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4.0.21 Patch Released (checksum bb43)Jun 17, 2025 - Community Announcementsby PDX-LokeDear Stellaris Fans,Our latest and greatest Stellaris patch has arrived, resolving a number of bugs as well as bringing further balance to the galaxy.4.0.21 is now available for download. Please find the changelog below.Stellaris 4.0.21 Patch NotesImprovement​Storm Aftermath events will no longer happen in systems where you are constructing megastructures. Meaning that it will no longer randomly spawn an anomaly under your dyson swarm that was 99% done.Save game transfer speed is now increased in multiplayer by default. If you encounter difficulties in transferring saves, the host can change to using the former transfer mode through settings.Bugfix​Memorialists now give their priests the ethics modifiers their civic tooltip promisesArmies that have landed on planets show properly in the outlinerReforming the government to Genesis Guides allows building Genesis ArksRingworld districts now correctly spawn on pre-ftl ringworldsFixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.Fixed the leader survived notification textFixed Fear of the Dark random empires being able to get bioshipsThe Purity Breach event can no longer destroy coloniesFixed an error preventing refugees from behaving properlyThe Fatal Mutations event should no longer destroy coloniesThe Necrophage Purge option will now only be displayed if you can take it, this is to avoid confusion when pops might be getting purged in your empire unintentionally, such as Hive Pops being disconnected from their hive.Evolutionary Predator Empires can now once more gain and keep the Psionic Ephase traitThe Entrepreneur traits once again grant Commercial Pact EfficiencyServiles should no longer end up as Specialists or ElitesRemoved an errant plus from some of the mutagenic habitability tooltipsFixed the tooltips listing the effects for the Subsume World decision and Xeno-Compatibility APBiologist jobs that aren't zookeepers now have the correct upkeep.Fixed an issue that could occur when machine empires colonised ringworlds.Fixed an issue where AI empires would respond with generic text when accepting a Status Quo peace deal, instead of dynamic responses.Corrected a localization issue where an AI empire accepting peace would incorrectly refer to the player as having "better things to do" instead of themselves.Secondary specializations for fortresses and civilian industries on special worlds correctly have doubled jobs.Transport ships for eager explorer civics now equip a subspace drive if you haven't researched hyperdrives. They will automatically swap once hyperdrives have been researched.Fix a tooltip in the Demographics tab of the Empire viewGestalt empires have access to fallen empire trade buildingsBalance​Necrophage fixes/buffs:Pops with the Necrophage trait can now grow (slowly) even if there are pops being Necrophaged on their planet.Reduced the Pop Growth Speed penalty on the Necrophage trait from -75% to -50%.Necrophages begin with ...Announcing #MODJAM2025Jun 16, 2025 - Community Announcementsby MrFreake_PDX Hello Stellaris Community! We’re proud to announce that over the summer, the Stellaris Community Team will be hosting another Mod Jam, with the support of our sponsors at Republic of Gamers! We’ve had some great results from past Mod Jams, including last year - where for the first time a modder who had never made a mod before placed in the top three. This year, we’ve decided to take a different tack on the classic mod jam setup: This year you will be choosing the theme! From now until June 19th, you will be able to vote on the forums, and on discord for one of four themes, and on June 20th, we will officially announce the theme of MODJAM2025 alongside the prizes. The four themes are: Major Event Chain - modders would be asked to make a major event chain similar to the Horizon Signal, that is either associated with a solar system initializer or planet typeOrigins - we have done origins before, back when they were first introduced, but it’s been five years and this theme is a strong contender - modders would be asked to create one unique originPrecursor Event Chains - this is another strong contender. With the ability to choose what precursors spawn in the galaxy introduced in 4.0, there’s plenty of room for more (non-canonical) galactic history to be told!Crisis Paths - since the introduction of Cosmogenesis in The Machine Age, crisis paths have been moddable, but generally require a lot of work to add to the game when it comes to scripting and artwork (which means we might see fewer finished mods). Modders would be asked to create one unique crisis path and final objective - completing the final objective should trigger the victory screen. So be sure to vote here and stop by the Stellaris discord to cast your vote for the theme for #MODJAM2025, and we will be back next week to talk about prizes and the theme. If you’re a modder, sign ups for #MODJAM2025 are open now and will be open until June 20th! Fill out this form - and join us on discord - if you want to participate!Tentative timeline for #MODJAM2025. This is subject to change.​ We hope you’re all as excited as we are for #MODJAM2025, and we can’t wait to see what the modders come up with this year!New Stellaris beta tests big, experimental changes to the Wilderness originJun 13, 2025 - PCGamesNThe Stellaris Wilderness open beta has just begun, as developer Paradox trials potential changes to the best new origin in the space strategy game. Introduced with Stellaris Biogenesis, Wilderness allows you to inhabit a sentient planet that gradually spreads its biomass to other stars. It's a tremendously creative alternative to most of the game's playable factions, and has become very popular among players as a result. But it's run into a few teething issues, so game director Stephen 'Eladrin' Muray outlines a new test run for a potential solution, and calls on your help to put it through its paces. Read the rest of the story... RELATED LINKS: Stellaris dev says the galactic 4X game's enemy AI needs to be more challenging The best origin in Stellaris Biogenesis has inspired Paradox to get weird Stellaris 4.0 "needs to get better," but its director is happy with the launch Wilderness Open Beta AvailableJun 13, 2025 - Community Announcementsby EladrinThe Wilderness Open Beta we wrote about in Dev Diary #386 is now available on Steam.This Open Beta experiments with a different, more robust model for handling Wilderness' mechanics. We believe that it also better captures the spirit of being the planet itself, and provides more control over your economic production. Please see the linked Dev Diary for more details.Wilderness Open Beta Release NotesFeature​Experimental changes to Wilderness:To prevent issues with biomass not being available on planets due to construction, all Wilderness jobs are now automatically worked without requiring biomass. These jobs are worked by your primary species.Jobs for Wilderness are now also properly represented instead of being worked by a single pop with massive workforce bonuses, you now see exactly how the job is worked, and the sliders are also now usable to customize how much of each job will be worked.These changes are intended to prevent situations where some jobs would go unworked, make Wilderness less bug-prone, and are intended to give you more control over your economy in deficit situations. Please provide feedback!The experimental fast save transfer for multiplayer is included in this build.Bugfix​Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.To opt into the Wilderness Open Beta, go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "wilderness- Wilderness Open Beta" branch in the Beta Participation dropdown. You may need to restart Steam to get it to appear.Our intention is to run this Wilderness Open Beta for the rest of the summer so we can gather feedback on these changes.4.0.20 Hotfix Released (checksum a73a)Jun 13, 2025 - Community Announcementsby EladrinOne more before the weekend! We have another patch today to fix the save game crash once and for all. (I hope.) This one made up 95% of the crashes that occurred in the last 24 hours, so we're feeling good about it. If you're still seeing crashing after this hotfix, please post your save in the bug report forum - it helps a lot. 4.0.20 is deploying now and should make it to all platforms today. Spoiler: STELLARIS 4.0.20 HOTFIX NOTESStellaris 4.0.20 Hotfix​Stability: Fixed a remaining issue with loading savegames crashing or freezing the game.Have a nice weekend!Edit: stellaris_test has been updated with this as well, with the faster save game transfer. We've added a toggle in settings so you can turn it on and off (defaults to fase), and if this weekend goes well we're expecting to include it in next week's patch.4.0.19 Hotfix Released (checksum 51ef)Jun 12, 2025 - Community Announcementsby PDX-Loke Hello once again, The team has created one more patch for you, including a select few fixes to high impact issues discovered in the last patch.4.0.19 is ready for download now. STELLARIS 4.0.19 HOTFIX NOTESStellaris 4.0.19 Hotfix​Improvement: Habitats once again can build Archives in their habitation districtsStability: Fixed issue with loading savegames crashing or freezing the game.We keep fixing and tweaking based on your feedback, accumulating improvements for another proper patch next week.Until then!Stellaris Dev Diary #386 - Updates and a Wilderness BetaJun 12, 2025 - Community Announcementsby EldarinHi everyone! It’s been a little while since our last dev diary - this one’s also going to be a bit short since we’ve been focusing on stabilizing 4.0 as much as we can. The 4.0.17 and 18 updates we released yesterday is a pretty massive one with some impactful fixes. I'm pleased with the amount of things we got into it. Here are the release notes: 4.0.17 and .18 Release NotesImprovement​The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:District specialisations now visually swap to the appropriate art and district names for easier differentiation.Secondary districts now have double the jobs of the primary districts.Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.4.0.18: Reverted all fallen empire building limitations from 4.0Further Improved the Behemoth Fury endingsAdded the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder VoidspawnStarbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.Habitation districts on knight's habitats now swap to the Order's Demesne.The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the gameBalance​Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand ArchiveSecondary districts on hive worlds and machine worlds should now support targeted research specialisationsWilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisationThe event A Complete Collection will now only take one pop, avoiding depopulating entire planets.AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity ThesesThe Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)Updated weights for techs that unlock rural district specializationsDoubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).Bugfix​Fixed Wilderness issuesIt should no longer implode randomly.Balanced effects for Innate Design with Wilderness.Turned Wilderness enforcers into Immunosymbionts to dif...[Dev Team] 4.0.17 (checksum b786) & 4.0.18 (checksum fdf3) ReleasedJun 11, 2025 - Community AnnouncementsGreetings everyone,We have just released our latest and greatest patch for Stellaris, 4.0.17 should now be available for download.This version includes plenty of fixes based on your submitted reports and should notably improve the experience playing 4.0 and BioGenesis, including the multiplayer stability aspect.Please find the patch notes below.Stellaris 4.0.17 PatchImprovementThe Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:District specialisations now visually swap to the appropriate art and district names for easier differentiation.Secondary districts now have double the jobs of the primary districts.Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.Further Improved the Behemoth Fury endingsAdded the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder VoidspawnStarbase Capacity tooltip now shows the number of owned systems contributing to Starbase Capacity.Habitation districts on knight's habitats now swap to the Order's Demesne.The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the gameBalanceWilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand ArchiveSecondary districts on hive worlds and machine worlds should now support targeted research specialisationsWilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisationThe event A Complete Collection will now only take one pop, avoiding depopulating entire planets.AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity ThesesThe Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0.The Lathe had a "stable state" hack that stopped the purge below 40(00) pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.The Control Fragment now waits 2 decades before getting upset about your borders. Expand away!Fallen Empire biological ships now equip the reactors of one size category larger, this also applies to Cosmogenesis biological ships.Resource Consolidation origin needs to have the ability to make more machine (or nanite) worlds to unlock the full potential of their machine world (this includes the doubled jobs in the above patch note)Updated weights for techs that unlock rural district specializationsDoubled the resettlement attractiveness of the Trium Atmospheric Deodorizer(tm).BugfixFixed Wilderness issuesIt should no longer implode randomly.Balanced effects for Innate Design with Wilderness.Turned Wilderness enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.The Wilderness Subterranean Cache building...4.0.15 Patch (8ae6) & 4.0.16 Open Beta ReleasedJun 4, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/efe38a013f94526abd76a1fdc0daf6088458e744.png by PDX-Loke Greetings everyone, Another patch has been completed, wrapped up, and sent for distribution via your your platform of choice. 4.0.15 should now be available on Steam, and GOG and MS store following shortly. Please find the patch notes below. Stellaris 4.0.15 Patch​ Improvement​ When a species is modified the new version will now automatically be the default Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids) Technologies that when researched upset Fallen Empires are now marked as dangerous. Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed. The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few. Balance​ Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm. You can no longer smuggle out Biomass from Wilderness Empires Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit. Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3. Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits. Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology. Gestalt empires can now access Fallen Empire trade buildings Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies. The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%. There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering. Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization. Bugfix​ The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven The Wilderness will no longer be taunted by the Str...Glu Glu Diary #1 - Glu Glu's Galactic AdventureMay 29, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/b880cca36c6f15002724ba0ec8d100e1b673abb9.png Blub blub! Greetings from your favorite aquatic explorer—it's me, Glu Glu! Yes, I know what you're thinking: "A plushie writing a dev diary? Water you talking about?" But trust me, I'm ready to dive right in and spill the kelp! My journey began when the Stellaris team decided they needed a new plushie. Choosing just one portrait wasn't easy -- there were heated debates, passionate pleas, and more dramatic gestures than you can shake your tail at. Then Dave found the old Offishal Pun Document from the Aquatics Species Pack and that sealed the deal. I arrived at Paradox HQ a few weeks ago -- some really nice people followed me around and took pictures and videos of my antics around the office. They said they were getting something called B-roll, I don’t know what that was, but on a scale from 0 to fun, it was infinitely fun! {STEAM_CLAN_IMAGE}/9703436/a7f5e0ee5cf1de13d7f52b14ffefdf44fa4808ac.png {STEAM_CLAN_IMAGE}/9703436/0a766a500a69c2ae5765c67dd82a6e329fe1bf29.png Definitely unedited images of some of the Video Producers, including their 100% absolutely real faces. Later that same day, I may have accidentally-on-purpose “liberated” Community Manager Aurora's laptop. Have you ever changed someone’s passwords as a prank? She didn’t find it that funny, but I didn’t find it funny that there were no pictures of Glu Glu on the Stellaris social media pages. So I fixed it! {STEAM_CLAN_IMAGE}/9703436/b8fd16dbce1ca4baf02ca3e2f66c94648328ed75.png When we first met, Photoshop, I was but the learner. Now, I am the Master. Before anyone could say "Man overboard!" I had changed all her passwords and taken full control of Stellaris' social media accounts. You might notice that the Stellaris announcements will be extra sofishticated for the next week, that’s me! We also did a Makeship photoshoot. I perfected my plush gaze, and my pout is betta than ever. Soon, my photos started surfacing on desks around the office. No idea who was putting them there, but whoever keeps putting them there has exquisite taste, and super warm hugs. {STEAM_CLAN_IMAGE}/9703436/18b5b279a7f2167cf6a462db6b0d90e177877dcd.png Also seen at the offish: waiting for Game Director Eladrin to leave his desk​ I’ve learned a few new terms in the past few weeks of hanging around the Shellaris office. One of them is: merge request. That’s when salmon wants to make a change to the game, they make the change on their local computer, then send a merge request, and - if someone else approves it - it will get added to the game. Since everyone is off today, I’ve written a few merge requests of my own, if any of them sneak through, let minnow. {STEAM_CLAN_IMAGE}/9703436/246188b5868c5d6c4012ae11f2d94bd55822e4cd.png Glu Glu’s proposed Portrait rework {STEAM_CLAN_IMAGE}/9703436/abbdc15f340216bf3d1fd5a388cff1b3017fe3a0.jpg Another Glu Glu merge request: These are the Ocean worlds you were looking for. {STEAM_CLAN_IMAGE}/9703436/4d2a5b47ebdd...4.0.14 Patch Released (checksum 1056)May 27, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/2a2dc16d26bb4bc4d9e6e07607580420da0eeb70.png by PDX-Loke Greetings all, Another patch is ready for you to download and apply to your copy of Stellaris, improving the gameplay experience in a variety of ways. 4.0.14 is now available via Steam, and soon also on GOG and MS. Please find the patch notes below. Stellaris 4.0.14 Patch​ Balance​ Fixed Hollow Bones being 1/10 as impactful as it should be. Stay away from big planets birds. Incubators modifiers will now be a bit more granular and not go from 30% bonus to -10% growth with 40 pops. Colony Auto-designation now better takes Urban districts into account for flipping to the various Urban-related designations. (We still recommend picking the one you want though. This was mostly intended for the AI) Gestalt empires can now build trade modules on starbases Non-gestalt empires can now build solar panels on starbases Added Logistic traditions for gestalt empires Split Enforcers and Telepaths Refactored the psionic pop output from telepaths to be on the psi corp building instead Introduced Job Efficiency for Psionic Pops modifier where appropriate Added Job Efficiency for Mechanical and Machine Pops modifier and implemented where appropriate Added Job Efficiency for Cyborg Pops modifier and implemented where appropriate Added Job Efficiency for Organic Pops modifier and implemented where appropriate Empire and Planet Limits for Fallen Empire Buildings now have the following rules: If you stole the plans through artifact diving or were gifted them by the Hive FE: Empire/Planet Limit = number of times you rolled the building, capped at 3 If you got the tech through Enigmatic Engineering: Empire Limit: Uncapped, Planet Limit = 3 If you have Cosmogenesis: Empire Limit: Uncapped, Planet Limit = 6 If you’re a Fallen Empire: Empire/Planet Limit: Uncapped Note: It is our intention to replace this with a system that turns Fallen Empire building techs into Repeatable Technologies that base the maximum number of how many you can have be tied to the number of times you have researched it. This is likely to be in 4.1, though may sneak into a late 4.0 patch. UI​ Reintroduced the Build District and Clear Blocker button in the District Details side panel. Planetary Habitability and Devastation should no longer overlap The column for number of pops in the species view should now correctly display larger numbers of pops without forcing a new line Added a tooltip to make the inability of building on an occupied planet clearer Improved Zone replacement popup Bugfix​ Dictatorial Cybervision Enforcers will no longer give themselves an infinite amount of bonuses generating infinite amount of resources Fixed Corporate Angler council positions giving mult modifiers instead of add modifiers Fix occupied planets still adding their production and modifiers to their owners Modifier now scales with pop amount in production box and tooltip of planet view Prevent jobs with 0 workforce being displayed in the...Stellaris dev says the galactic 4X game's enemy AI needs to be more challengingMay 22, 2025 - PCGamesNA little over two weeks on from the launch of Stellaris 4.0 and the Biogenesis DLC, things are starting to stabilize. Developer Paradox has just launched Stellaris patch 4.0.13, the latest in a long string of updates delivering more performance improvements, balance tweaks, and bug fixes for the space 4X game. As the studio looks ahead to the Shadows of the Shroud expansion, game director Stephen 'Eladrin' Muray ponders how success is measured in Stellaris, and ways that its enemy AI can provide a more rewarding challenge. Read the rest of the story... RELATED LINKS: The best origin in Stellaris Biogenesis has inspired Paradox to get weird Stellaris 4.0 "needs to get better," but its director is happy with the launch Before Europa Universalis 5, get Paradox's finest grand strategy games cheap Stellaris Dev Diary #385 - AI BenchmarksMay 22, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/6fe1084d863fbdc2d7bd621805015bc248a67720.png written by Eladrin Hi everyone! The 4.0.13 update released today with the following changes: Stellaris 4.0.13 Patch Improvements Behemoth Fury is now available to Wilderness Empires. Improved tooltips for the following civics: Functional Architecture/Constructobot Environmentalist Astro-mining Drones Maintenance Protocols Ascensionists Augmentation Bazaars Brand Loyalty Death Cults Dimensional Worship Balance Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists Logistic Drones are now Complex Drones not Menial Drones Bugfix Fixed invaded pre-ftls not becoming biotrophies People once more die when they are put in the Lathe Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms) Pops that are being pampered will now be forcibly switched to the correct living standard Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept Corrected a tooltip bug where a planet would display itself as a possible migration target. Fixed capitalisation for resources in trade policies Updated assorted modifiers that still referred to Clerks A Trade deficit now causes Job Efficiency and Empire Size issues Fixed the tooltip for the Polymelic trait Armies now protect 200 pops from raiding, not 2 Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with. Blocked the Development focus task Form a Federation for some empires, for example homicidals Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management CyberCreed pops with Ritualistic Implants can now colonise planets Fixed Recycled and Luxurious traits not applying to Roboticists Catalytic Processing Civic now lists correct information regarding job swap Cost for repairing orbital rings when you use bioships is now correctly calculated Gale Speed trait gained from Defeat no longer causes errors Fixed scope for LeaderShipSurvivalReason Fixed scope bug for ruler in leader_election_weight Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip Updated tooltip for Warrior Culture civic Added a pre-list colon to the Feudal Society civic's tooltip The everychanging stone can no longer cause artisans to have negative mineral upkeep Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator The Plane...4.0.11 Patch Released (checksum 3f89)May 20, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/737e98d6bc859a46c84af24b020cd7550108f781.png by PDX-Loke Hello everyone, Our latest and greatest patch for Stellaris has now been deployed. 4.0.11 is available for download via Steam. This patch contains plenty of bugfixes, balancing tweaks, performance optimizations, as well as resolutions to the most common out of sync issues. There are a few more of those still under investigation but this patch should let you have a more stable multiplayer experience. Please find the patch notes below. Stellaris 4.0.11 Patch Bugfix Fix Faction resource output being exponential Evosymbionts now have a description Fixed that eating a baby didn't give you any DNA or genetic insights Fixed the first tier of the physics lab requiring access to volatile motes to research A stray K should no longer haunt players that foolishly opened a certain window Explore a Wormhole' Focus Card is now 'Traverse a Wormhole', clarifying that you have to travel through it Fixed typo in "Colony View" Databank entry Added localization string for +3 Unity planetary feature Federation Cohesion tooltip now mentions Officials instead of Envoys Death Priests now correctly get +3 base unity output while a sacrifice edict is in effect Hard Reset event "Our Legacy" event now works as intended Observers can open the build queue of the empire they're observing. Fixed a case in which virtual ascended empires could get unworkable fallen empire jobs on habitats Fixed adSul not having any resource districts after terraforming it Species with Mutagenic Habitability now shouldn’t lose it when they bloom from Gaia-Seeders Xenophobic Pharma State Empires will no longer start with 2 Medical Centers leading to both being destroyed at game start. Broken Shackle Angler Empires will no longer spawn with a farming district in their city slot. Amoeboid Pacification Empire modifier now displays effects Enslaves species located in Synaptic Lathe will no longer switch back and forward between neural chips jobs and slave repurposing job. Fixed the Auto-Curating Vault (and equivalents) not having an additional bonus on ringworlds The Organic Paradise building can no longer be built directly Nexus districts no longer mention Logistic Drones when they shouldn't Fixed machine empires starting with the wrong number of pops Neglected Bio-Trophies now show as unemployed Fixed tooltips for Angler civics Fixed tooltips for all Astrometeorology civics Fixed issues with the Astrometeology building for gestalts Fixed the Beastmaster civic tooltip Updated nested tooltips for Civil Education Fixed stability from Byzantine Bureaucracy not applying Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones Streamlined the tooltip for Catalytic Processing Improved the Dark Consortium tooltip Fix starting leaders often missing a background job. Fixed translation error in Korean text about lack of modifier. Added missing concept tooltip for District Specializations Fix the ship designer autog...The best origin in Stellaris Biogenesis has inspired Paradox to get weirdMay 18, 2025 - PCGamesNStellaris Biogenesis has largely been a success, even if Steam ratings tell a different story. The new expansion for Paradox's space strategy game has been marked down because of its rocky launch and the game's troubled 4.0 update, yet the reviews are almost all filled with praise for the DLC itself. Creative, flavorful, and offering some of the most unique ways to chart your journey through the 4X game, it's an undeniably promising new chapter. Speaking exclusively to PCGamesN, game director Stephen 'Eladrin' Muray reveals his personal favorite addition, and talks about the team's plans for future expansions. Read the rest of the story... RELATED LINKS: Stellaris 4.0 "needs to get better," but its director is happy with the launch Before Europa Universalis 5, get Paradox's finest grand strategy games cheap Paradox apologizes for "disappointing" Stellaris 4.0 update, commits to fixes 4.0.10 Patch Released (checksum 10cb)May 15, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/4558f22c9b222f5a34e3e2f052675fa400384f39.png Greetings everyone, Today we bring you a fresh patch, fixing various issues in BioGenesis and 4.0. 4.0.10 should now be available for download via Steam, with GOG and MS Store to follow. Please find the patch notes below. Stellaris 4.0.10 Patch​ Improvements​ Bloomed Biomass is now prioritized if unqueueing a Building that costs Biomass on Gaia worlds. Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it. Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires. Bugfix​ Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait Wilderness Empires will no longer be offered Gene Seed Purification The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires Wilderness Biomass is now more likely to gain the Bloomed trait Democratic Transference will no longer be granting hundred times more efficiency than expected. Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin. Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent Updated the "Weak" trait tooltip Fixed outdated Overtuned Traits tooltips Restored icons to the "Win a War" Focus Card Total War Empires can now complete the "Win a War" Focus Card Terravores will no longer be give the "Terraform 3 Worlds" Focus Task Delicious and Felsic species traits now give +100% job efficiency to livestock jobs Secrets of Inetian Traders' vanilla modifier now reduces trade fees. Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap. Fixed Clear Design for space fauna duplicating components and not clearing anything. Fix some incorrect text in civics tooltips during empire creation Slaves and purged pop groups no longer listed as being demoted Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for. Fix some modifiers missing from job production tooltips. Fix to Tiyanki Graveyard animation Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos Adjustments to Xeno Mediator to be correct for 4.0 You can no longer build rural support district specialisations in urban districts if the planet type does not have the district type it would support AI will stop losing colonies due to resettlement AI will stop resettling from and into planets being colonized Balance​ Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one Hyperlane Breach Points and Hyperspace Slipstreams techn...Stellaris Dev Diary #384 - The Art of BioGenesisMay 15, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/1034a07d51eb7c6531a9dcb55f8578dc25bae775.png Hello everyone! Today the artists are excited to bring you the Stellaris Art Blast, but first I wanted a moment to talk about the patching of 4.0 and where we’re going. 4.0.10 will be releasing today (which makes four updates this week!), with the following changes: Stellaris 4.0.10 Patch​ Improvements​ Bloomed Biomass is now prioritized if unqueing a Building that costs Biomass on Gaia worlds. Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it. Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires. Bugfix​ Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait Wilderness Empires will no longer be offered Gene Seed Purification The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires Wilderness Biomass is now more likely to gain the Bloomed trait Democratic Transference will no longer be granting hundred times more efficiency than expected. Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin. Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent Updated the "Weak" trait tooltip Fixed outdated Overtuned Traits tooltips Restored icons to the "Win a War" Focus Card Total War Empires can now complete the "Win a War" Focus Card Terravores will no longer be give the "Terraform 3 Worlds" Focus Task Delicious and Felsic species traits now give +100% job efficiency to livestock jobs Secrets of Inetian Traders' vanilla modifier now reduces trade fees. Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap. Fixed Clear Design for space fauna duplicating components and not clearing anything. Fix some incorrect text in civics tooltips during empire creation Slaves and purged pop groups no longer listed as being demoted Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for. Fix some modifiers missing from job production tooltips. Fix to Tiyanki Graveyard animation Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos Balance​ Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25% Doubled the effect Transit Hubs have on Automatic Resettlement to +200%. UI​ Significantly improved Pop Job's production tooltip and details panel Buildings in t...Stellaris 4.0 added babies to the galaxy, along with a bug that implies they are edibleMay 13, 2025 - PC GamerStellaris's recent 4.0 update, which launched alongside the ( pretty unpopular ) BioGenesis expansion on May 5, finally introduced the concept of babies. Their lack of inclusion previously made plenty of sense, of course. Babies are useless. Especially when it comes to giant space empires. But they are here now, which means a fun new bug has reared its head... Read more.4.0.7, 4.0.8, and 4.0.9 Patches Released (checksum a854)May 13, 2025 - Community Announcements{STEAM_CLAN_IMAGE}/9703436/544a2884e01c8c4537cf99baf0383e67dc5e8fce.png by pdx_struby G'day, The 4.0.7 patch for Stellaris 4.0 and BioGenesis is available now on Steam. This patch includes some fixes to stability and performance, as well as a host of other tweaks and bugfixes. Stellaris 4.0.7 Patch​ Bugfix​ Localization has been updated for most text Species modification cost is no longer divided by 100 twice Machine Nexus Designation no longer mentions Amenities Tech-World Designation description is more specific Behemoth death animation particles are now spawned correctly Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires. The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets. Random ethics changing should now work properly and not complain about invalid pop group The shipyard should always display ship design names for military ships again. Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size. Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits Fixed duplicated description for Numistic Shrine Now only applies empire size penalty on edict costs, not the full empire size Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed Refined timeline localization Planetary Administration and other buildings, and General Traits now correctly give Armies The Perpetual Lightning modifier now has a description Horizon Needle description now specifies where it has to be built Fix Automated Workforce not applying correctly district level Multiple auto modding traits will now work together Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays Balance​ Refitting a DSC no longer costs unity Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33% Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants Added a Consumer Good Upkeep to Civilians from the Ministry of Culture Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully UI​ Leader upkeep is ...Steam Global Top Sellers for week of 6 May — 13 May 2025May 13, 2025 - SteamDB * Clair Obscur: Expedition 33; * Steam Deck; * DOOM: The Dark Ages; * The Elder Scrolls IV: Oblivion Remastered; * Stellaris; * Schedule I; * R.E.P.O.; * Dune: Awakening; * EA SPORTS FC™ 25; * NBA 2K25; * excluding free to play games View top 100 on SteamDB