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描述

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.

FREE UPDATE HISTORY
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#1. Stellaris (GOG) 由: Paradox Interactive
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  • 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 support system on the Crashed Slaver Ship for Broken Shackles has been discovered to be working, granting +30% habitability

    Increased the Strategic Resource cost of Fallen Empire buildings from 100 to 300.

    Increased the amount of Trader Jobs from the Galactic Commerce Hub and the Interstellar Commerce Nexus from 100/200 to 600/1200

    Reduced the Dimensional Fabricator output from +5/+2 strategic resources to +4/+1

    The Shrinkspace Depot and the Extra-Dimensional depot now grant +500/1000 minor artifact storage capacity

    The Molecular Revitalization Institute and the Bioregeneration Institute now grant fewer jobs, from 400/600 Medical Workers to 200/300 Medical Workers.

    The Robot Manufacturing Nexus and the Robot Quantum Production Hub now grant fewer jobs, from 200/500 Roboticists to 150/300 Roboticists.

    The Quantum Innovation Nexus and the Transcendental Innovation Department now grant fewer jobs, from 400/400 of each researcher type to 200/400 of each researcher type. Politician jobs have been removed.

    Curator Councilors no longer grant nigh infinite amounts of trade production

    Synthetic Fertility pops now die off much slower
    UI

    Changes to modifiers are now mirrored in the UI immediately, even when paused

    Re-added pop decline alert.

    Improvements to the Build District tooltip

    Now tells you it will Build a District if you can afford it and click on it

    The modifier tooltip on a district will now also account for the modifiers coming from the district specialization.

    Stability

    Fixed a common OOS after hotjoining due to leader trait assignments

    Fix common OOS related to wrong cached data about planet profit

    Fixed crash happening because a fleet was marked to be killed when the country was destroyed in special circumstances
    Performance

    Make creation of unnecessary jobs more sparse to reduce amount of objects.

    Make creation of jobs more sparse to reduce amount of objects.
    Modding

    Updated species_uses_bonus_growth game rule to match can_species_procreate
    4.0.4 (2025-05-07)Stellaris 4.0.4 Patch Balance

    The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases

    Amenities Updates:

    Logistics drones now produce additional amenities if Instinctive Synchronization is taken

    Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.

    Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.

    Communal Housing grants 2000 housing and 3000 amenities.

    Utopian Communal Housing grants 4000 housing and 6000 amenities.

    100 Entertainers now give 1250 Amenities instead of 1000.

    The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.

    Reverted many of the leader changes:

    Leaders once again gain traits at every level.

    The number of trait picks per level has been set back to 2 by default.

    Low level traits that were merged and buffed remain so.

    It automates:

    Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.

    Automation tooltip now mentions the scaling upkeep

    Automation buildings are now associated with Assembly Patterns and Construction Templates technologies

    It automates...even for hives.

    Gestalt Machine Empires can now turn off Migration Controls.

    Maintenance Drones now auto-migrate like the Denizens that they are.
    Bugfix

    Fixed space fauna cost values

    Fixed various checks for Offspring Drones that were broken

    Fixed the Permanent Employment civic

    Fixed the planetary supercomputer not having the same modifiers as the research institute

    Fixed the Logistics Hub going missing from the game

    Fixed a broken modifier on the Hive Confluence building

    Fixed telepaths not gaining correct modifiers

    The Clone Army starting event no longer fires twice

    Commercial specialisations now accept all urban buildings

    Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis

    Neglected bio-trophies should now show on the planet UI and have a happiness penalty

    Fixed planetary deposit researcher interactions with gestalt empires

    Maintenance drones now count as better than slaves for assorted checks

    Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.

    The opinion penalty for purging pops have been reduced by 100

    The amount of Menace gained from purging pops has been reduced by a factor of 100

    Fixed the Splinter Hive Holding being 100 times more effective than it should have been

    The Coral Portrait now has access to rooted instead of the platypus.

    AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit

    Debris is no longer incorrectly displayed as coming from our own empire.

    Scripted species can now inherit their parent species rights instead of getting default rights

    The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0

    You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds
    UI

    The Build District icon is now more clearly labelled.

    Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.

    The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.

    Clearing a blocker will open the Build Queue if it is closed.

    Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.

    Fixed some modifiers from jobs being unlocalized in tooltips.

    Fixed being able to disable event messages if their default settings haven't changed.

    The pop totals in the job strata tooltip are now consistent with the strata UI.

    Fixed missing information in tooltips for why you can't upgrade buildings.
    Stability

    Added more safeguards around ship graphical culture to avoid a crash

    Fix CTD happening when hovering over some leader traits in the selection UI

    Fix CTD related to districts getting deleted while a specialization was in the build queue

    Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)

    Fixed issue with script killing pops assigned to a job may CTD

    Fixed CTD in colonization view due to invalid deposit entry

    Fixes CTD in planets and sector view due to species
    Performance

    Multiple AI performance optimizations

    Reduced memory footprint in growth calculations

    Threaded and cached procreate calculation on pop groups to improve performance

    Reduce calculations done for planet economy
    4.0.3 (2025-05-06)Stellaris 4.0.3 Patch Features

    Monthly change in Biomass is now shown in the resource bar for Wilderness empires.
    Bugfix

    Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0

    Devouring Wilderness now correctly generates biomass from eating pops

    You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.

    The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.

    Fixed shattered rings not showing generator districts

    Fixed some unity buildings being broken

    Fixed politicians having double the resource output they should

    Fixed the bullet points for various species traits

    Fixed empire size from district modifiers being applied twice

    Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!

    Fixed assembly specialization for machine worlds giving the wrong jobs

    Fixed the council position for worker coop providing the incorrect amount of amenities.

    Wilderness empires can no longer become the Behemoth, they are perfect the way they are.

    Fixed some localization issues with some planetary decisions (English only)

    Fixed some tooltips mentioning regular jobs for wilderness

    Fixed Wilderness colonization button

    Fixed the Avatar Forest's volatile mote upkeep being too high

    Fixed the Thermoclastic Roar using improper syntax for killing pops

    Fixed some biological offspring ships not calling the correct 3d models

    The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization

    Pre-FTL planets should once again have their buildings

    Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)

    Fixed ai megacorps not having an influence budget to build branch office buildings with

    Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)

    Fixed space fauna gauss weapons dealing -100% hull damage

    Fixed biological ship point defense and flak being identical

    Fixed juggernaut fusion reactors being equippable on titans not juggernauts

    The Faculty of Archaeostudies no longer gives broken jobs

    Fixed a planetary deposit making gestalt physicist jobs require consumer goods

    Fixed budding pops making robot assembly plants sometimes stop working

    Empire with the catalytic processing civics now start with additional food districts

    The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians

    Fixed some trait tooltips overstating effects by a factor of 100 (English only)

    Ancient Clone Vats can now be built in any urban district specialization

    Added tooltip description for Wilderness Refining World.

    Virtuality no longer allows an infinite workforce loop

    The experimental ship from the War Fragment now scale

    The experimental ship from the War Fragment no longer drops debris

    You can no longer build the Wilderness Glade holding on unnatural worlds

    The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.

    Fixed numerous buildings sticking around after a Wilderness took over a planet.

    Fixed numerous event buildings not having a biomass cost for Wilderness

    Fixed the First League Filing Office not giving the unity jobs it should have to most empires.

    Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.

    Improved post game Behemoth Behavior

    Fixed biological ships not having logistic upkeep

    Fixed habitats spawning with a broken orbital

    Civilians are now generated with a mix of ethics

    Pops are now created with a randomly selected ethic when appropriate.

    The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers

    The Core focus task "Establish a Branch Office" can now be completed

    Fixed Natural Neural Network maintenance drones

    Fixed Spanish Translation of Precinct Houses

    Fixed all rural districts being destroyed when losing a colony

    Fix to an unemployment tooltip

    Fix issue with colonization on planets, specifically seen on shattered rings
    Balance

    Logistic Drones now provide a small amount of amenities

    The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP

    Buffed Prosperity traditions

    Significantly buffed the scientist expertise traits

    Wilderness and Nascent Stage are now incompatible

    Nerfed spawning and assembly specializations for hive and machine worlds

    Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep

    Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress

    The chance to get the cultist's flagship is now 20% instead of 100%

    Districts for Wilderness Empires now cost 50 Biomass

    The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence

    Reduced the extra society research from zookeepers

    Civilian ethic outputs have been adjusted

    State Academy now has a planet cap of 3

    Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.
    AI

    Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised

    The AI now values buildings that modify production more.
    Stability and Performance

    Fixed a crash when exiting to main menu

    Found an issue with Weaver growth auras that was lagging the game:

    The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.

    Significantly improved how Biomass is calculated

    Improve loading time of late game saves
    4.0.23 (2025-08-28)Stellaris 4.0.23 Patch Balance

    Ion Cannon reactors now have more power output. Auto-designed ones should now be less likely to run out of power for the main armament.

    Auto-modding traits will now scale to 100% efficiency even if a pop group is assigned to multiple jobs.
    Bugfix

    Fixed an issue with job assignment not being able to fill all jobs on a planet properly. This was most visible for Virtuality

    Fixed Necrophage secondary species refusing to work any Worker jobs on game start

    Fixed necrophage purge sometimes not generating pops.

    Fixed Agrarian Villages disappearing on wet worlds for non-angler empires

    Fix Planet view job types tooltips being wildly incorrect

    Jobs that require non-slaves should now actually enforce that limitation

    Several space fauna weapons are now correctly tagged as space fauna weapons

    Fixed being unable to fire the Devolution Beam

    Capturing Tiyanki in your Gravity Snare will no longer make the galactic community mad at you for hunting them. You are just putting them in a nice protected enclosure.

    Effects that create a pop group will now correctly generate a tooltip entry

    Completing the Clone Potential special project will no longer block Clone Army empires from undertaking non-Cloning ascension paths.

    Prethoryn Scourge now purges pops on planets they occupy

    Damn the Consequences now explains what it means to damn the consequences

    Fixed multiple broken text icons in non-English languages

    Head of Education can now correctly be filled by both Scientists and Officials

    Fixed an issue that caused the Distribute Luxury Resources decision cost to cap out very early.

    Fixes some country map colors being white upon loading of the savegame

    Fixed Corporate angler councilors being a tenth as powerful as they should have been.

    Fixed automation building not having upkeep, or being able to build two in a single district under some circumstances
    Stability

    Fix to a relatively common crash related to the toast notification manager
    4.0.22 (2025-08-21)Stellaris 4.0.22 Patch Improvement

    Significant quality of life and system changes to Wilderness empires.

    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.

    Grown pops now spawn in a default stratum and job (like “Civilian”) instead of being unemployed their parents' stratum

    Planetary Automation no longer actively tries to keep some civilians around.

    Improved planet modifier tooltips so they display a better source than "From Buildings”

    The Technological Ascendancy AP now unlocks research policies allowing you to increase the draw weight for technology categories

    Added Research Restriction policies, allowing you to massively reduce the chance of drawing dangerous technologies (for example if you want to use automated research without researching these technologies).

    Added the Refactored Restrictions to the Ethical Guideline Refactoring GalCom resolution, which increases the draw chance for dangerous and rare technologies.

    Added demands to the Technologist faction pertaining to Research Restriction policies.

    Being humiliated by the Materialist Fallen Empire while undertaking Cosmogenesis will lock you into the “Restrictions Imposed” policy for up to 10 years, significantly decreasing the chance of drawing Cosmogenesis-related technologies.

    Updated modifiers that affected the cost or upkeep of both buildings and districts to instead affect planetary infrastructure cost or upkeep (which includes buildings, districts and district specializations).
    Balance

    The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.

    Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.

    The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots

    20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.

    Shattered Ring Origin now starts with two additional Scrap Mining districts.

    Various guardian space critter factions will now ignore ftl inhibitors.

    The diplomacy tradition "The Federation" now also gives 25% progress in the Federation Code technology

    The Holo-Museums

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