Stellaris

Stellaris

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7 Aug @ 8:06am
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4.0.22-Wilderness Open Beta 2025-08-07 Update (checksum c3de)
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Showing 1-15 of 49 comments
pmemer 7 Aug @ 8:58am 
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Cool but when are you going to address the performance issues, or maybe give some kind of apology for needlessly rushing out 4.0 before it was ready?

Someone did a benchmark recently and discovered that it takes twice as long to get from the year 2200-2550 in 4.0.21 vs 3.14. That's unacceptable, and so is your lack of communication on the matter.
제발 성능 업데이트를 제일 먼저 해주십시오.
naisu, looking forward to giving these changes a try! Any chance we can get more details on the ai economic changes? or will that wait for them to be out of beta so you have a good idea of them all?
Asuryan 7 Aug @ 9:28am 
Option to exclude dangerous tech from auto-research? Nice one. Please continue :crusader_helmet:
Varlus 7 Aug @ 9:39am 
The conversion tax is stupid imo. OR, your branch office and commercial pact trade value should also benefit from the trade policy. Else, this will be the first thing I mod out of my game.
DoomGuy 7 Aug @ 11:15am 
The origins that give +levels on start to leaders has been broken since 4.0.15 lol
Phenian 7 Aug @ 11:42am 
This patch is going to hurt relic worlds with no agriculture districts if miners aren't going to also produce the three strategic resources.
Jacubus 7 Aug @ 12:40pm 
Originally posted by Pantoffelmann:
Thank you for playing Stellaris!
There is someone playing Stellaris? Can't believe that, must be an "alternate fact". :steamthumbsdown:
Lol i'm but on 3.14 : P
fast 7 Aug @ 1:05pm 
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Those bug fixes are delightfully worded.
And for the lads in the comments: maybe you bunch doubting that anyone could be playing Stellaris with these "terrible performance issues" the mean devs haven't personally apologized to you for? I suggest you actually start a new run and... you know, play, instead of talking smack, the game has been stable in single and multiplayer for weeks, and running better than 3.x ever ran on my 16 year old pc
Last edited by fast; 7 Aug @ 1:06pm
"We're also interested in any other feedback you have, especially around how the AI is doing with this round of changes and what combinations of civics or origins you consider "broken""

The problem with balancing civics and origins right now is just how unbalanced the economy is as a whole.

E.g.: Research can be stacked insanely high on tech worlds, just like consumer goods and alloys on their respective specialized worlds. Mostly due to:

A) job upkeep reduction being way too strong, and applying additively instead of multiplicatively while also not having a minimum cost floor
B) there is way too many "Resource bonuses" which should be "Job efficiency" bonuses instead

I'd much prefer you fix the fundamentals of 4.0's economy first, before going into specifics like origins and civics.
SPQR 7 Aug @ 2:26pm 
Don't know if that is a new bug that was added in this recent open-beta update or if it was a save incompatibility situation.

I don't know about all sources of Strategic Resources, but after loading into my save from yesterday I discovered that i make 0 Exotic Gases from the refineries. was making 10 from the planet and now I am making 0.
Nice
SPQR 7 Aug @ 2:50pm 
Update: it is zero only from Artisans but not from Metallurgists. I had 1000 artisans who made 0 gas while i have 820 metallurgists make 1.07 gases
you fix invasive species and budding traits for wilderness factions yet? both of those operate off having pops and sense wilderness has almost no pops they both do nothing. wilderness growth also perma -.99 because low population seems more oversignt-y then intended.
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