





Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
- Infinitely varied races through customization and procedural generation.
- Advanced Diplomacy system worthy of a Grand Strategy Game.
- Ship Designer based on a vast array of technologies.
- Stunning space visuals.
by Eladrin
Surprise! An early Stellaris Dev Diary!
Last week I mentioned that on Friday wed evaluate the current build, and Id see if I could provide a timeline for the Open Beta. Things have been progressing well, so weve decided to put a very early version of some of the 4.0 changes to test a few aspects of the new systems.
The Stellaris 4.0 update changes a lot of things - you can find a lot of the details in the dev diaries of the last two months. This first build of the 3.99 Open Beta only contains a focused subset of the changes, and many are still in a work-in-progress prototype state. It is not polished, or even done yet.
The 3.11 Technology Open Beta very quickly found some performance issues with the Breakthrough Technologies that we were experimenting with, and as the pop systems have advanced far enough to be mostly functional, I want to get some broader gameplay done on that system in particular, even if the rest of the systems have not yet reached a fully playable state. A week of Open Beta gets more testing done than we can do internally over months, even if this isnt at a level that I would historically have been comfortable releasing to the public. (Just so you know what youre opting into!)
We also have a feedback survey available that focuses primarily on the Empire Timeline and Focus systems. (Later weeks will have new surveys on different topics.)
So Whats in the Build?
Last weeks dev diary provides a fairly accurate update about the current state of the build.Precursor Selection, the Databank, and Species Modification are all functional.


The general game pacing adjustments, changes to galaxy generation, and notification changes are all in. The leader pacing changes are in, but were reviewing how leaders interact with the new economy before evaluating what changes to make to the traits themselves.
Empire Timeline and Focuses are in a functional, borderline releasable, state. We have added a number of Milestones that will appear on the Timeline, though theres some polish were planning to do before release. Most of the basic Focus Tasks that we want are in, along with some of the Progression rewards for completing them.

The Trade and Logistic described in Dev Diary #369 are largely in, but some of the branch office changes and functionality are still on the to-do list.


Basic implementation of Pop Groups and the new Job system are in. This includes simultaneous Pop Growth and Auto-Migration, a partial colonization UI, and a partial update to the Planet UI itself. The major economic changes relating to Districts, Zones, and Buildings are only partially in, but I wanted to get the pop changes under some pressure as soon as possible.

We also renamed Bonus Workforce to Job Efficiency.
Any Known Issues or Things You Want to Tell Us?
The Ship Designer, Hard Reset origin, and Mammalian portraits are all in separate development branches, and will not be appearing during the Open Beta.This build of the Open Beta build will not support Gestalts, unusual planets like Habitats or Ringworlds, or especially unusual civics, origins, or playstyles. Many Ascensions may be in a strange or dysfunctional state. Since many of the more interesting civics and origins arent supported yet, we strongly recommend playing the United Nations of Earth or the Commonwealth of Man, or custom empires similar in complexity. Expect things like Virtuality or Clone Army to be fairly broken right now.
You will likely start with an Amenities shortage at the start of the game. We havent decided whether this models an overpopulated homeworld nicely or if we consider it a bug. (It will be less dire once more of the buildings are available.)
Significant parts of the planet UI are still in development, including most flavor elements.
If you manually build a colony ship, it will not appear in the colonization UI. (They can still be used to colonize a planet by pressing the Colonize fleet order.)

Since the Zones UI is still in progress, you cannot get access to the menu to replace them right now. Youre stuck with your Earth Space Age Industry for this build.

The Early Space Age zone doesnt currently have any other buildings you can put into it, so being stuck with it is kind of unfun.
We have not yet updated the Diplomacy traditions to reflect that Form Federation is now a technology.
Clerks havent been annihilated yet, and many non-core jobs have not been fully converted into the new system. Traditions and other things that modify Clerks have not yet been updated.
Civilians are currently an uncapped job rather than being associated with City District development. Living standards have not yet been updated to provide bonuses to Civilians rather than Unemployed Pops.
Planetary Logistic Upkeep currently pays you Trade if you have surpluses. While it takes money to make money, thats not exactly what we were going for.
The UI element on the Management tab that is intended to show the size change of each pop group since last month is always - 0
Defensive Armies dont spawn, so every planet will immediately surrender when bombarded. (Ground combat fixed?)
Some strings may not be present, and some icons are placeholder purple. Many.
The Unemployment entry in the planet UI is a little overenthusiastic. Yes, pops grow into their parents strata and get upset if they cant get a job worthy of their upbringing right away, but it shouldnt be a pressing matter until their numbers get over 100.
The AI isnt great at picking zones yet. It nods sagely at the first thing it finds that it can afford and decides its an offer it cant refuse.
The base colony designation has not yet been removed. Our intention is for the Colonist jobs provided by the Reassembled Ship Shelter to provide the benefits of the old colony designation. (And will thus expire when you upgrade your planetary capital rather than when you reach a certain number of Pops.)
We cant guarantee multiplayer stability on this build, but we have identified an immediate economic Out of Sync issue that occurs when Windows and non-Windows users are playing together.
Here are the release notes for this build:
Stellaris 3.99.0 Phoenix Open Beta Release Notes
Features
- Pops and Pop Groups
[list] - One of the biggest changes in the Stellaris 4.0 Phoenix update, and one of the primary focuses of this Open Beta, is the new Pop system. Rather than being individuals, Pops are now grouped based on Species, Strata, Ethics, and Faction, mostly for calculation purposes. As part of this change, Pop numbers have been increased by a factor of 100, allowing more granular manipulation of Pops by various systems.
- All Pop Groups on a planet have simultaneous growth every month following the existing Logistic Growth formulas.
[list] - Underrepresented pops are no longer given population growth bonuses.
- Fractional growth is not retained from month to month - if a Pop Group would have fractional growth, it has a chance to gain 1 pop that month based on that fraction.
- All migration is now handled through the auto-migration system rather than push and pull that previously affected pop growth.
- As more granular and simultaneous pop growth is now possible, the minimum growth for small colonies has been removed. Early colonization will be extremely reliant on migration from the empire capital.
- Open Beta Note: Xenocompatibility no longer produces hybrid pops, but has not yet been updated to pool all planetary species into a single group for logistic growth purposes. When this is complete, we are likely to remove the Xenocompatibility galaxy setup toggle.
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Improvement
- Adjective leader trait names reverted, for example Inquisitor to Inquisitive
- Colonization flow has been improved.
[list] - You can now pre-select a colony designation and turn on planet automation before colonizing a planet, which will apply when the planet has finished colonizing.
- Colonization now completes when 100 colonists have grown or migrated to the new planet.
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Balance
- FE and Cosmogenesis Escort ships now have the same evasion value of 50
- Changed Curator Insight cost to empire size
- The Eternal Vigilance Ascension Perk can now be acquired early if you complete the Unyielding Tradition Tree.
- Adjusted Anomaly spawn rates to improve the pacing of the early game.
- Added more variance to whether or not prescripted systems will or will not appear in a given game. (They won't all appear in every single game anymore.)
Bugfix
- Fixed the issue of fleets failing to retreat from lost combat if the last ship failed to disengage.
- Human Pre-FTL societies now obey the Pre-FTL Civilizations game settings slider.
- Fixed a script error that was causing far more habitable planets to spawn in the galaxy than expected. Feel free to increase the Habitable Worlds slider if you prefer the old behavior.
- Fixed inconsistent capitalisation causing issues with pre-ftl pop generation
- Cleaned up the end-game crisis triggers. The Unbidden will no longer be the only ones to show up early to the party.
- Fix triggers to properly give Fissile Cores, the unique mutation for crystalline entities
- Treasure Hunters AIs now correctly go through the dialog events
- Fix Black Needle country spawning starbases
- Fixed too many AI empires being generated in coop games.
- Fixed the tooltip for obtaining the Mirror of Knowledge from the Infinity Machine not mentioning the 200 influence it also gives you
- Amenities icon fixed for Drone Storage and Hive Warren
- checks if planet owner is primitive before applying sector or system bonuses
- Set the nanotech ascension path interdictors to use different ship models from the swarmers
- Spitter Gun mutations have armor penetration
- Missiles mutations have numerals corresponding to tier in icons
- Nanite Infused Barb mutation requires nanites to build
- Ancient Driller Beasts mutations uses 88 as its M size cost
- Neutron Throwers mutation damage buff
- Blocked anomalies from spawning on the neutron star for Slingshot to the Stars' quantum catapult
- Handled dyson sphere flags on dismantling swarm while upgrading
- Fixed a broken tooltip inside of the "Extended Shifts" edict.
- Clone Soldier Ascendants can now cyberize
- Completing Inhibit Self-Deterministic AIs removes it from the situation log
- Fix the possibility to build multiple Grand Archives at the same time
- Only display relevant modifiers for Space Fauna ships in tooltips
- Reanimated space fauna ships cannot upgrade no matter what
- Black Needle fleet now correctly spawns to defend their base from bombardment
- Destroy Gravity Snare when there's no valid target anymore
- Broken Shackles check added for relevant Galcom events
- Strip Mine Decision is no longer available on artificial planets
- Inspired Rhetoric will no longer display a placeholder icon
- Fixed situations start value being added multiple times.
- Special system initializers now respect the habitable worlds slider in game setup (to a degree).
- Planetary part of ringworlds no longer take on empire color
- First Contact was changed into a toast and once again shows the correct localization
- Added missing pre sapient loc string
- The dismantle button has regained its missing loc string
- Resolved scope error caused by toast target scope being set to root
- Advanced start empires can no longer have mining stations over resources they do not have tech for
AI
- Fixed Prethoryn Scourge incorrectly calculating target priority for non-edible pops.
UI/UX
- Added an Assign Leader button to the leaders screen that lists available positions.
- Fixed it not being possible to build starbases in systems with non-central stars from the galaxy view (when a construction ship is selected).
- Added a message setting button in event popup windows.
- Hid details that aren't relevant for all species in the galaxy when the Galaxy tab is selected in the Species view.
- Updated the message settings screen to give more space for the message list.
- Changed auto-unpause on the message settings screen from a spinner to a checkbox.
- Adjusted centering of text and icons in toast windows. If a toast with custom description has no icon associated with the custom description, the description will now fill the entire lower section of the toast.
Localization
- Add tooltip to Cutholoid Hunter modifier
- Add tooltip to Voidworm Hunter modifier
- Turn reanimated cutholoids and voidworms ship size name consistent with other reanimated Space Fauna
Modding
- Open Beta Note: Were still working on Zones and Buildings, and will likely change how we do some of this to be a bit friendlier. Dont update your mods based on what you see in this build.
- Add `resettle_pop_group` effect that allows to resettle a specified portion of a pop group to a target planet
- Add first iteration of `create_pop_group` effect
- Add kill_pop_group effect that takes a pop group and an amount or percentage and instantly kills them
- Add `transfer_pop_amount` effect that transfers pops from a pop group to another
- Removed unused can_resettle_planet game rule and renamed can_resettle_planet_no_owner_check to can_resettle_planet.
- Removed can_colonize_with_pop game rule and moved its checks to can_colonize_with_species.
- Added the script effect "copy_traditions_from = { target = FROM exceptions = { tradition1 tradition 2 } }" that copies tradition from a target country into the scoped country
- Added "add_ascension_perk" and "remove_ascension_perk" effects, scope must be a country, adds or removed the specified perk syntax: add/remove_ascension_perk = perk_key
- Added "copy_ascension_perks_from" effect: Copies the Ascension Perks of the target country into the scoped country. They are added to the existing perks, and the potential/possible triggers are respected. The perks listed in the exceptions list are not copied. copy_ascension_perks_from = { target = FROM exceptions = { perk1 perk2 } }
- Added "remove_tradition" effect. Remove the target tradition from the scoped Country. remove_tradition = tradition_key
- Added effect "remove_tradition_tree" Remove the target tradition tree from the scoped Country. remove_tradition_tree = tradition_category_key
- Added spawn_design to static galaxy system data, which forces a specific design to spawn in the system.
- Added gamesetup_settings script for configuring the settings list in game setup.
- There is now an event_message_type in events that lets you override the default message type EVENT_MESSAGE_TYPE. This can e.g. provide separate message settings.
- Scripted loc can now be used in concept tooltips and the top bar tooltips.
- New on_action on_favor_gained that gets triggered when a country receives a favor.
- Added the used_defense_platform_capacity_percent trigger, letting you check how much of a starbases defensive platform capacity is used.
- Message notification background is now separated from the message type icon.
- New on_action on_research_option_added that gets triggered every time a new permanent research option is acquired.
- The actual script file and line are now printed when there are errors logged in scripted triggers and scripted effects, in addition to the previously available information.
- kill_pop has been replaced with kill_pop_group. For ease of use kill_single_pop and kill_all_pop scripted effects have been made.
- Replaced resettle_pop with resettle_pop_group.
- Added "playme" console command as shorthand for human_ai and ai_ignore_was_human.
Okay, How Do I Opt Into the Beta?
If youre ready for a confusing, possibly frustrating, and unfinished experience, and youre on Steam, you can opt into the Open Beta.[olist]
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Whats Next?
We expect that the next Open Beta update, 3.99.1, will have Civilians in a more complete state, and more of the UI and AI should be in place. Buildings, Zones, and Jobs should also have more progress too.Our next Dev Diary will be on Thursday, March 20th, but I hope to have an update to the Open Beta before the weekend.
Here is the link to Stellaris Open Beta Survey 1: Empire Timeline and Empire Focus !
Minimum Setup
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
- Storage: 12 GB available space
Recommended Setup
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 12 GB available space
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