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The Grand Campaign starts tomorrow!Aug 2, 2022 - Community AnnouncementsPDXCON2022 returns to Stockholm this September! Join us on the road to PDXCON2022 with another Grand Campaign! Watch our developers as they play through a customized game of Crusader Kings, Europa Universalis, Hearts of Iron, and Stellaris and follow laws passed by our Community-led Senate. Following the great tradition laid down last year for PDXCON, there may be familiar faces, returning arch-rivals, and maybe some new friends! {STEAM_CLAN_IMAGE}/9703436/825bc7ea39509b0186822399bc638cf9dfe85d41.png What is a Grand Campaign? The story of a Grand Campaign is written in the senate, where Community-formed and led parties propose and vote on laws, that our developers have to follow on stream. This Grand Campaign spans the timeframe of four of our games, spanning several thousand years of alt-human history. Starting in the Crusader Kings era, all the way to Stellaris. In between games, we will transfer elements of one era to the next, so that the entire game is played in the same universe. This year, we've teamed up with some of your favorite modders, to make it that much more entertaining! How can I get involved? Join the Senate on discord! Parties on discord are still accepting newcomers, and while the bills have been passed for Crusader Kings, there are still around a thousand years of history, and ~40 hours of streams that your laws can directly affect! There will also be quick votes held on discord for in-game events deemed appropriate to pass to the senate by our Game Masters. Where can I watch? Join us on twitch.tv/paradoxinteractive, starting at 1000 AM CEST (0800 UTC)! What is PDXCON? PDXCON2022 is an opportunity to meet some of your favorite developers, live in person at our annual Paradox Convention! Join a massive board game session, attend Paradox games’ orchestra & play our games (potentially including some cool new unreleased content)! Get the tickets while supplies last! {STEAM_CLAN_IMAGE}/9703436/29be589f4741aa8b0784ee707b60ca6beba667dd.jpg See you there! Stellaris Dev Diary #260 - Summer CultureJul 25, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/6cdf686850fd7672935b9e8b0911b46ac66c2a41.png written by Alfray_Stryke Hey folks, and I hope everyone is having a fantastic summer/winter break (depending on your hemisphere). I’ve found some time between my other summer experiments and the work we’re doing for 3.5 “Fornax” to dive into the feedback/suggestions lists. Since Eladrin is still away, you’re getting another sneak preview of what I’ve been working on. One of the frequent requests from the Unity rework that was part of the 3.3 “Libra” patch earlier this year was for us to return Culture Workers to the game. Currently, they exist only as jobs provided by some event buildings, but many in the Community felt we removed some flavor/roleplay aspect when we removed them. Over summer, I’ve been experimenting with potentially adding them back in. For context, in the current version of the game Culture Workers are a Specialist job that belongs to their own economic category, produce 3 Unity and 3 Society Research with an upkeep of 2 Consumer Goods. Let’s have a look at an Autochthon Monument constructed by the UNE shortly after the start of the game. {STEAM_CLAN_IMAGE}/9703436/61a74a03ec53c85573910c6ac16f7d2c5b034f2f.png Showing the Culture Workers with some unusual modifiers To start with, the monument is retaining the Unity from Jobs modifier and the passive Unity production per Ascension Perk, but additionally provides 2/4/6 Culture Worker jobs per tier of the monument. The same applies to the Corporate version of the monument. The sharp-eyed might notice that there’s some odd modifiers being given: Worker Happiness? Pop Upkeep Reduction? What, might you ask, has happened? In this experiment, we’re looking at Culture Workers having an output that depends on the Ethics of your empire. After all, what influences your culture the most if not your ethics? These are the ethics-based modifiers we’re currently testing and whether their effects are Empire-wide or only affecting the planet that the building has been constructed on: Materialist: +2 Amenities (Planet) Spiritualist: -2.5% Amenity Usage (Planet) Militarist: +1 Naval Capacity (Empire) Pacifist: -2.5% Crime (Planet) Egalitarian: +2.5% Worker Happiness (Planet) Authoritarian: +5 Ruler Political Power (Planet) Xenophobe: +3 Edict Fund (Empire) Xenophile: -2.5% Pop Upkeep (Planet) These modifiers are provided by both Culture Workers and Death Chroniclers (as their job-swap with the Memorialist civic) and are doubled in the case of Fanatic ethics. They are intended to be a small buff/addition to the job, with the Unity production from both the jobs and the building being the primary draw. Additionally, Culture Workers/Death Chroniclers now belong in the Administrator category, in the Culture Worker sub-category meaning they’ll benefit from multiplicative bonuses to Administrator output (such as those provided by the Unification or Ecclesiastical planetary designations). They produce a base of 4 Unity and +10% Governmen...Stellaris has $200 worth of DLC—what's worth buying?Jul 22, 2022 - PC GamerStellaris was a beefy space 4X back in 2016, but since then it's only kept growing, like a giant cosmic monster that wants to consume every sci-fi trope imaginable. After years of DLC offerings—split into full-blown expansions, story packs and species packs—there's now a big mess of new mechanics, events and aliens to untangle. The good news is that pretty much all of it is worth getting (but bad news for your bank account). Not all DLC is created equal, however, and what you're going to get the most out of will also depend on your playstyle—what kind of space empire do you want to build?.. Read more.Top 10 Beginner and Intermediate Tips and TricksJul 12, 2022 - Community AnnouncementsHello Stellaris Community! We've got a special treat for you today! MaxTheCatfish is here with our Top 10 Beginner and Intermediate Tips and Tricks for galactic domination! Whether its your first game, or if you've played hundreds of hours, you never know what you might learn! Top 10 Beginner Tips: Top 10 Intermediate Tips: What would you consider your #1 "Expert" Tip? Let us know in the comments!Stellaris Dev Diary #259 - It Belongs in a Mega-Art Installation!Jul 7, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/c919021c10a4e9c22db6034018ec6d243c5da23c.png written by Iggy Hello everyone, Iggy here with a surprise dev diary! I am a Content Designer who has worked as a Custodian for the past year or so, bringing you content like Permanent Employment and the Leviathan Parades. I know Eladrin said no more diaries until after summer… But he is not around to stop me! I couldn’t wait to present the initial relic balance changes and to give all of you lovely folks a chance to voice your feedback. Summer is historically a time of experimentation when it comes to Paradox, and why not experiment with how we gather feedback? So let’s get started with some of my biggest bugbears regarding how the relics currently work, what I have done to address the issues, and why. Crisis Relics The relics you get from defeating the various crises in the game are pretty tame - compared to all other relics, they are actually quite balanced. That is not good enough. These are your final reward for defeating the most powerful foe in the galaxy! Let’s give you a bit of a victory lap and have some fun with this. {STEAM_CLAN_IMAGE}/9703436/ceafae938755637eb4797172e67dd00caeba2e9a.png As you can see, you no longer will gain a measly 30 Society Research. Instead, a massive 50% modifier to all society techs is in your future. Precursor Relics Another issue that has plagued Stellaris for quite some time is the viability of your starting precursor. While we are not giving you the ability to choose which precursor you spawn with, I wanted to make each relic at least somewhat useful for most empires. Here, I also felt the need for some slight adjustments to the Cybrex and the Baol, as both are a bit too powerful in the early game, without removing their usefulness in the late game. {STEAM_CLAN_IMAGE}/9703436/c24e55f8ab08df5db7449a0065522d9211f2237e.png The Baol Decision now has an activation time, but you also gain hive Nu-Baol pops if you are a hivemind. If the 10% resource output wasn’t enough there is also a reason to keep using the relic on existing Gaia worlds to get a special form of Gaia Habitability on your organic pops. {STEAM_CLAN_IMAGE}/9703436/f547b264affc8cee3c40d6170a71eea3f4633a19.png The Cybrex War Forge might start out slower, but as the game progresses you’lll notice that it becomes more powerful than ever before, capable of processing additional minerals after each use. What this rebalance also allows us to do is to make some relics slightly less annoying to use. At the top of my list, we have the Javorian Pox Sample — memed about being the worst relic in the game. Having to activate a relic and then go in and micro every fleet only for the bombardment stance to fall off a few years later made it a real frustrating relic to use as well. {STEAM_CLAN_IMAGE}/9703436/81d9372312b064db850549ea92b605a2b230bc11.png Now we will always be ready to spread some plague. Event Relics Finally, we got some event relics that vary from powerful to forgettable. Here t...3.4.5 Patch Released (checksum a361)Jun 29, 2022 - Community AnnouncementsHi all, Another hotfix has arrived, containing a select few fixes primarily for improving multiplayer stability. Please find the patch notes below. STELLARIS 3.4.5 "CEPHEUS" PATCH NOTES ################################################################# ######################### VERSION 3.4.5 ########################## ################################################################# Megacorps should no longer create rival Megacorps after winning an Impose Ideology war. Fixed War Names sometimes being empty on the war pin tooltip. Fixed Out of Sync upon hotjoining as an Overlord. Fixed Out of Sync after triggering a revolt. Please note that save file compatibility between versions is not guaranteed. If you have an important 3.4.4 game going, please back up the save file before trying to load the save in 3.4.5. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the 3.4.4 from the drop-down. If you experience crashing or other issues on 3.4.5, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.This mod turns Stellaris into the Mass Effect strategy game you've dreamed ofJun 24, 2022 - PC GamerIf, like me, you've always wanted to see a more strategic, zoomed-out take on the Mass Effect setting, you're in luck: the Binary Helix mod group (cheekily named for a genetic engineering corporation in Mass Effect) is creating the Beyond the Relays project for Stellaris—a total conversion of the space strategy sim to the Mass Effect setting... Read more.Steam Summer SaleJun 23, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/a6c528d61b0ce030f4092716e6c93705b48c4d74.png Get 75% off Stellaris and Stellaris: Galaxy Edition, as well as up to 50% off selected DLCs, including 33% off the Necroids Species Pack, and 20% off Nemesis! Just getting started? Jump start your interstellar empire, with the Stellaris: Starter Pack at 60% off! Or complete your collection (and only pay for the DLC you don't own) with the Stellaris: Ultimate Bundle at 50% off! Get it here: https://pdxint.at/3n9kSGf Already picked up the game, and wondering where to begin? Well, MaxTheCatfish has you covered, with the Top 10 Tips to get started in Stellaris: To keep up on the latest News and Announcements, follow us on Steam, and join the Stellaris Community with the links below: Website: http://stellaris.com YouTube: http://youtube.com/c/stellarisofficial Discord: http://discord.gg/stellarisofficial Twitter: http://twitter.com/StellarisGame Facebook: https://www.facebook.com/StellarisGame Forums: https://forum.paradoxplaza.com/forum/forums/stellaris.900/ 3.4.4 Patch Released (checksum 227f)Jun 21, 2022 - Community AnnouncementsHi all! We're happy to announce the release of the 3.4.4 patch. Please find the final patch notes below. It's another herculean effort from the team that we hope you will enjoy! "STELLARIS 3.4.4 "CEPHEUS" PATCH NOTES ################################################################# ######################### VERSION 3.4.4 ##########################​ ################################################################# Improvements Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked. Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.) Imperial Fiefdom changes The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects. Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity. The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent. Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs. Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those). Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works. Criminal pops no longer reduce the efficiency of criminal syndicate branch offices. Added Quantum Catapult event art. added Hyper Relay event art image. New Overlord music track will now play in the main menu Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits. Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries. The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved. The Reemployment Center holding now shows when the next zombie will be created. Spawning Pools and Progenitor Nests are now under the Pop Assembly building category. Added subjugation agreement caps of +1,000 / -10,000. Refined the Teachers of the Shroud requirements tooltip. Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic. Players will now be notified when their Overlord has built Holdings on their planet Starbase ...Stellaris Dev Diary #258 - 3.4.4 ‘Cepheus’ InformationJun 16, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/7ab33d84083ed0d1a30ef4ae3e56f333d148714e.png written by Eladrin Hi! Let’s get straight to it! The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included. "Stellaris 3.4.4 ‘Cepheus’ Preliminary Patch Notes" ################################################################# ########################## VERSION 3.4.4 ########################### ################################################################# Improvements Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked. Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.) Imperial Fiefdom changes The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects. Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity. The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent. Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs. Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those). Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works. Criminal pops no longer reduce the efficiency of criminal syndicate branch offices Quantum Catapult event art image added Hyper Relay event art image added New Overlord music track will now play in the main menu Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits. Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries. The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved. The Reemployment Center holding now shows when the next zombie will be created. Spawning Pools and Progenitor Nests are now under the Pop Assembly building category. Added subjugation agreement caps of +1,000 / -10,...Stellaris Dev Diary #257 - Summer is Coming...Jun 9, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/f95bdfe6d8757f92f029281facb5bf82e0c231ec.png written by Eladrin Hello! The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week’s DD. Today we’ll be discussing some less concrete things. We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don’t work out, or need a lot of iteration before turning into something usable, but that’s okay - these are intentionally framed as experiments with lower pressure. Rather than doing a review of what did and didn’t work after the summer, I want to give a preview of some of the systems we’re looking to experiment with, but with the caveat that these experiments may or may not pan out. None of this is guaranteed, and I’m not giving timelines for release even if they do work out! Relic Balance Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words… Relics are meant to be fun and game-changing. They are supposed to be powerful and unique items that can change the course of your empire. The issue, however, is that they are not all equal. So with a future update, I hope to at least narrow the gap between the relics a bit. I have mainly split the relics into three sets. Event-based ones that are fine to have a niche and semi-powerful effects, think Omnicodex and Blade of the Huntress. Precursor Relics should be strong and useful for every single empire. I am not promising that the Jovian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects. Crisis Relics which are awarded for defeating the crisis should be a bit of a victory lap. You have won! It should not give you 30 society research. With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding! I expect that we’ll post a list of the changes when we start the dev diaries up again after the summer for feedback. Accessibility Improvements MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we’re looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out. At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them. If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know. Traditions With the flexibility in how empires can choose traditions that we introduced i...Stellaris Dev Diary #256 - Making a StationJun 2, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/9ee1725b664010b0839502d70b303706e5a8f39b.png written by Tim Wiberg & Lloyd Hi There, My Name is Lloyd and I'll be your host for tonight. I am a concept artist working on Stellaris and for this dev diary I'm going to give you a look at how the art team brings an asset to life. Specifically I want to focus on the Salvagers station from the Overlord expansion. Visdev The first step is visdev, which is short for visual development. It’s where we throw ideas at the wall and see what sticks. At this stage everyone is welcome to contribute, and ideas are often borrowed and expanded upon by other artists. {STEAM_CLAN_IMAGE}/9703436/0210eb4490c0a67922afe0cb8d549269d8d1879e.jpg (Salvager station visdev by Avishek Banerjee) Avishek Banerjee, a concept artist on the team made this piece showing a station that consisted of several circular openings that served as tear-down bays for ships. This is an idea that was borrowed by me and integrated into the final design of the station. {STEAM_CLAN_IMAGE}/9703436/127df0d10b499dadefadd3576860e8d84b73bf0f.jpg (Salvager station visdev by Lloyd Drake-Brockman) Here you can see some of my early sketches for the Salvagers station. My thinking was to create something that looked like some kind of hive, an industrial place that was hap-hazard but didn't look too unfriendly. {STEAM_CLAN_IMAGE}/9703436/44ff902e777fe55324fabe6c027aa25f784c411e.png (Early concept of the Salvagers station) When I painted this sketch of the station we decided that this was the way forward, and from that point I was assigned to develop the sketch into a full concept. Although it looks quite different to the final, the shape language and some of the texture ideas are already present in this early version. Concept {STEAM_CLAN_IMAGE}/9703436/ddad1d01fdee42237ee7966987128646322c0fcb.jpg (More early concepts of the Salvagers station) I spent some time exploring alternate shapes for the station. Most were scrapped, but that's part of the job of a concept artist. The whole time I wanted to keep the lotus-pod aesthetic of the big dome in the original sketch. I also wanted the station to have some kind of long-axis; that way I could give the station a strong shape, and it wouldn't just be a big blob of parts. It's important to note that for each iteration the whole art team is giving their feedback and occasionally contributing their own sketches. Every stage of this process is a collaborative effort. {STEAM_CLAN_IMAGE}/9703436/80f379c473db2ed1d4c19609f3f32d62ed3539ba.jpg](Early 3D concept of the Salvagers station) As the design got closer to the final, the changes were more subtle. I chose to model the station in Blender so I could more accurately present the complex curves and intricate details. To be clear, this is not the 3D model that goes into the game. It's terribly un-optimized, and it has enough geometry issues to make a 3D artist cry, but it's good enough to give an impression of what the final result will be. {STEAM_CL...Stellaris Dev Diary #255 - Overlord Q&AMay 26, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/091ffdf7f545df1eb191d481041a15dd6c5c504b.png written by Mirror Universe Eladrin Hi! This week is a short one in Sweden due to holidays, so instead of a normal dev diary we've got a transcript of the Stellaris Q&A session we held on the Official Stellaris Discord Server on May 5th. You can read the full Q&A transcript on the Stellaris forums. Next week our concept artist Lloyd will take over with an in-depth diary on how to make a station. We've got a video preview of this dev diary on our YouTube Channel (I didn't read all 108 questions, sorry) if you want to meet Mirror Universe Stephen. You can watch it here: Have a great week!Paradox's sci-fi epic Stellaris is free to play this weekendMay 20, 2022 - PC GamerIf you're looking for something to do this weekend and galactic conquest sounds like a good time, you'll be pleased to know that Stellaris, the sci-fi grand strategy epic from Paradox, is free to play on Steam for the next three days... Read more.Play Stellaris free this weekend for its 6th birthdayMay 19, 2022 - PCGamesNShockingly, Stellaris is now six entire normal Earth years old. The space exploration grand strategy game has changed a lot over its journey, and to celebrate the occasion, Paradox is inviting everyone in to try conquering the galaxy this weekend. Now through May 23, Stellaris is free to try on Steam. For players who've been traveling among Stellaris celestial bodies since the start, there's more good news: a hotfix is out today for the most recent major update, which arrived alongside the new Overlord expansion. Game director Stephen Muray says this hotfix includes several updates that had initially been planned for a patch later in the month, thanks to the fact that "the team was absolutely on fire". There are some key updates and rebalances in version 3.4.3 that address issues players have run into since the launch of Overlord. Now you can declare war on a new country immediately when a planet revolts, rather than having to sit through a 10-year truce first, and revolts should no longer start and then immediately cancel. Read the rest of the story... RELATED LINKS: Stellaris Overlord director says rushed features led to bugs Stellaris' Overlord DLC lets you rule the galactic empire Stellaris has a new game director To celebrate our 6th Anniversary, Stellaris is free to play until May 23rd!May 19, 2022 - Community AnnouncementsTo celebrate our 6th Anniversary, Stellaris is free to play during the Paradox Publisher weekend until May 23rd! Trying out Stellaris and like what you see? Stellaris is 80% off until May 23rd! Try it here: https://pdxint.at/3MDO17D But wait, there’s more! We’ve updated our Imgur Wallpaper album with the latest wallpapers from Overlord. Get them free here: Imgur Wallpapers {STEAM_CLAN_IMAGE}/9703436/98bab2cdee785f223d3b6464ea5d54b832064538.png To celebrate our 6th Anniversary, Stellaris is free to play until May 23rd!May 19, 2022 - Community AnnouncementsTo celebrate our 6th Anniversary, Stellaris is free to play during the Paradox Publisher weekend until May 23rd! Trying out Stellaris and like what you see? Stellaris is 80% off until May 23rd! Try it here: https://pdxint.at/3MDO17D But wait, there’s more! We’ve updated our Imgur Wallpaper album with the latest wallpapers from Overlord. Get them free here: Imgur Wallpapers {STEAM_CLAN_IMAGE}/9703436/98bab2cdee785f223d3b6464ea5d54b832064538.png Stellaris Dev Diary #254 - 3.4.3 'Cepheus' Patch Released... What's Next?May 19, 2022 - Community AnnouncementsHi all! I'm happy to announce that the 3.4.3 hotfix should now be live and available on all platforms! On Monday I said that we were planning to address primary issues as quickly as we could and have a larger patch in a few weeks, but the team was absolutely on fire and was able to bring many of the fixes and changes that were originally scheduled for the later release into this hotfix. As a result, the 3.4.3 hotfix is significantly larger than a hotfix would usually be. I want to stress exactly how helpful the bug reports we received were during this process - they made it possible for QA to generate a list of the biggest issues affecting the community and helped us prioritize our work, so thank you for submitting them, and please continue doing so if you run into issues. Without further ado, here are... "Stellaris 3.4.3 ‘Cepheus’ Patch Notes" ################################################################# ######################### VERSION 3.4.3 ############################ ################################################################# Revolt and Planet Stability related fixes and changes: When planets revolt, there is now an option to declare war on the new country immediately rather than being subjected to a 10-year truce. The revolting planet counts as the aggressor. (if the planet joins another empire, and you choose war with them, the other country is now considered the aggressor). Revolt Situations no longer cause escalating stability maluses, as these could make it impossible to stop a revolt. They now give a flat 10 stability malus at all stages. The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now). Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt) Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns. Improved AI decision making on Revolt Situations. Fixed cases where rebels and released empires would have traditions and techs they should not have had access to (e.g. if non-gestalt pops rebelled against a gestalt empire). Fixed cases where rebels and released empires would use their parent countries scientists for research. I.e. the researcher would be active in both countries, until one country changed their task. Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it). Void Dwellers now replace the 1 Politician (or Executive) job from Habitat Administration buildings with two Colonist jobs, which should increase their overall stability in the early game. Doomsday origin starting planets will no longer clamor to revolt. (Revolt Situations are disabled on them.) Defici...Stellaris Overlord director says rushed features led to bugsMay 16, 2022 - PCGamesNA hotfix is inbound for Stellaris following the launch of the space 4X game's latest expansion, Overlord. The hotfix is aimed at fixing several important bugs that have popped up since Overlord arrived, which Stellaris' game director says are, in several cases, the result of rushing to include several last-minute changes prior to launch. "It's a pretty long list for a hotfix, and to be completely honest, that's my fault," writes game director Stephen Muray in a post to the Paradox forums today. "In our eagerness to get Overlord out to you in the best shape possible, I approved several changes and additions at the last minute that I really shouldn't have. Some of the threads have mentioned that we have some bugs in the launch version that weren't in the prerelease streams - that's completely accurate." Muray says one example of this was in the way that the AI handles tithes and subsidies. The team had identified an exploit involving this system, and made a change on 'code freeze day' - when no further updates are supposed to be made - in order to close the loophole. Read the rest of the story... RELATED LINKS: Stellaris' Overlord DLC lets you rule the galactic empire Stellaris has a new game director Stellaris' unity rework arrives next week The Next Steps as OverlordsMay 16, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/4fd82d2d580dfa8d6803903b17e042759d94af54.png written by Eladrin Hi all! Overlord's released! Thanks for playing it and providing so much feedback. As our AI programmer likes to say, "This is pretty good, but it can be even better!" and I want to talk about our short term plans on the Stellaris team. We're planning a hotfix in the short term that addresses primary issues as quickly as we can, and a larger update with more fixes in a few weeks. (The larger update includes localization, I'll talk more about that one in this week's dev diary.) A sneak peek of some of the things we're looking at for the hotfix include the following: Stellaris 3.4.3 Partial Sneak Peek Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies. AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics. Rebalance trade weights for specialist subject leaders. Legacy Human portraits have been re-added as an option in empire creation. Fixed a bug with Tracking not countering Evasion properly. Subjects should no longer flip-flop between regular subject types and protectorate. Subjects should no longer be able to cause their Overlord to declare war against themselves. Fix for trade deals that are accepted and then canceled immediately. Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt) Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it) (This only affects English localization until the next patch.) Diplomatic weight can no longer go negative. Fix a crash connected with resettling last pop of species. Fixed an issue where planet automation could not use resources from their local sector stockpile. Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops. Amenity job management can now activate even when there are no resources available for planet automation. Progenitor Nest is no longer removed when terraforming a planet into a hive-world. All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed. Adjusted the amount of research given by merc dividends. This is not an exhaustive list of what will be in it, we've got a bunch of additional changes we're working on and investigating. It's a pretty long list for a hotfix, and to be completely honest, that's my fault. In our eagerness to get Overlord out to you in the best shape possible, I approved several changes and additions at the last minute that I ...