planets and sectors now gain 10 XP whenever planetary infrastructure (districts, district specializations, or buildings) are constructed. If a planet has a local governor and a sector governor, the local planetary governor will take priority.\n* Rural support district specializations that add trade upkeep to farmers, miners and technicians, now scale greater on ringworlds, since ringworld districts have as many jobs.\n* Necromancers now produce Society and Engineering research instead of Physics and Society research.\n* Removed automation from Telepath jobs - you cannot automate telepathy effectively\n* Planetary Ascension cost reduction is now capped at 90%.\n* Reduced the initial power of Resource Consolidation, but allowed the origin to ignore the tech requirements for the Machine Worlds AP.\n* Buffed the Dread Encampment to provide additional research production (and upkeep) to Necromancers.\n* The Computation Core Focus policies now affect job efficiency for selected jobs instead of planetary production of selected resources.\n* Hive Sensorium Sites now require the Cultural Heritage technology. Hive Minds can now research this technology.\n* Cultural Heritage technology now requires Planetary Unification instead of being a starting tech.\n* Heritage Site technology is now Tier 2 instead of Tier 1.\n* Hypercomms Forum technology is now more expensive.\n\n**Bugfix**\n\n* Fix auto-culling prioritizing culling breeding adults over babies\n* The Chosen can no longer be declared the most delicious aliens in the galaxy, letting you contact them early when they are still sealed away.\n* Fixed an issue where the game would not let you build Ephaptic Clusters after researching the technology.\n* Cloned leaders will now also clone their flags and variables from the original leader\n* You can no longer build a grand archive over a sufficiently populated pre-FTL world\n* Add safeguard for potential crash while handling graphics for capture space critter fleet order\n* Fixed some tooltips saying that Scrap Miners were converted into Scrap Miners.\n* Fix a crash when displaying growth tooltips\n* Fix Federation perk modifiers not being localized properly\n* Add missing modifier for Fanatic Pacifist\n* Planetscapers can no longer start with more districts of a certain type than a planet can support (e.g. 7/6 generator districts).\n* The Atomic Clock will no longer be able to make your Arc Furnace into a gaia world\n* Paragons no longer spawn with all their bespoke traits as well as all their trait picks still available.\n* Nanotech and Machine Foundry World flavor text displays correctly.\n* Fixed armies shenanigans, resulting in randomly dying fleets\n* Fix pop growth wildly varying between months by calculating it across species instead of per pop group\n* Trade deposits in space be collected by mining stations\n* Fix Maulers flying in circles instead of attacking\n* The Prethoryn should no longer constantly attempt to colonize uninhabited habitats or ringworlds as they lack interesting biomass.\n* Fix pop groups changed from purge to slaves staying in promotion job\n* Fixed The Nursery event telling you that it will advance your Evolutionary Predator situation even when you don't have the origin.\n* Fixed an exploit where if you got a resort world through trade or integration it would stay a resort world. Allowing you to get multiples of them.\n* Integrating a subject will no longer leave you with their dimensional fleets in perpetuity.\n* Fix Wilderness jobs having malus workforce for 1 month at game start\n* Fix the workforce tooltip of wilderness pop jobs never showing modifiers\n* Gave the Riddles Decoded modifier a proper icon.\n* Fixed Synaptic Sub-Processing stating that it only gave +2 jobs\n* Fixes not all pops being properly assigned to jobs and not calculating workforce multipliers properly\n* Pre-sapients now once again need feeding\n* Robots don't get Bonus Growth anymore\n* Planet UI now shows Downgrade again instead of Destroy for upgraded buildings\n* The evolutionary predators agenda granted by mutation traditions now grants other species mutagenic habitability\n* Fixed amenities on the Storm Relief Center for Wilderness\n* Fixed job efficiency modifiers for disconnected drone citizenship\n* Slaves should be less likely to get stuck in a \"repurposing\" job.\n* Job modifiers now correctly apply to production for the Overlord\n* Stopped the Botanical Paradise project from attaching to the science ship discovering it.\n* Made the Arc Furnace dismantling not leave any lingering deposits.\n* Repairing a ruined Arc Furnace no longer gives too many mineral deposits.\n* Hive and Machine worlds now correctly have access to district specializations for harvesting of betharian, rare crystals, exotic gases and volatile motes.\n* District specializations for strategic resources now correctly check you have the required technology.\n\n**UI**\n\n* Gestalts and Robots can now have their migration controlled\n* Large species selection buttons in the species list will now work even when hovering over some other tooltip triggering UI element inside the button.\n* Updated city sets and environments to higher-resolution versions with standardized 800×400 px layers.\n* Fix Last Month Growth of species or strata sometimes being incorrect\n* Improve Growth tooltips at the species level\n* Improve production and tooltip display of job types triggered static modifiers\n* Improve the tooltip when hovering the name of a job in planet view\n* Fix a bunch of resources display discrepancies in the holding tab\n* Improve District Specialization requirement tooltips\n\n**Performance**\n\n* Fixed various scripted localization performance issues related to the Paragons content\n* Diminish the number of VFSExists from portrait evolution\n* Default texture lifetime management is now forbidden for CInstantSprite.\n* Reduces the frequency of portrait texture file existence checking\n* Branch office planet profits are calculated monthly instead of daily\n* We no longer create a fake country on the death of great leaders\n\n**AI**\n\n* The AI should now build defensive platforms in orbit of deep space citadels.\n* Improved AI behaviour for agendas granted by ascension paths\n\n**Modding**\n\n* Scripted localization for renowned and legendary leaders have moved to the actual leaders. So we now have set\\_leader\\_tier and is\\_leader\\_tier on the leader scope for them. They can be defined in common/leader\\_tiers\n* tier attribute is now supported for the create\\_leader and clone\\_leader effect. And the same goes for the ethic\\_leader\\_creator scripted effect\n* Add owner\\_or\\_space\\_owner scope\n* Added the on\\_zon","offTopic":true}],"breakdown":[{"sourceKey":"reddit","sourceName":"Reddit","count":15}],"total":15}}