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Stellaris
Get ready to explore, discover and interact with a multitude of species as you journey among the stars. Forge a galactic empire by sending out science ships to survey and explore, while construction ships build stations around newly discovered planets. Discover buried treasures and galactic wonders as you spin a direction for your society, creating limitations and evolutions for your explorers. Alliances will form and wars will be declared.

Like all our Grand Strategy games, the adventure evolves with time. Because free updates are a part of any active Paradox game, you can continue to grow and expand your empire with new technologies and capabilities. What will you find beyond the stars? Only you can answer that.

DEEP AND VARIED EXPLORATION

Every game begins with a civilization that has just discovered the means to travel between stars and is ready to explore the galaxy. Have your science ships survey and explore anomalies, leading you into a myriad of quests, introducing strange worlds with even stranger stories and discoveries that may completely change your outcome.

STUNNING SPACE VISUALS

With characteristically complex unique planets and celestial bodies, you will enter a whirlwind of spectacles in a highly detailed universe.

INFINITE VARIATION OF SPECIES AND ADVANCED DIPLOMACY

Through customization and procedural generation, you will encounter infinitely varied races. Choose positive or negative traits, specific ideologies, limitations, evolutions or anything you can imagine. Interact with others through the advanced diplomacy system. Diplomacy is key in a proper grand strategy adventure. Adjust your strategy to your situation through negotiation and skill.

INTERSTELLAR WARFARE

An eternal cycle of war, diplomacy, suspicions and alliances await you. Defend or attack with fully customizable war fleets, where adaptation is the key to victory. Choose from an array of complex technologies when designing and customizing your ships with the complex ship designer. You have a multitude of capabilities to choose from to meet the unknown quests that await.

ENORMOUS PROCEDURAL GALAXIES

Grow and expand your empire with thousands of randomly generated planet types, galaxies, quests and monsters lurking in space.

PLAY THE WAY YOU WANT

Customize your Empire! The characters you choose, be it a murderous mushroom society or an engineering reptile race, can be customized with traits like ethics, type of technology, form of preferred space travel, type of habitat, philosophies and more. The direction of the game is based on your choices.

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  • 4.2.4 (2025-12-11)

    STELLARIS 4.2.4 PATCH NOTES

    Balance

    +25% volcanic world habitability for machine climate preference traits to match their minimum habitability value on Volcanic worlds.

    Replaced Food output for some specimens with one quarter as Alloy output bonus for Infernals.

    Slightly lower Unity and Research rewards for several events in the Red Giant and Cosmic Dawn Origins.

    Bugfix

    The Payback origin now get the correct starting buildings as Materialist and Spiritualist

    The trait Propaganda Machines now shows the correct modifier

    When transferring planets under colonization after a war is on, if the colonizing species isn't allowed to colonize the colony is destroyed (stops forever colonization where you keep sending the new colons to the slave pits)

    Fixed leaders losing ascension related traits after species modification in some cases.

    The tooltip for Permanent Employment Civic's Reassigners say they use "Food (or equivalent)", implying they use Alloys when you are Thermophile.

    Ringworld construction and other binary/trinary restrictions correctly apply in binary or trinary hyperthermia systems.

    Replaced minor additional food upkeep for hive mind unity boosting buildings with extra Alloy upkeep.

    Fixed infernal Alloy upkeep for Voidling, purging, and non-sapient pops.

    Voidworm Troika designs can be saved.

    Voidworm Troikas are no longer created without upgrades when three large voidworms combine.

    Fixed some issues with machine empires, catalytic processing and alloy producing jobs.

    Fixed stuck in combat when the defender refuses to actually do combat.

    Volcanic Districts now improve tech weights.

    Preventing evasion to go negative from evasion against psionic modifier in combat calculation.

    Fixing abduction code setting the species correctly when checking if species can live on the planet.

    Performance

    Optimized string allocation in ship component modifier processing.

    Stability

    Fixed random CTD with invalid ships

    Changed stack allocation to heap in particle varied values to avoid CTD:ing

    Fixed CTD due to race condition between UI and AI accessing base growth cache.

    OOS fix: Planet species caches are now stored in arrays instead of unordered sets or maps

    UI

    Shows the 25% Minimum Habitability on Volcanic worlds for Mechanical and Machine pops
    4.2.3 (2025-12-04)

    STELLARIS 4.2.3 PATCH NOTES

    Improvement

    Thermophiles can pick the Ocean Paradise Origin

    Thermophiles can pick the Aquatic Trait

    Thermophiles can pick the Agrarian Trait

    Thermophiles can pick the Agrarian Idyll Civic

    Thermophiles can pick the Anglers Civic

    Adds conditions to get alloys when you extort a Spiritualist Thermophile faction.

    Pyromanic Instinct blocks "friendly" Civics and Origins

    Rogue Servitor empires now receive an additional Alloys income when having an Infernal subspecies (instead of food)

    Balance

    Reduced Infernal Livestock output from base 1.5 down to 1 Alloy

    Adjusted cost of the "Distribute Living Metal" decision from 500LM to 700LM

    Adjusted "Thermal Engineer" councilor (replaced "Research Cost (Engineering) -1%" with "Research Station Output +4%")

    Adjusted "Pyromanic Priest" councilor (Job Consumer Goods upkeep from -3% to -2%)

    Adjusted "Galvanic Symbiosis" planetary refund modifier from 1 to 0.75

    Crisis Path: Adjusted Entropy Conduit ship stats (+2000 Hull +1000 Armor +2000 Shield)

    Crisis Path: Adjusted "Entropy Harnessing" edict (Energy Credits from Technicians from -1 to -2.5, Entropy from Technicians from 0.5 to 0.4)

    Crisis Path: Terraforming with a “Volcanic Forge” now counts for the crisis objective “Create Volcanic Worlds”

    Crisis Path: Colonies buffed by Entropy Conduits now produce more unity

    Crisis Path: Upgrading Ember Ships does not require alloys anymore

    Crisis Path: Stars stellarformed by Entropy Conduits now gain additional deposits

    Crisis Path: Machine Intelligence can now pick the ascension perk

    Crisis Path: The amount of required systems for the “Critical Mass” is now shown in the UI (current systems + needed systems)

    Crisis Path: Cost of the "Life Seeding" decision changed from 1000 Energy to 2500 Entropy Crystals

    Crisis Path: The UI now shows the current amount of owned systems for the “Critical Mass” perk

    Crisis Path: Conduits now ignore systems with a Dyson Sphere/Swarm or Quantum Catapult

    Adjusted alloy upkeep of Spawning Drones from 2.5 to 2

    Adjusted Infernal Livestock output from 1 to 0.75 alloys

    Bugfix

    Fixed a typo in mercenary dividends relating to Galactic Risk Management

    Fixed Regenerative Armor from Galvanic Synthesis civic not auto-upgrading in ship designer when better armor technologies are researched

    Stop Quantum Catapult targeting graphics being shown in System view

    Fixed Infernal upkeep not being affected by Clone Soldier and Necrophage origin species traits.

    Subterranean Empires now have uncapped Mining Districts on Volcanic Worlds.

    Fixed issues with psionic assimilation for gestalt empires and individualist machines.

    Fixed Ruler clothing for Infernal portrait 5 (shoulder plate for the hedgehog)

    Fixed the issue with Black Needle Base no longer being colonizable after assaulting it.

    Fixed Augmentation Bazaars not having access to Loyalty Circuits in empire creation.

    Fixed Broken Shackles starting with 2k more pops than they should

    Migrating Forests modifiers and Special Projects are removed when the planet is terraformed to a Volcanic World.

    Eager Explorers now require Scientific Method to unlock Thermotechnic Forums.

    Stability from the Unbreakable Resolve trait gets properly applied even if the pop groups with Unbreakable Resolve were later additions to the planet in question

    Pops under assimilation no longer have extra upkeep.

    Planets with event purges should no longer continue purging after having been recolonized.

    Fixed the tooltip for Syncretic Evolution mentioning the wrong number of pops.

    Subterraneans can no longer build Industrial Mining Sites without any gameplay effect.

    Volcanic World mineral extraction zones can now build Industrial Mining Sites for +2/+4/+6/+8 mineral districts unless they are already uncapped.

    Added flag infernal_subspecies for Infernal subspecies (used for some civics/mods)

    Fixed event "Star-Crossed Lovers" appearing for Scorched World Heralds

    Fixed the "Arcology Project" decision not counting Volcanic World districts

    Fixed Volcanic Worlds not having a click sound

    Fixed "Spawning Pools" from "Permutation Pools" civic for Hive Mind using food as Infernals

    Fixed "Seismic Carpetbombing" creating Volcanic craters on artificial planets

    Fixed "Bombardment Stances" not killing the last pops of a planet

    Fixed Infernal Livestock not counting for a Evolutionary Predator purge

    Fixed Infernal Livestock counting as Specialists

    Fixed the starbase building "Gravitational Centrifuge" (crisis path) not being buildable in crisis systems

    Fixed Pre-FTL civilizations spawned by the Hyperthermia crisis not ascending into the space age

    Pyromanic Instinct blocks other genocidal Civics

    Tankbound now gains Overseers from rural districts (Geothermal, Melting) on Volcanic Worlds

    AI Empires now build Thermotechnic Districts on Volcanic planets

    Fixed the Military Academy adding research output and consumer goods upkeep to soldier and warrior drone jobs.

    Military Academy bonus workforce is now empire-wide

    Hard Reset is no longer a valid origin for AI empires (that's like the entire narrative!)

    Fixed some edgecases when playing unplugged where you could end up with pops who had the old negative traits and never lost them.

    Fixed the number of pops affected by the Zoonotic Plague, Enigmatic Fortress, and Numistic Order deals

    Terraforming your Homeworld will no longer cause the Terraforming event talking about making a second homeworld to fire.

    Re-enabled Devastation from Cosmic Storms at 0.01 per month.

    Infernal AI empires colonize properly (even if they don't have any food)

    Overclocking setting of the galactic crucible now also persists after loading a save game

    You can no longer queue construction of districts while the Arcology Project is underway.

    Cybernetic Imperial authorities now give additional noble jobs.

    Purging infernal pops gives alloys

    Fixed Fallen Empires being able to build "Starfire Cannons"

    Fixed Volcanic Forges not being destroyed after terraforming a planet into a Hive/Machine World or Ecumenopolis

    Crisis Path: Fixed Conduits damaging own colonies when playing as non-Infernal empire

    Crisis Path: Fixed mining & research stations not working correctly when Conduits stellarform a star

    FE outposts now rebuild in systems where they have unconquered planets.

    Artillery combat computers will now prefer median range instead of max range, allowing Titans to use most of their weapons instead of only their Titan Weapon

    Fixed erroneous tooltip for the Cave Dweller concept

    Removed the surface quarry and the voltaic production yard from urban zones

    the Justicial Complex FE building can now be built on Penal Colonies

    Megastructures show correct value in upgrade tool tip for effects applied with the upgrade

    Stars stellarformed by an entropy conduit no longer reroll the deposits of the star

    Certain special deposits, such as those from the Life-Seeded origin, are now correctly kept upon terraforming into hive or machine worlds.

    Fixed being able to issue some fleet orders to unreachable systems if the fleet has a jump drive.

    Fixed missing newline for "not in range of Jump Drive" message in the tooltip for the build orbital station command.

    Fixed efficiency being able to go negative, causing jobs to run in reverse. As bad as those slave riots or fire cult ruined planets are, Metallurgists shouldn’t disassemble alloys back into their original components.

    Performance

    Reduced memory allocations in topbar UI updates

    Stability

    Fixed Mac CTD happening in late game when calculating fleet auras

    Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.

    Fixed crash in strike craft being damaged by non existing/dead fleet.

    Fix an OOS on reconnect where Starbases where blocking fleets path on the server but not on the client

    Removed dependency on SetThreadDescription to enable the game to run on ex Windows 10 LTSB 2016.

    Fixed CTD that could happen when a special project was completed while no longer valid

    Made Stellaris respond to OS events during loading gui types to avoid "freezing" the system at 5% loading for an unknown amount of time (only dx11 backend).

    Fixed some more occurrences where file read/write is being blocked by the system and stellaris handling it by crashing.

    Modding

    Added a new system flag to the Entropy Conduit target script to exclude special stars
    4.2.2 (2025-11-27)

    STELLARIS 4.2.2 PATCH NOTES

    Stability

    Fixed failure to read from shader cache resulting in crash.

    Fixed CTD that could happen when a science ship researched a special project

    Fixed object lifetime issue from scope used by on_resolution_failed leading to undefined behavior.

    Fixed crash in strike craft being damaged by non existing/dead fleet.

    Replaced abuse of stack memory with heap allocated in the Localization system to avoid random crashing on some computers.
    4.2.1 (2025-11-25)

    STELLARIS 4.2.1 “CORVUS” PATCH NOTES

    Balance

    Augmentation Bazaars can now select cybernetic traits in empire creation.

    Clone Army: The Clone Soldier trait now adds a 25% increase to food and mineral pop upkeep. That modifier is increased to 30% for ascended clones and reduced to 10% for fertile clones. Clone vats max pop assembly has been reduced from 25 to 20, and the building now has a small food upkeep.

    Knights of the Toxic God: Reduced quest progress from Knight Jobs. Luminous Blades no longer negates alloy upkeep for knights and instead grants +1 Admiral Level. Choosing not to kill the Toxic Entity now grants you the ability to terraform toxic candidates. The Upkeep of the Dimensional Manipulation Device has been increased. The basic output of knights has been reduced by 1 unity and 1 of each research type. Quest rewards have been similarly modified.

    Life Seeded: Planet has improved rare resource features.

    Overtuned: Overtuned traits now also slightly reduce pop growth, between 1.5% to 5% depending on trait potency. Pre-Planned growth instead adds a 15% pop food/mineral/alloys upkeep.

    Subterranean: Reduced the Pop growth/assembly penalty from the cave-dweller trait from 20 to 10%. All planets now get +2 max districts.

    Synthetic Fertility: The Identity repository output has been decreased by 25%, while its upkeep has been increased by 20%.

    The Summon Dimensional Fleet Astral Action now summons Astral Cruisers and Astral Escorts equal to twice the number of Rifts you have explored.

    Ecumenopolises no longer provide bonuses to pop growth.

    Gaia Worlds now provide +15% pop growth.

    Bugfix

    Fixed broken localization for Experimental Engineers in planet view.

    Fixed an issue where the Mindwardens event chain could break if the Exiled Empire was destroyed with help from an ally.

    Infertile pop groups don't have pop growth anymore

    Fix Reassigners giving bonus growth to living pops and not enough bonus growth to Zombies

    Presapients policies Extermination and Hunted now correctly purge presapients

    Fix dig site "Derelict Safehouse"'s notification never vanishing

    fixed genocidal empires automatically attacking enclaves and other country types where they should not

    It is now impossible to queue up two automation buildings in an urban expansion.

    Fix Branch Office buildings not producing the correct amount for Crime Syndicates

    Fix fleets with Titans sometimes behaving strangely in combat

    Fix Bulwark Battlewright and Asteroidal Carapace bonuses being counted twice

    Fix "Founder Species only" checkbox not working in colonize view

    Shipset description text boxes are now shorter and non-english versions will no longer overflow into the background.

    The leader recruitment event window was showing the debug tooltip on the hire and dismiss buttons. It now properly only displays the normal tooltip

    Fixed a bug there some jobs would be displayed in separate category entries of the same name. Those jobs are now grouped together correctly into a single group.

    Adjusted scopes in the prospectorium resource discovery event localization.

    Long event window names will no longer overflow event window.

    Deposit placement now shows an error when a deposit that is not of the same type (type none can work with all others) is added. They should not be mixed and matched

    It will now show the controller of a system to show as collecting the resources

    Added more guardrails to Cyberization and assimilation in general to prevent it from turning pops into an entirely different species.

    Modifying your species no longer displays species portraits instead of gestalt nodes.

    The Crystalline Kraken's remains now count as deposits for mining of rare crystals.

    The Prethoryn Scourge no longer stall and stop expanding when they only have empty space around them.

    Prethoryn Scourge should prioritise completely taking over systems instead of only partially conquering a system if it has multiple inhabited planets.

    Pops released from the stasis prison now eat food (or minerals or alloys) depending on dietary preferences.

    Fixed localisation for Bulwark Battlewrights not being displayed in some tooltips.

    Reworked the event Logic for shroud delve events granting psionic avatars to be more consistent

    Fixed the Galactic Standard and Anti-Piracy Initiative resolutions being cancelled upon forming the Galactic Imperium

    Updated Indentured Servitude and Battle Thralls tooltips to better reflect conditions.

    Paragons no longer get a second Destiny trait when they reach level 8.

    Fixes missing job icon for Black Needle Planetary Base Modifier.

    Moving your capital to a new planet no longer causes infinite errors.

    Pre-Triggers for Purging and Enslavement now account for Event Purging and Enslavement (should fix mutants conquering planets and not properly purging pops)

    Fixed Prethoryn planets being impossible to bombard

    Fixed cases of the Khan not receiving reinforcements at higher difficulties

    Fixed lingering Cetana storms after her defeat

    Fixed a rare case where a megacorp could own a branch office on itself

    The psionic ephapse trait no longer uses deprecated modifiers

    Seize Assets Wargoal now properly transfers branch offices on defensive partners of your target

    UI

    Ascension UI in Planet view will now show correct values

    Show Empire Base resources on production tooltip of capitals other than the player's

    Fix various broken unemployment text icons

    Performance

    Optimized Summon Dimensional Fleet Astral Action to work significantly faster and not freeze the game for seconds in extreme cases.

    Only calculate ship auras when the list of aura sources has changed

    Reduced the amount of modifier calculations for armies

    Reworked some crisis event triggers to be a bit more performance friendly

    Stability

    Fix a CTD related to aura graphics

    Fixed an OOS caused by Factions not recalculating their approval rating on a hotjoin (leading to happiness desync, leading to economy differences)

    Fixed an OOS at game start when a country owns megastructures

    Fixed an OOS fix related to storms

    Modding

    Add purge parameter to presapients policies

    Added allowed_civics and forbidden civics for species traits, these work like allowed_origins and forbidden_origins.

    added prevent_automatic_genocidal_hostilities to country types to allow more fine grained control for genocidal automatic attacks

    Replaced all `is_fanatic_X` variants to `is_X` triggers.

    Removed `is_fanatical` trigger, as it is a duplicate of `is_fanatic`
    4.1.7 (2025-11-03)4.1.7

    Improvement

    AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.

    Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.

    Added the Visionary job swap for politicians, which combines Science Directors and Merchants

    Balance

    Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.

    The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.

    The Opus core world for the Hard Reset origin is now size 25.

    The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.

    Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.

    Bugfix

    Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)

    Fixed handling of leader species when converting between limited and not limited cyberization policies.

    Improved Neural Chip conversion

    Updated leader trait handling after species modification.

    Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.

    Fixed scope errors in species assimilation.

    Fixed species assimilation not handling robots for synthetically ascended organics.

    Improved handling of mechromancy

    Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one

    Fixed issues with converting between the Cyberization Standards policies.

    Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.

    Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign

    The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.

    Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.

    The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.

    The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.

    Corrected missing full stops at the end of the Great Awakening tooltip.

    Restored the ending of the Fleet Maneuver event chain.

    Added missing upkeep modifier from Tankbound to habitat rural districts.

    Updated ringworld colony designations to follow the new standards

    The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it

    The Retirement Home achievement is once again achievable

    Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)

    Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.

    Alloy megaforges now correctly have a volatile motes cost and upkeep.

    Fixed missing species name in event title and descript when awakening psionic abilities.

    The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers

    The Hard Reset species traits will once again be localized

    Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.

    Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.

    first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.

    Fixed being able to take the Hegemon origin while being Egalitarian

    Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.

    Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).

    Indentured Servitude and Battle Thralls no longer make any mention of soldier jobs as they are worker jobs.

    Players now take ownership of claimed DSCs after war finishes

    Modding

    Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid

    Stability

    Fixed OOS in pop growth system
    4.1.6 (2025-10-20)4.1.6

    Improvement

    Teeth of the Eater fleets now move to merge with already existing ones on spawn, to prevent clogging.

    Added tooltips to the Great Awakening tradition to clarify Psionic Assimilation living standard.

    Adds tooltips to Automation Building for Tankbound when the Building will not automate certain jobs

    Balance

    Disciple of the Cradle leader trait no longer removes job output as governor and now adds trust cap as councilor.

    Bugfix

    Fixed default zone showing up in Broken Shackles planet UI

    Symbiosis living standard tooltip no longer displays string ID.

    Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.

    Fixed being able to build the same district zone specialization without closing the planet view

    Planet governor skill modifiers no longer apply to fleets now

    Now shows the proper leader tier frame again in the UI

    Radiotrophic pop upkeep now applies

    Terraforming a planet into a machine or hive world no longer removes buildings in the rural districts.

    Distributed Design Center and Metallurgical Research Lab buildings now correctly give additional bonuses on ringworlds.

    Alloy Nano-Plants and Civilian Repli-Complexes no longer have increased costs and upkeep on ringworlds.

    Going for the Cybernetic ascension as a Hive-Mind now properly blocks the Psionic Ascension.

    Hard Reset Empires that have started to Cybernetically ascend may no longer take the Synthetic Evolution ascension perk, and vise versa.

    The Council Cleanup event will no longer attempt to create pops on stars

    Fixed Ocean Paradise starts not showing the farming district at game start due to a mismatch between capped and uncapped districts for that origin

    Ecumenopolis Urban Districts now add Production Overseers jobs.

    Fix issue that caused uncapped districts to be destroyed on the monthly tick

    Chattel Slavery and other modifiers that failed to apply production bonuses to slaves now provide workforce efficiency bonuses to them instead.

    Known Issue: We’re still trying to track down an issue causing Unemployed Syncretic slaves to continue disappearing instead of demoting properly, but they appear to come out of hiding if new jobs open up. Please let us know if you see this behavior happening with other Civics or Origins, as “conventional” Xenophobia or Authoritarian slavery appears to generally be working as expected.

    The Growing Like Weeds achievement no longer requires EXACTLY 25k budding pops.

    AI

    The AI is now less likely to bankrupt itself through the use of Eternal Vigilance.

    Stability

    Fixed CTD in set_hostile effect when it cannot create a relation between the countries.

    Fixed CTD on MacOS happening sometimes while highlighting sections of demographics pie charts

    Fixed CTD when starting to explore an astral rift that previously had progress done

    Fixed an OOS on hotjoin or resync when ships are affected by a psionic aura

    Modding

    Removed the duplicate uncapped district types and made their functionality part of the base type. is_uncapped is a trigger now for district types that handles this

    The overnight command now keeps two extra saves, at 2275 and 2325.

    Added the -incrementalsaves command line parameter which keeps additional saves at 2200.01.01, 2275.01.01, 2300.01.01, 2350.01.01, and every 50 years afterwards until 2600.01.01. (Only applies to non-Ironman games.)
    4.1.5 (2025-10-08)4.1.5

    Improvements

    Removed district specializations from showing that you must not have the Wilderness origin.

    Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.

    Added a Sol variant for Mindwardens.

    The Celestial Orrery system is now more likely to spawn.

    Modifiers from the Capital Productivity technologies should no longer be listed multiple times.

    Fledgling Dragons can now be hatched at a space fauna hatchery.

    Active accords for Endbringers empires now unlock Psionic ship components.

    Prevent AIs from taking the Mindwardens origin.

    Harmonized Mindwarden name lists

    Balance

    Shroud Seals now give -50% fire rate to Psionic Weapons in their system.

    Buffed Tooth of the Eater with psionic components

    Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.

    Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.

    Resource Consolidation blockers are now more severe.

    Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.

    Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.

    Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.

    The Aura of Whisperers now impacts cloaking strength.

    The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.

    The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.

    Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.

    The Pierce the Shroud decision will no longer remove rare deposits.

    The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.

    Fully embracing the Shroud-Forged now sets them to be your primary species.

    Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.

    The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.

    Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.

    Death Cult and Superstitious Beliefs no longer block each other.

    Fortune Tellers now produce far less trade.

    The Realm of Madness event now gives insight on Zro Distillation tech.

    Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.

    Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.

    Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.

    Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%

    Bugfix

    Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)

    Shroud seals are now dismantling properly even by other empires

    Fixed leader details not being present in events when they die.

    Fixed checks on the non-Shroud-DLC tradition tree to also check the Shroud-DLC-specific tree

    Fix Under One Rule origin's "The Second Chance" event that did not show the Psionic option to keep the leader alive

    The Death of a Great Leader event again fires for regular leaders

    Fixed a number of weapon tags on space fauna mutations.

    Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.

    Composer of Strands' "Calling of Creation" now successfully completes after terraforming a world.

    The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.

    Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.

    Multiple callings from the Cradle of Souls have been adjusted / fixed.

    Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.

    Production Overseers cannot be automated.

    Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.

    Fix the generic Friendly Territory Tracking Mult modifier being ignored.

    Removed extra pre-ftl maintenance drone from game files.

    Fixed some pre-ftl hive mind jobs being unlocalised.

    Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.

    The Archives specialization on habitats now has the correct icon.

    Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.

    Typo fix in 'Lone Survivor' Event.

    Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.

    Add missing localizations for a few armies.

    Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.

    Fixed the various strategic resource district specializations from showing up in technologies multiple times.

    Put a 1 year cooldown on the "Naval Activity in SYSTEMNAME" event so that people can't spam each other with it by starting and stopping the associated special project.

    Fix Armies getting stuck on colonies that get destroyed.

    Wilderness Empires now use exclusive defense armies, look at that unique icon!

    Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.

    Mutation traditions can now add and remove the budding and crystallization traits.

    Corporate Death Cult and Chosen Executives are no longer mutually exclusive.

    Fixed issues with the calculations for sacrifice effects.

    You can now fire commanders who are governing planets.

    Viewing a pre-ftl planet no longer spams the error log.

    Pre-ftl brain drone jobs now correctly show icons in tooltips.

    Resource Consolidation blockers now take time to clear.

    Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.

    The Psionic Machine portrait will no longer have access to organic traits.

    The Mindwarden portrait now also has access to reptilian traits.

    You once again only get one Warform. The Animator of Clay is not that generous.

    Fixed ascension perks being used for the category_last_picked_tradition trigger.

    Chosen and Shroudshaper leaders now benefit from Transcendent authorities.

    Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.

    Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.

    Updated the draw weights for technologies that unlock monuments.

    AI empires with Bioships should now budget appropriately for armies.

    Assorted events that spawn armies and purge your population should now correctly set your population to be purged.

    Added a new line before the warning about jobs that cannot be favorited.

    Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.

    Livestock can now work necrophyte jobs in hive mind empires.

    Livestock jobs now show the correct building icon.

    The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.

    The Chosen's homeworld is now correctly set up for the Life-Seeded origin.

    Shroud-Forged events will no longer attempt to convert a fractional amount of pops.

    Increase the assembly score for the Shroud-Forged pops.

    Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.

    Active recon fleet order now uses correct logic.

    The Strand Afflicted trait now grants Zro production to Biologist jobs.

    Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).

    Betharian Processing district specialization is no longer shown multiple times in the technology card.

    The caravaneers no longer provide misguided information about the Waste Reprocessing Center.

    Production Overseers now provide automated workforce efficiency.

    Death Cult sacrifices no longer auto-cancel.

    Mindwardens can no longer gain the Shroud Preacher trait.

    Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.

    PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.

    Changed some shroud paragon ethics from fanatic to standard.

    Patron-Chosen Leaders now produce Influence.

    Endbringer related event no longer targets machine leaders when it shouldn't.

    Wilderness empires can no longer build Transit Hubs.

    Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.

    Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.

    Sky/Empyrean Domes can now be built on Resort Worlds.

    Tankbound empires now have their rural districts automated on ringworlds and habitats.

    Ringworld districts providing worker jobs are now fully automated for Tankbound empires.

    Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.

    The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).

    Endbringers no longer have access to the Orbital Psi-Corps.

    The Orbital Psi-Corps now takes telepath drones into account.

    The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.

    The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).

    Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.

    Tankbound civic not removed systematically when losing an ideology war.

    Superstitious Beliefs cycles and effects removed when the civic is lost.

    Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.

    The Unplugged traits now properly display their descriptions.

    Updated species trait tooltips to be consistent with 4.0 changes.

    Removed the unintended energy upkeep on Habitat Orbitals.

    The Grand Battlement of Steel now properly provides soldier jobs.

    Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.

    Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.

    The Vivisection First Contact Events should now behave properly for Evolutionary Predators.

    Psionic Malfunction event can no longer kill Bio-Trophies for Rogue Servitors.

    Cradle of Souls aura surge now respects defense platform limits.

    Mindwarden Enclave's defense fleet doesn't spawn debris anymore.

    Sociocultural History should no longer appear for Wilderness empires.

    Fixed Evolutionary Predators stealing dna from Mindwarden species not rewarding reptilian dna.

    Experiment Engineer job uses the flat amount of crime considering the pops' happiness.

    Fixing outliner sometimes changing order of categories on show/hide/tab change.

    Fixed empires (most notably pre-FTL) being generated with the wrong habitability preference.

    Psionic species trait no longer show up in the empire creation menu if you're a machine species.

    Mindwarden empire will now be able to be force-spawned

    Advanced AI Empires galaxy parameter will now spawn the right amount of advanced empires

    Player origin randomization will now always allow non-advanced origins

    Allowed colonization of black needle planet when its associated Treasure Hunters empire is integrated or destroyed

    The Endbringers origin and Augmentation Bazaars civic are now incompatible, preventing a block on all ascension paths.

    Add branch-offices bonuses for almost all Shroud civics

    Shroud civics requirements improvements

    Cetana is now allowed even if a Shroud-Forged empire is in the galaxy as intended

    To prevent the Arc Furnace deposits from lingering upon its removal, the Arc Furnace now adds unique deposits to planets in the system.

    Prevent double base entry in some tooltips

    Add missing description for Assault Wardens army.

    Give Evangelising Zealots personality to the Exiled.

    Give Gestalt Chosen civics Growth node experience gain modifier.

    Fix Blind trait modifier not displayed in workforce tooltip.

    Shroudshaper trait now correctly grants telepath drones for gestalt empires.

    4.1.4 open beta fix: Astral Rifts and Archaeology sites now work correctly, including retroactively on saved games.

    Shroudshaper trait now correctly grants telepath drones for gestalt empires.

    Shroud-Forged can serve in the military if you have fully embraced the Animator of Clay.

    Shroud-Forged can now serve as leaders.

    Shroud-Forged leaders cannot gain the Synthetic leader trait.

    Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.

    Radiotrophic pop upkeep now applies

    UI

    Stopped showing unavailable ships in the naval capacity ship size limit tooltip.

    Resettlement window shows integer jobs amounts instead of floats.

    Calling reward text now fits in every language

    Stability

    Prevented crash when no authority was available for a government during galaxy creation.

    Fixed crash when clicking on traits from the summary screen when editing a user empire.

    Fixed crash in shroud view when resync has been done.

    Fixed crash when disbanding armies.

    Fixed crash that sometimes happen when custom planet names are used in galaxy generation

    Fixed crash when tooltipping certain elements in planetview and resync happens.

    Fixes crash when clicking auto complete on already designed space fauna in the designer

    Fixed random crash in astral rifts when finishing and the exploring country is not set.

    Fix pop group decline logic to not get stuck in inf loop when "invalid" pop groups are left by script.

    Fixed OOS due to faulty reading growth data from savegame.

    Fixed OOS caused by paragon.549

    Fixed OOS due to coordinates generating slightly different between windows and posix for mindwarden systems.

    Fixed OOS from fleet position

    Fixed OOS due to species ID exceeding max int32 and being truncated
    4.1.3 (2025-09-26)4.1.3 patch notes

    Fixed default leader tiers not being loaded properly from a savegame, sometimes causing Psionic traits to be lost

    Removed invalid armies from savefiles after planet occupation issues

    Fix versus the open beta: Stop removing allied armies from planets not in combat

    Teeth of the Eater no longer use naval capacity when merged into fleets.

    Made Natural Design mutually exclusive with Shroud Civic and Origin combinations that would prevent ascension

    Raiding stance will abduct Pre-FTL pops again

    Colonist jobs are now available for Tankbound species

    Fixed ground battles finishing instantly

    Death Cult sacrifices are now once again available at the start of the game

    Death Cult sacrifices now require at least 100 Mortal Initiates

    The tankbound Toxoid portrait now counts as potentially having a big brain

    Secondary empire color is now used for country borders

    The reduction in planetary district capacity by deposits granted by the Composer of Strands is negated if you have a covenant with them or are forging your own path. These planetary deposits have additional effects in this case as well.

    Fixed crash in the planet view demographics tab

    Fixed crash that could occur in the Shroud view
    4.1.1 (2025-09-23)4.1.1

    Rare CTD when interacting with the precursor selector in the galaxy settings.

    Prevented early patron relations initialization by checking for potentials before country initialization.

    Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you did not own The Machine Age, likely causing another CTD.

    Added a robust technical safeguard to prevent that CTD even if there is incorrect script.

    Resource Consolidation and Void Dwellers now once again start with energy and mining districts.
    4.1.0 (2025-09-22)Shadows of the Shroud DLC

    The ‘Arc of Ascension’ is complete at last with Shadows of the Shroud.

    Overhauled Psionic Ascension

    Like the other Ascension Paths, Psionic Ascension has now been elevated with an Ascension Situation that explores the impact Ascension has on your Empire. Your moral and ethical decisions will influence your attunement to the domains of the Shroud, culminating in your first delve as you Breach the Shroud.

    Track your exploration of the Shroud in the new Shroud Panel, which will show your current attunement to the domains of the Shroud and provide means to influence your spiritual travels. Attuning to a domain grants Accords, and the local Patron may offer you a Covenant: Power for a price.

    The Shroud contains 4 Major Patrons, 8 Minor Patrons, and 2 Great Patrons, though not all can be encountered in a single playthrough.

    Encounter new events when "Delving" into the Shroud, including 4 new Psionic technologies for ship components.

    A new path through the Shroud where you reject Covenants to forge your own way, beholden to no Patron.

    An overhauled End of the Cycle

    Psionic Auras

    The power of the Shroud can influence corporeal reality through Psionic Auras. These manifestations of the strength of your attuned domain or Patron spread outward from your colonies but can be countered by the Shroud Seals of the Mindwarden Enclave.

    3 New Origins

    Shroud-Forged: The guidance of a Shroud entity comes with a cost. The entity known as the Animator of Clay has taken a special interest in this Machine Intelligence civilization.

    Mindwardens: Freedom is meaningless without sovereignty of thought. Carry on the fight of your ancestors by defending the galaxy from psionic threats.

    Endbringers: IT IS NOT YET YOUR TIME. BUT IT COULD BE.

    6 New Civics

    Entropy Drinkers

    Secret Societies

    Superstitious Beliefs

    Experimental Sentencing

    Tankbound

    Chosen

    Expanded events when delving in the Shroud

    Plus 80+ additional new galactic anomalies and events (unrelated to the Shroud)

    8 New Paragon leaders

    2 New Relics

    Mindwarden Enclave & Shroud Seals

    New Shroudwalker Enclave interactions

    Proxy Wars introduced

    Hive Minds and Machine empires can now Psionically ascend

    Advanced Psionic Governments

    13 New portraits

    Psionic shipset

    Mindwarden shipset

    Advisor Voice

    4 New Music tracks by Andreas Waldetoft
    Stellaris 4.1.0 'Lyra' Patch Notes

    Features

    Significant improvements to the Planet UI based on player feedback.

    The Planet UI now makes better use of horizontal space available even at our lowest resolutions.

    City Set and Environments have been re-exported at higher resolution to reduce blurriness.

    Surface Tab:

    Build Queue is always visible.

    More information in the Planet Summary, including the Planetary Decisions button

    Multiple buildings can be sequentially added to the build queue from the same building specialization

    New District Specialization icons

    Management Tab:

    Added Monthly Pop Summary including Growth, Migration, and Assembly information

    Pie charts are back!

    Reworked the Current Population information to show more and clearer information about your pop groups. Pops are now sorted by Species, Strata, and then Group.

    Economy Tab:

    Added Workforce Summary providing more easily accessible information

    Pie charts are back!

    Improved Tooltips for jobs, which now show the total production and upkeep of all pops working that job (instead of just showing the pop-based production and output).

    Holding ALT will show estimates for 100 Pops working that job in these tooltips, allowing for better job-to-job comparisons.

    Armies Tab:

    Recruitment is now part of the main window.

    Holdings:

    Mostly just arrangement changes.

    Balance

    The Fallen Shipyard planetary feature now gives 1 miner per 25 pops, not 1 per 4 pops.

    The Ship Junkyard planetary modifier now gives 0.5 alloys and 0.5 engineering research per 100 miners instead of 1 of each.

    Combining Planetscapers and Arc Welders will only spawn blockers that block a single district.

    Planetscapers will now spawn two different blockers on your homeworld.

    Slaver Guilds and Indentured Assets now provide Job Efficiency for Slaves. These civics no longer enslave a percentage of your population. We intend on revisiting them in a future update to find a better way to fulfill their fantasy.

    Leaders governing planets and sectors now gain 10 XP whenever planetary infrastructure (districts, district specializations, or buildings) are constructed. If a planet has a local governor and a sector governor, the local planetary governor will take priority.

    Rural support district specializations that add trade upkeep to farmers, miners and technicians, now scale greater on ringworlds, since ringworld districts have as many jobs.

    Necromancers now produce Society and Engineering research instead of Physics and Society research.

    Removed automation from Telepath jobs - you cannot automate telepathy effectively

    Planetary Ascension cost reduction is now capped at 90%.

    Reduced the initial power of Resource Consolidation, but allowed the origin to ignore the tech requirements for the Machine Worlds AP.

    Buffed the Dread Encampment to provide additional research production (and upkeep) to Necromancers.

    The Computation Core Focus policies now affect job efficiency for selected jobs instead of planetary production of selected resources.

    Hive Sensorium Sites now require the Cultural Heritage technology. Hive Minds can now research this technology.

    Cultural Heritage technology now requires Planetary Unification instead of being a starting tech.

    Heritage Site technology is now Tier 2 instead of Tier 1.

    Hypercomms Forum technology is now more expensive.

    Bugfix

    Fix auto-culling prioritizing culling breeding adults over babies

    The Chosen can no longer be declared the most delicious aliens in the galaxy, letting you contact them early when they are still sealed away.

    Fixed an issue where the game would not let you build Ephaptic Clusters after researching the technology.

    Cloned leaders will now also clone their flags and variables from the original leader

    You can no longer build a grand archive over a sufficiently populated pre-FTL world

    Add safeguard for potential crash while handling graphics for capture space critter fleet order

    Fixed some tooltips saying that Scrap Miners were converted into Scrap Miners.

    Fix a crash when displaying growth tooltips

    Fix Federation perk modifiers not being localized properly

    Add missing modifier for Fanatic Pacifist

    Planetscapers can no longer start with more districts of a certain type than a planet can support (e.g. 7/6 generator districts).

    The Atomic Clock will no longer be able to make your Arc Furnace into a gaia world

    Paragons no longer spawn with all their bespoke traits as well as all their trait picks still available.

    Nanotech and Machine Foundry World flavor text displays correctly.

    Fixed armies shenanigans, resulting in randomly dying fleets

    Fix pop growth wildly varying between months by calculating it across species instead of per pop group

    Trade deposits in space be collected by mining stations

    Fix Maulers flying in circles instead of attacking

    The Prethoryn should no longer constantly attempt to colonize uninhabited habitats or ringworlds as they lack interesting biomass.

    Fix pop groups changed from purge to slaves staying in promotion job

    Fixed The Nursery event telling you that it will advance your Evolutionary Predator situation even when you don't have the origin.

    Fixed an exploit where if you got a resort world through trade or integration it would stay a resort world. Allowing you to get multiples of them.

    Integrating a subject will no longer leave you with their dimensional fleets in perpetuity.

    Fix Wilderness jobs having malus workforce for 1 month at game start

    Fix the workforce tooltip of wilderness pop jobs never showing modifiers

    Gave the Riddles Decoded modifier a proper icon.

    Fixed Synaptic Sub-Processing stating that it only gave +2 jobs

    Fixes not all pops being properly assigned to jobs and not calculating workforce multipliers properly

    Pre-sapients now once again need feeding

    Robots don't get Bonus Growth anymore

    Planet UI now shows Downgrade again instead of Destroy for upgraded buildings

    The evolutionary predators agenda granted by mutation traditions now grants other species mutagenic habitability

    Fixed amenities on the Storm Relief Center for Wilderness

    Fixed job efficiency modifiers for disconnected drone citizenship

    Slaves should be less likely to get stuck in a "repurposing" job.

    Job modifiers now correctly apply to production for the Overlord

    Stopped the Botanical Paradise project from attaching to the science ship discovering it.

    Made the Arc Furnace dismantling not leave any lingering deposits.

    Repairing a ruined Arc Furnace no longer gives too many mineral deposits.

    Hive and Machine worlds now correctly have access to district specializations for harvesting of betharian, rare crystals, exotic gases and volatile motes.

    District specializations for strategic resources now correctly check you have the required technology.

    UI

    Gestalts and Robots can now have their migration controlled

    Large species selection buttons in the species list will now work even when hovering over some other tooltip triggering UI element inside the button.

    Updated city sets and environments to higher-resolution versions with standardized 800×400 px layers.

    Fix Last Month Growth of species or strata sometimes being incorrect

    Improve Growth tooltips at the species level

    Improve production and tooltip display of job types triggered static modifiers

    Improve the tooltip when hovering the name of a job in planet view

    Fix a bunch of resources display discrepancies in the holding tab

    Improve District Specialization requirement tooltips

    Performance

    Fixed various scripted localization performance issues related to the Paragons content

    Diminish the number of VFSExists from portrait evolution

    Default texture lifetime management is now forbidden for CInstantSprite.

    Reduces the frequency of portrait texture file existence checking

    Branch office planet profits are calculated monthly instead of daily

    We no longer create a fake country on the death of great leaders

    AI

    The AI should now build defensive platforms in orbit of deep space citadels.

    Improved AI behaviour for agendas granted by ascension paths

    Modding

    Scripted localization for renowned and legendary leaders have moved to the actual leaders. So we now have set_leader_tier and is_leader_tier on the leader scope for them. They can be defined in common/leader_tiers

    tier attribute is now supported for the create_leader and clone_leader effect. And the same goes for the ethic_leader_creator scripted effect

    Add owner_or_space_owner scope

    Added the on_zone_complete on action.

    Remove unused can_be_cleared_override and add can_be_cleared_potential to deposit type. If false, the clearing buttons and infos are not shown
    4.0.9 (2025-05-13)Stellaris 4.0.9 Patch Performance

    REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
    4.0.8 (2025-05-13)Stellaris 4.0.8 Patch Stability

    Fixed a circular dependency in the French localization that would cause a crash.
    4.0.7 (2025-05-13)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 now rounded to 1 decimal for consistency

    Clicking top bar resource a second time now always closes the market view

    Fixed recommended DLC staying visible after exiting the empire selection view
    Performance

    Improved performance when hovering over population number in planet view

    Fixed a major performance issue caused by outliner starbase entries

    Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)
    Stability

    Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)

    Fixed CTD when dlc is not readable for unknown reasons

    Fixed CTD when events without options are timing out

    Fixed invalid memory reads when finishing species modifications

    Fixed invalid memory reads as a result from on_pop_growth on actions

    Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions

    Fixed expansion planner species entry crashing in tooltip

    Fixed replace zone confirmation popup sometimes crashing

    Fixed crash in grow_pops console command.

    Fixes ground combat CTD
    Modding

    local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled

    Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore

    Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add

    Removed build_pops console command and changed grow_pops to do growth, assembly and decline.

    Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet.
    4.0.6 (2025-05-09)Stellaris 4.0.6 Patch Bugfix

    Fixed the preftl.180 event having no options for Ever Hungry empires.

    The Avatar Cortex building for wilderness should no longer delete itself upon being upgraded to max level.
    Stability

    Prevent CTD from a district containing less built Specializations than expected to

    Fixed crash when an event has no valid options.

    Fixed one more CTD in government view using invalid species data

    Fixed CTD when cleaning up armies on country being destroyed
    Modding

    CreatePopGroup effect no longer creates any pop group for invalid species.
    4.0.5.1 (2025-05-08)Stellaris 4.0.5 Patch Improvement

    Converting a planet into a hive world or machine world now preserves the generator, mining and farming jobs. Known Issue: The special districts on these planets do not swap names or icons to rural districts.

    Void Dwellers, Aquatics and Cave Dwellers now grant their robots the relevant trait when they invent robots

    Updated multiple Databank articles, such as Buildings, Jobs, Housing, and Resettlement

    FE buildings have been made available to Wilderness empires (under the same restrictions as normal), and have received an additional biomass cost.

    The fallen materialist's Master Archive now grants additional research options

    The spiritualist fallen empire's shrine now offers improved shroud communing

    Font of Knowledge now includes all of the 4.0 research buildings
    Bugfix

    Fixed Pearl Divers not mentioning both a food and mineral upkeep in the tooltip

    Fixed some duplicated text on the strong and very strong traits

    Blocked Behemoths from laying eggs in combat

    Fixed the Artifact Relay decision for hive minds

    Fixed the Galactic Market Nomination decision

    Fixed Fanatical Purifiers and Devouring Swarm getting the 'Declare a Rival' Empire Focus

    Bio Titans built in GDF service should now be made of meat and not metal

    Fixes ethics divergence always switching the entire pop group instead of amount

    The Automated Curation Algorithms technology will no longer be offered to Wilderness Empires

    Colonization can not be started again if there's already a colony ship in progress.

    Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won't start trying to employ pops like a normal empire

    Wilderness Empires will no longer be able to build the automation buildings only to destroy them at the start of the next month

    The Automation Buildings should only show up in a research option once now instead of four times.

    Fixed multiple pre-FTL buildings sticking around after their owners had been invaded

    Advanced AIs now start with some extra unity

    Genocidal Necrophage empires no longer start with a Chamber of Elevation

    Incompatible Cybernetic Creed buildings are removed from the building list when you embrace a Creed

    Finishing Biomorphosis while having 7 tradition trees shouldn't reward a ghost tradition tree

    Fixed the Planetary Supercomputer demanding paperclips

    Permanent Employment now correctly starts with 400 zombies

    Added missing loc from Sanctuary World designation tooltip

    Scavenger Bot is now named correctly in the Timeline Event.

    You can no longer ruin your game-start economy by focusing on astro-mining while using resource consolidation to have no mining stations in your home system (Resource Consolidation and Astro Mining Drones now exclude each other)

    Fix issue where fleet/ship stats were not updated correctly when modifiers changed

    Fix modifiers not having an effect on displayed Fleet Power

    Biomimetic now applies a 50% workforce bonus to roboticist and replicator jobs

    Bodysnatchers now may edit Population Controls, similar to Necrophages.

    The War Fragment will no longer ask you to declare war on empires you have branch offices on. Profit comes first.

    Officials can now get Architectural Focus trait from Resourceful Ascension event

    Eternal Vigilance now also generates Defense Platforms for Deep Space Citadels

    Planet and slave market tooltips will correctly include dystopian specialist jobs into the general specialists list.

    Fixed an issue where if you gained the jump drive tech before researching level 2 and 3 hyperdrives, your science ships and constructors would not be equipped with jump drives

    Fixed a bug that may have sometimes caused pop decline to be determined incorrectly on planets with multiple species.

    The Empire Focus "Build an Agricultural District" now requires food use to draw

    The Empire Focus "Finish First Contact" can now be completed

    The Empire Focuses "Have 1000 Consumer Goods" and "Have 1000 Food" have been blocked for ineligible empires

    The Empire Focus "Conquer a Homeworld" is blocked for empires that lack an interest in politics

    Empire Focus "Sign a Research Agreement" is blocked for homicidal empires

    Fatal Mutations no longer cause complete planetary extinction

    Pox Bombardment for some weird reason no longer works on mechanical beings

    Armageddon and Pox Bombardment are once again capable of bombing your enemies into the stone-age (tomb-world)

    Fixed the Identity Repository scaling at 100x the value it should

    Fixed a rare case of the Fallen Empire Building Received notification not telling you that you had unlocked the Sky Dome.

    Refugees have returned to their normal behavior, no longer will people flee from the devouring swarm by running back to the devouring swarm.

    Wilderness Biomass will no longer refuse to work simple drone jobs, back to work you malleable pile of goo!

    Fixed the size of the smaller Behemoths

    Fixes to the crystal manufactory system and event chain

    Fixed missing icon for the Truce End notification

    Bodysnatchers and Genesis Symbiotes are now properly incompatible

    Integrated Preservation and Instinctive Synchronization now share effects. Both now improve Automatic Resettlement Chance and increase Amenities from Logistic Drones

    Aquatic for Machine and Mote-Powered Tools tooltips no longer mention such outdated concepts such as job output modifiers

    Machine Worlds support basic generator and mining job buildings

    Fix to Planet Automation building upgrades

    Fixed a number of tooltips for Luminary traits

    Fixed some cases of leader trait picks not being given correctly.

    Evolutionary Predators now gain situation progress for Purging and keeping livestock pops. Happy hunting.

    Agrarian idyll Housing tech now correctly tells you what it does

    Buildings having sapient pop requirements will now list the number correctly

    The Management tab of planets is now visible if you can see planet features. World Consecrators rejoice!

    Behemoth now gets value properly from mutations
    Balance

    Reduced the biomass cost for planetary expansion for wilderness by roughly 50%

    Xenophobic Individualist Machines start with an Alloy Foundry instead of a Medical Center

    Void Dwellers now start with up to 3 hydroponics farms depending on food requirements

    Further tweaks to the ethics effects of civilians:

    Reduced the happiness for xenophobes and pop upkeep for xenophiles by 50%

    Increased the amenities for pacifists by 10x

    Doubled the trade for egalitarians.

    Habitats now have a Solar Farming Bay specialisation for their Reactor districts, this gives farmer jobs, turning the district into a hybrid energy/food producer.

    Knights OP:

    Halved the number of knight jobs from most sources

    Squires no longer grant the stability of soldiers

    Reduced the Bonus Pop Growth from the Lover's Pox

    Reduced the Stability from Memorialist job swaps

    Updated Scientist Expertise traits

    Assault armies now cost food instead of minerals for empires with biological ships

    The life supp

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