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[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Released - checksum (462c)

Hello everyone!

It's my pleasure to announce that the Astral Planes Narrative Expansion and the Stellaris 3.10.0 "Pyxis" update have been released and is available for download now. A 10% discount is active until November 27th.


astral planes features.png


Here are the changelogs for the release:

Astral Planes Narrative Expansion Features

Our largest story based release yet, Astral Planes focuses on mid to late game exploration content with over 30 Astral Rifts with widely branching storylines. Unlike the relative safety of Archaeology sites, the Rifts you explore will lead to completely different realms of existence, where fundamentals that were certain at home may not always be true.
  • Added Astral Scars and Rifts
    • Added 30+ Rift Sites
      • Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards
    • Added Astral Thread Resource
    • Added Astral Harvesting and Rift Sphere Technologies
    • Added “Rift in Space” Situation and random Rift Situations.
  • Added 8 New Relics
  • Added 10 Astral Actions, plus 4 additional Astral Actions if you have the Overlord expansion
  • Added Riftworld Origin
  • Added 4 New Civics
    • Hyperspace Specialty
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • Added 3 New Music Tracks from Andreas Waldetoft
  • 70+ New Event Pictures
  • 80+ New Sound Effects
  • the formless...

3.10.0 “Pyxis” Update

Features

  • Leader Consolidation - see Dev Diary 322 for more details.
    • Admirals and Generals have been merged into the Commander, the Military leader class.
    • Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
      • Officials are now assigned to represent your empire in each of the Galactic Community (or Imperium) and your Federation rather than assigning multiple Envoys.
      • Envoys still represent your Empire's overall diplomatic bandwidth, and handle First Contact, Improving and Harming Relations, and Espionage.
    • Scientists remain the third, Scientific leader class.
    • All leader classes can now govern planets and sectors.
      • Military governors apply Martial Law to a planet or sector, which increases worker and slave output at the cost of specialist and ruler output, adds soldiers to the planet or sector, and causes soldiers to increase stability.
      • Administrative governors increase general material resource extraction and industrial productivity.
      • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
      • Most governor traits now include apply to a lesser extent to the rest of the sector, unless a local planetary governor is overriding them.
    • Added the Minister of State for most non-gestalt empires. (Some civics, such as Fanatic Purifiers or Inwards Perfection, remove this position.)
    • The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost.
      • No Minister of Defense: -25% Naval Capacity
      • No Minister of State: -25% Diplomatic Weight
      • No Head of Research: -25% Research Speed
    • A balance pass has been made on all leader traits and subclasses. Many have changed significantly, and the overall power level has generally been decreased.
      • Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)
    • The classes of all event leaders and paragons, as well as leader themed civics, technologies, and traditions, have been reviewed and adjusted.
  • Council Legitimacy now gives bonuses or penalties to council agenda speed.
  • Replaced the Recommended Content window with a more full-featured Additional Content Browser.
    • The Additional Content Browser increases the clarity and transparency of what various DLCs contain, by letting you preview things like Origins, Civics with full tooltips that include nested concepts, animated Portraits, and Shipsets. It is our hope that this will help you make more informed decisions about DLC purchases. (The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.)
  • Added Tabbed Outliner.
    • Information is now split across Government, Ships, Politics, and Structures tabs, which will appear as they become relevant to your empire.

Improvements
  • Many event chains now include event chain titles in the event window.
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
  • A toast message will now appear when a truce expires.
  • Clarified tooltips of modifiers that increased leader cap
  • Expanded on the Zroni dig site descriptions.
  • A notification will now be sent when yoour fleets are unexpectedly forced to decloak
  • You can now change the destination of a Leviathan Parade Situation at the cost of some unity.

Balance
  • Administrative Leaders can no longer serve as the Head of Research.
  • Archaeo-Engineers AP now gives +1 Scientist Capacity
  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
  • Autonomous Drones and Sovereign Circuits now provide +1 Leader Trait Options
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Blocked Inwards Perfectionists and Fanatic Purifiers from having a Minister of State.
  • Centralised Command society tech increased to Tier 3
  • Changed leader recruitment cost to be a quadratic equation instead of exponential
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Council Legitimacy now directly modifies base council agenda speed, at 0% Legitimacy base agenda speed is 50%, at 50% Legitimacy it is 100%, at 100% Legitimacy it is 125%. Empires without Council Legitimacy are treated as if they have 50% Legitimacy for this.
  • Decreased the leader XP gain from the Luminary Bloodline trait.
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Empires can now support three leaders of each class without using leader capacity. Generic leader capacity has been removed.
  • Eternal Vigilance now gives +1 Commander Capacity
  • Factions are now more upset if their ethic is not represented on the council or by the empire ruler.
  • Galactic Force Projection now gives +1 Commander Capacity, +2 Max Influence from Power Projection, increases Naval Capacity by 100 and Fleet Command Limit by 50
  • Gestalt rulers no longer count towards leader capacity
  • Heroic Past, Precision Cogs, Pooled Knowledge and Factory Overclocking all now provide +1 Commander, +1 Official and +1 Scientist Capacity.
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Imperial Cult now grants additional priest jobs to the ruler's homeworld scaling with their level.
  • Imperial Prerogative now gives +2 Official Capacity
  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
  • Changed Leadership Conditioning to reward 3,000 XP equally shared between all leaders below level 10.
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • Leaders now have a slightly higher chance to start at a higher level.
  • Learning campaign edicts leader xp gain have been reduced
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Naval Tradition federation perk now gives +1 Initial Admiral Level instead of +10% Admiral XP gain.
  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
  • Not having a Head of Research (or gestalt equivalent) will impose a -25% penalty to research speed
  • Not having a Minister of Defense imposes a -25% penalty to Naval Capacity.
  • Not having a Minister of State (or gestalt equivalent) will impose a -25% penalty to diplomatic weight.
  • Opener effect for Synthetics now reduces robot upkeep and robot assembly cost
  • Philospher King now only provides +5 Effective Ruler Level
  • Players can now build multiple Quantum Catapults.
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
  • Pops now have ethics attraction towards the ethics of the local planetary governor
  • Rebalanced a number of species traits that affected leader XP gain.
  • Rebalanced Aptitude Traditions and Leadership Conditioning
  • Rebalanced Feudal Society and Franchising Civics and Shared Destiny AP
  • Rebalanced Statecraft traditions
  • Rebalanced the Auto-Curating Vault, Vault of Acquisitions, Alpha Hub and Citadel of Faith
  • Reduced XP gain from Transcendent Learning
  • Removed leader pool increase from Transcendent Learning
  • Removed Leader Pool size modifiers from ethics
  • Removed leader upkeep modifiers from Embodied Dynamism and Collective Self techs
  • Removed the -10% leader hire and upkeep cost from traditions that only applied to a single leader class.
  • Replaced the +1 Leader Capacity from Oppressive Autocracy with +1 Commander Capacity
  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
  • Slightly increased time needed to survey a system.
  • Specialist subjects now get +1 capacity of the relevant leader type instead of +20% XP gain for that subject type.
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
  • The effects of the Ruthless Competition council position now matches Memory Vaults
  • The Khanate Successor origin now boosts military leaders
  • The Lord High Admiral council position now gives increased naval capacity instead of increased commander xp gain
  • The Minister of Defense and Head of Research are no longer mandatory council positions.
  • The Minister of State can be removed by Reorganise Council Agenda.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The traditions that previously gave -10% leader hire and upkeep costs for a given class (e.g. Science Division) now also increases the leader capacity for leaders of that class
  • Aptitude Tradition adoption now gives Initial Leader Skill: +1 instead of +1 starting trait to leaders.
  • Discovery, Domination, and Supremacy Traditions now increase initial skill level for leaders instead of decreasing upkeep and hire cost.
  • Transcendent Learning leader XP gain modifier reduced to +25%
  • Transcendent Learning now gives +2 Scientist Capacity
  • Universal Transactions now gives +1 Official Capacity and +20% Commercial Pact Efficiency
  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
  • You can only find one promising officer every two years.

Bugfixes
  • Blocked special event leaders from having backgrounds and homeworlds. Warform was not hanging around with the Romans.
  • Fix a case where the leader UI would remain on screen when exiting to main menu
  • Fix councilor position triggers related to authority not being evaluated correctly in galaxy creation
  • Fix diplo weight tooltip when affected by a resolution category weight modifier
  • Fix gestalt leader backgrounds not clearing other leaders' BGs
  • Fix scripted fleet order buttons having incomplete tooltips (e.g. Azaryn's terraforming special action)
  • Fixed Alien Box event changing getsalt councilor nodes portrait
  • Fixed bypasses mapicons always being placed in second position if there is an upgraded starbase in the system, hiding the icon below
  • Fixed crash when checking if an invalid system is in sensor range
  • Fixed Cultist event chain not having any target to pick planet from if the fleet that attacked was destroyed in the meantime
  • Fixed gestalt nodes not having a starting trait
  • Fixed leader portrait changes when changing species
  • Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.
  • Fixed misaligned buttons and inconsistent tooltips in the Planet View
  • Fixed num_owned_relics trigger not displaying its dynamic values in tooltip
  • Fixed num_researched_techs_of_tier tooltip not displaying the technology tier
  • Fixed random rulers never being generated with origin-locked traits.
  • Fixed situation target tooltip not being completely localized
  • Fixed Starbases receiving ship modifiers twice
  • Fixed the "pick trait" button for recruitable leaders
  • Fixed the Inevitable Assimilation tradition for DAs saying you need to adopt Cybernetic traditions twice.
  • Fixed UOR ruler not benefiting from other initial skill modifiers.
  • Fixed UOR setting ruler level to 4 instead of giving +3 initial levels.
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Set the base value for percent_of_leader_lifespan to match the leader lifespan define value.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Escape key no longer closes any event windows.
  • The first event option for the event Dysfunctional Council now informs you that the leader will be dismissed.
  • The Xenophobic Fallen Empire will once again be able to get real mad at you if you border them.
  • Worker Coops can no longer be Xenophobic
  • You will no longer be able to avoid being synthetically ascended by being an assault army in space.

AI
  • The AI will no longer build habitats if they have an uncolonised habitat.
  • The AI will prefer building habitats in systems with upgraded starbases unless they have the Void Dweller origin or the Voidborn AP.

Performance
  • Added game rule for possible_precalc = can_fill_precursor_job
  • Added define TRIGGERED_MODIFIER_UPDATE_DELAY, which lets us spread out calculations of triggered modifiers
  • Fixed a case where country modifiers would continually recalculate every day

UI/UX
  • Added new backgrounds for assembly and organic assembly.
  • Added the ability to add an element to the event window specifying the event chain this event is part of
  • Archaeological Sites and Astral Rifts mapicons are now colored depending on their exploration state
  • Changed the leader cap indicator in the top bar to only display envoys.
  • Fixed fleet command limit multipliers not appearing in tooltip if they add up to +100%.
  • Improve and Harm Relations monthly values are now shown to two decimal places.
  • Improved the tooltips for Agenda Progress.
  • removed the notification for leader pool renova
  • The leader list now shows the cap for each class
  • The tooltip for Agenda Progress now shows modifiers to monthly agenda progress.
  • Update the Main Flag button to show the name of the empire (and debug info if you're using Debug view)
  • Added a subtitle to all longer event chains.
  • Added Event Chain Subtitles for the five original precursors.

Modding
  • `num_leader_traits` now has a new filter `is_subclass = yes/no/any`
  • Add `federation_modifier` and `triggered_federation_modifier` leader trait modifiers
  • Add `galcom_modifier` and `triggered_galcom_modifier` leader trait modifiers
  • Add `starbase_type` field for starbase components to show the correct text when a tech unlocks it and it's for orbital buildings
  • Add alternate_civic_version to swap locked civics w/ authorities
  • Add army_modifier and triggered_army_modifier to leader traits
  • Add background_planet_modifier and triggered_background_planet_modifier to leader traits
  • Add country_<type>_cap_add modifiers for specific leader class capacities
  • Add fleet_modifier and triggered_fleet_modifier to leader traits
  • Add new on_astral_rift_entered action
  • Add piracy_protection_mult modifier
  • Add set_completed_rifts command
  • Add skill_<classname>_<task> static modifiers for each class and the "navy", "army", "planet_governor", "sector_governor" and "background_planet_governor" cases
  • Add specialist_subject_conversion_time_mult modifier
  • Added a debug ImGui view to the console - So long, and thanks for all the fish <3 (Editor's Note: @MonzUn thank you for all your hard work and best of luck with your new endeavours!)
  • Added army_damage_empire_sprawl_penalty_mult modifier
  • Added army_damage_taken_mult and army_morale_damage_taken_mult modifiers
  • Added astral_rift_difficulty_add modifier
  • Added can_spawn_astral_rift trigger
  • Added council_legitimacy >= <value> country scope trigger to check an empire's council legitimacy.
  • Added council_legitimacy trigger to check council legitimacy in script
  • Added councilor_modifier, triggered_councilor_modifier and force_councilor_trait to leader traits and removed councilor_trait and is_councilor_trait_for_ruler.
  • Added create_astral_rift effect
  • Added distance_to_capital trigger
  • Added dump_astralrifts command
  • Added dynamic_capacity parameter to strategic resources
  • Added export_modifier_duration_to_variable effect
  • Added freeze_leader_age effect to allow leaders to stop aging
  • Added in_place_of parameter to spawn_astral_rift
  • Added in_place_of parameter to spawn_wormhole effect to use the coordinates of an existing spatial object
  • Added inline scripts support for triggers
  • Added is_assigned_to_galcom script trigger.
  • Added is_bypass_type trigger
  • Added leader_lifespan_mult modifier
  • Added leader_starting_age_add, leader_starting_age_mult, ruler_starting_age_add, ruler_starting_age_mult, heir_starting_age_add, heir_starting_age_mult, and <leader class>_starting_age_add and <leader class>_starting_age_mult (for example commander_starting_age_mult)
  • Added mod_<leader class>_lifespan_add and mod_<leader class>_lifespan_mult (ex: mod_scientist_lifespan_add)
  • Added new modifiers for leader initial level
  • Added on_build_queued and on_build_unqueued effects for mega structures
  • Added on_truce_end on_action
  • Added planet_max_branch_office_buildings_self_add empire modifier
  • Added planet_non_artificial_max_buildings_add modifier
  • Added refill_astral_rift_pool command
  • Added research_sharing_mult modifier that increases the effectiveness of a country's research agreements.
  • Added ruler_skill_add modifier to increase or decrease the effective level of an empire's ruler for the purposes of their council position modifiers.
  • Added scripted triggers prefers_scientist_governors and prefers_commander_governors which determine the class of your homeworld governor on game start.
  • Added sector_modifier and triggered_sector_modifier to leader traits.
  • Added spawn_astral_scar effect
  • Added spawn_beyond_gravity_well parameter to spawn_planet effect
  • Added split_astral_scar and copy_survey_data scripted effects
  • Added the is_site_locked = yes/no trigger for archaeology sites.
  • Added the set_council_position_to_council script effect to place a council position in the council.
  • Added trigger leader_lifespan to calculate leader lifespan depending on LEADER_LIFESPAN_DEATH_CHANCE_AGE, MOD_LEADER_LIFESPAN_ADD and MOD_LEADER_LIFESPAN_MULT. Updated script values referencing this define to use the trigger instead.
  • Added triggered_system_modifier to leader traits.
  • Added X_tech_cost_mult modifiers
  • Armies can now have an army_modifier
  • can_build_STATION_TYPE_around can now also have astral_rift as from scope
  • country_leader_cap_add now increases the capacity for all leader classes
  • create_message effect now has a recipient parameter to allow to have another recipient than the automatically resolved one
  • create_mining_station and create_research_station now support deposit holder scopes
  • create_pop effect now has a count parameter to spawn multiple pops at the same time
  • created `can_be_assigned_to_federation` and `can_be_assigned_to_galactic_community` abilities for leader
  • Created destroy_astral_rift effect
  • Created is_astral_scar trigger
  • Created on_astral_rift_exploration_complete on_action to count the number of explored astral rift
  • Created set_next_astral_rift_event debug description to more easily keep track of events branching
  • Events using the leader event window can now hide not allowed options using hide_option_if_not_allowed
  • Fixed fleet scope command limit modifiers not being applied if the fleet doesn't have a leader.
  • Fixed leader trait planet and system modifiers functioning identically to the regular modifiers.
  • Fleet and megastructure modifiers from governor skill are only applied from unoccupied planets owned by the same country as the fleet/megastructure.
  • Hiring / assigning councilors is now done based on a scripted value instead of hardcoded in the ai
  • is_surveyed can now be used on astral rifts
  • Leader trait planet_modifier and triggered_planet_modifier now support all leader types. Removed assist_research_planet_modifier.
  • Leaders class no longer rely on a hard coded type, and are fully dynamic and based on leaders abilities and defined entirely in the class file
  • Megastructures on_build_start/cancel/complete now use the constructing fleet as root if it's being built by a construction ship
  • MetaScripts (Effects,Triggers,Values) can now substitute an argument by the value of another with $ARG1|ARG2$
  • num_buildings effect now support's building category.
  • on_destroying_station is now also called when an orbital station around an Astral Rift is destroyed
  • Removed is_ruler and is_heir checks from leader potential add on traits, instead using the can_leader_get_normal_trait game rule.
  • Removed some unused trait parameters.
  • Removed the DLC lock on unlock_council_selection = yes
  • Replace diplo_weight_envoys_mult and envoy_cohesion_effect_mult modifiers with diplo_weight_delegate_mult and delegate_cohesion_effect_mult
  • Replaced LEADER_AGE_DEATH_CHANCE_AGE with LEADER_LIFESPAN_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_DEATH_CHANCE_INC with LEADER_LIFESPAN_DEATH_CHANCE_INC
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_AGE with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_INC with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC
  • Replaced subclass_background_icon and destiny_background_icon with background_icon.
  • Replaced tenth_of_leader_lifespan script value with the more generic percent_of_leader_lifespan.
  • Replaced the modifier leader_age with leader_lifespan_add.
  • Replaced the required = yes/no parameter for council positions with the optional trigger in the country scope.
  • Reworked has_envoy_task to work with any leader class
  • Separate Scientist `can_research` into more granular capability definitions
  • set_surveyed can now be used on astral rifts
  • Situations can now have multiple title selected from triggers.
  • SpawnWormhole effect now has a parameter graphics_entity_name to change graphics
  • Updated leader trait documentation.

Thank you for playing Stellaris!

Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version.

You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
 
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One of the best ways to show a company when they make a mistake that they need to correct course and start delivering products that are worth the asking price.

Stellaris as a game still has overwhelmingly positive reviews, and it should! It's a fantastic game! One DLC having bad reviews isn't going to make people not pick up the game. But this particular DLC is seen by a lot of people as simply not worth it. If it were priced at $10 like Ancient Relics or even $15, I'm sure many more people would be inclined to give it positive reviews because the story content is apparently quite good (though I haven't seen it myself as I haven't purchased it).
While that is all perfectly valid, none of it is relevant to my recent comments addressing Corpus Festerheart's stated reason, which is purely emotionally driven at the Outliner change (ironically enough, something I don't even think he's wrong to mention, but which is waaaaaaay over the line to leave an entire bad review about).. Corpus hasn't mentioned value proposition or content.

2/3 of all reviews for this DLC are negative. The complaints range from outliner being tedious to the point of being unusable, to the pricing being the same as a major expansion while being basically Ancient Relics 2: Electric Boogaloo, to leaders offering traits for the wrong classes entirely. The main complaint I see that is in almost every negative review is the pricing.
You address this at me but I've not really touched upon the content-to-price ratio (the value proposition) of Astral Threads yet. I've barely managed a few hours of play time so far; how can I judge a value proposition without having tested a meaningful proportion of the value?

At time of writing this comment, these are the negative reviews I see, and the stated reasons for the bad review:

"Not playable yet" - Blaming bugs
"Boring" - I don't even know where to start with how absurd a review like that is.
"It's the archaeology DLC for twice the price and half the stuff." - Value proposition.
"Buggy e.g. when selecting homeworld settings with new origin and picking Sol. Fancy story pack but otherwise just lack of content and quality combined to demand this price tag." - Blaming bugs, value proposition
"overpriced for the content it gives" - value proposition
"I'm not certain if it's this DLC or the base game update, but much of the game has broken since this has released." - blaming bugs.
"This is worth $5 max. 3 civics, an origin, and fancy archaeological sites. Don't buy this." - value proposition
"To be frank, I'm not sure what my money has paid for; this is a full priced expansion but it compares poorly to the smaller story packs." - value proposition
"What a ripoff." - value proposition
"My problem with this DLC is the impactfulness of Astral Actions." - value proposition (mechanics)
"This ain't it. For 20 dollars, you get reskinned archaeology sites with worse rewards." - Value proposition (albeit a lie of a review, because AR's aren't "just" reskinned Archeos, and there's other content in there too, but whatever). Of course that same review also goes on to say "Not only that, but this DLC was coupled with one of the worst updates (3.10) to date", which is also blaming bugs.

So yes, having gathered the data, it seems yes: a strong (but not sole) focus on a perception of insufficient value. And hey, fair enough to those people! An entirely valid reason to leave a bad review if you want (me personally, I haven't made up my mind yet). But with that said: are these reviewers genuinely telling me that they have played through all 31+ Astral Rifts, the Origin, and used all four of the new Civics, inside of 48 hours? Are they REALLY? I am sceptical.
 
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You address this at me but I've not really touched upon the content-to-price ratio (the value proposition) of Astral Threads yet. I've barely managed a few hours of play time so far; how can I judge a value proposition without having tested a meaningful proportion of the value?
I can't speak for others, but I don't think someone needs to have experienced all content to issue a value judgment. And granted, all value judgments are subjective. But I think a lot of people just looked at the list of features and saw nothing particularly game-changing that warrants it being priced at double the cost of Ancient Relics while having a very similar feature set.
 
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I can't speak for others, but I don't think someone needs to have experienced all content to issue a value judgment. And granted, all value judgments are subjective. But I think a lot of people just looked at the list of features and saw nothing particularly game-changing that warrants it being priced at double the cost of Ancient Relics while having a very similar feature set.
Hey sure enough. And no, not "all" of the content. There is a point between 0% and 100% at which it's reasonable (and I don't think it is either 0% or 100% themselves, myself).

There are some VERY big rumours that Astral Threads is hiding a big hidden reveal which I haven't gotten to yet, and which it would be unfair to spoil, which if true would (I think) significantly improve the value proposition. If not? Possibly not. Let's see, aye? ;)

Speaking of, it's high time I actually played the DLC, rather than talking about it! TUH-TAAAHHH.

Hey @Aexrael, what the heck is your problem?
 
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UI change made me do extra clicks which is just terrible. Hope this gets fixed by UI Overhaul modder. I don't think hotfix will make a dramatic change on this.
 
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My guess is that many players are going to be using at least as many scientists as governors as officials.

Apart from their shared common traits aiding governing, and a few shared veteran traits:

  • The official's governing subclass and its veteran traits helps energy, minerals, food, alloys, consumer goods, and unity production.
  • The scientists's governing subclass and its veteran traits helps science production

So you are going to want to assign scientist governors to every planet/sector devoted to science production.

The wiki says that officials boost job production, which I assume means all jobs, including researchers, while scientists boost just researchers. Both classes boost 2.5% sector/level and 5% planet/level, so the exact same amounts, meaning it is better to have an official, even for science. The lone exception of course is the Analyst which boosts research more, but unless officials are specifically NOT using their level to boost researcher jobs then it is better to have an official as a governor than any other scientist except an analyst. So we have this new scientist based DLC released at the same time a major change has been implemented to make analysts even more preferred than they already were. They really need to bring back assist research from a science ship in orbit, just make it less than as a governor, that way your explorers and scholars won't seem like a wasted pick.
 
Astral Rifts is the first DLC I haven't bought, not because I can't afford it (I have the money sat in my steam wallet looking for a game or DLC to buy and I usually make a habit of getting Stellaris DLC day 1). But this year has made me rethink supporting Stellaris in future.

Astral Rifts = £15.07
That doesn't sound so bad at first... but there's more to it than just one number.

A sample of my purchase history on steam, other games:
Small games x4 = £16.82
Civ 6 x15 DLC = £17.69
Dave the Diver = £16.99
Against the storm = £13.49

So I could buy Astral Rifts... or a lot of small experimental games, or another full game. Astral Rifts is similar in price to Dave the Diver but obviously much less content than a full game, I bought Against the Storm when it was cheaper but that game is well worth buying at full price as it's interesting, creative, pretty and unique.

Playing the up-to-date version of Stellaris is getting expensive (price of DLC bought on release day):
£12.98 in 2019
£21.28 in 2020
£21.24 in 2021
£22.68 in 2022
£40.65 in 2023

The yearly "subscription" cost (to keep Stellaris up-to-date) almost doubling is NOT ok... and if you include another +£26.99 for the Star Trek:Infinite standalone version of Stellaris this year the cost is more than tripling. It feels like Paradox is trying to milk me for every penny they can sqeeze out of me and I'm not a fan.

Personally I had the most fun with Stellaris in the first two years of release back in 2016 and 2017 (with planet tiles and multiple FTL types).
I keep supporting the game not because it's amazing and improving but because there's not a lot of competition out there.

If Stellaris had released a new game every two or three years instead: Stellaris 1 in 2016, Stellaris 2 (2.0) in 2018, Stellaris 3 (3.0) in 2021 and Stellaris 4 (4.0) in 2023?
Then, I'd be playing the classic Stellaris 1, sometimes Stellaris 2. The more recent games would sit in my game library with minimal playtime like with Master of Orion 3 or Master of Orion (2016) as failed experiments that failed to understand what I enjoyed about the older games.

Not all additions and changes are improvements... too many cooks spoil the broth.... and doubling the yearly cost is a bit ridiculous.

Small thing, but like a splinter it gets under my skin and is hard to ignore.

Youtube has been annoying lately with the anti-adblocker push, at least gaming isn't that bad... oh, no...

I just loaded up a game without the DLC and had an advert for Astral Rifts on every single screen in empire creation (except the ship viewer), also two adverts before that in the launcher and before that the new DLC released banner on steam for good measure... that's 16 different screens with (multiple) adverts for the DLC before I even unpause the game...

Additional: The annoying side DLC adverts with chunky circles and big green ticks flow off the bottom of the screen because I use UI scaling, if you're going to shove adverts down my throat without my consent at least have them fit on the screen so I don't gag.

It's getting so bad that soon I'll need a ublock addon for Stellaris

In the first 30 seconds I had issues with:
Outliner (I hate hiding things in tabs when they can be shown at once),
Starting leaders (1 unemployed leader, already at my scientist leader cap playing as a science-themed empire so it's not looking good so far),
Traits (so many useless traits),
Bad new tooltips (I don't need to know generic information but leader specific information)...

It needs to be playtested more to ensure it is ready for release.

That's a rough summary of my (poor) impression of starting a game in 2023 before I even unpause.

TLDR:
The yearly price to keep up-to-date with Stellaris has doubled, that's a bit sad.
All the recommended DLC suggestions can go [insert profanity, blasphemy and obscenity involving [REDACTED] and a tulip bulb]. I don't like being milked for cash.
The changes to the game could do with more playtesting to ensure they actually are more fun in practice and not just in theory.
 
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The wiki says that officials boost job production, which I assume means all jobs, including researchers, while scientists boost just researchers. Both classes boost 2.5% sector/level and 5% planet/level, so the exact same amounts, meaning it is better to have an official, even for science.
No, wiki is incorrect with that one. Officials give +5% energy, minerals, foods, alloys, CGs, gases, crystals, motes production.
 
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It was then pointed out to you that the change wasn't even with the DLC, but with the free patch, meaning you've poured out toxicity into a review effectively unnecessarily.
What happened to "the DLC pays for the accompanying update" which is mentioned... basically every big update?
A bad review can (and should) always be changed or removed when/if the situation improves.

In fact, I sometimes find positive reviews coming from similar situations on other games:
Reviews which state how bad the game or dlc was at first, but then proceed to explain how much better it got after the developers took the time to not only fix the various problems, but also improve the general experience.

Personally, I find those reviews more impactful than most. But they all started as negative reviews.

I bet you'll leave the review up even when the Devs fix the Outliner in an incremental patch, won't you?
Ok, now that would be toxic. Assuming they still play the game by then.
It's not really the same if they become so pissed with the game that they never pick it up again after. Big "if", I know, but still something to consider.
 
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No, wiki is incorrect with that one. Officials give +5% energy, minerals, foods, alloys, CGs, gases, crystals, motes production.
If so then that was a change with the new patch because I just loaded up a game on 3.9.3 and the tooltip clearly shows a bonus to science from governor level. So this patch overall is just a big nerf to science.
 
As much as I want fixes and features asap they need to betatest their game much more. I stayed with 3.7.4 for a long time, I wouldn't had mind if I stayed more. These leader rework-consolidation-reconsolidation just make ppl nervous, and rigthly.

Also I agree that DLC prices are just too high.. you could by a full release for the price of two small DLCs.
 
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Astral Rifts is the first DLC I haven't bought, not because I can't afford it (I have the money sat in my steam wallet looking for a game or DLC to buy and I usually make a habit of getting Stellaris DLC day 1). But this year has made me rethink supporting Stellaris in future.

The yearly price to keep up-to-date with Stellaris has doubled, that's a bit sad.
All the recommended DLC suggestions can go [insert profanity, blasphemy and obscenity involving [REDACTED] and a tulip bulb]. I don't like being milked for cash.
The changes to the game could do with more playtesting to ensure they actually are more fun in practice and not just in theory.
I agree with a fair bit of what you're saying (and kudos for doing the sums while accounting for inflation), but it must be said that it isn't really a 'price' to keep up to date with Stellaris. All the DLCs are optional, and very few of them even come 'strongly recommended' by the community. The Custodian updates are free.

Plus we do get occasional Open Betas, so there is SOME playtesting.

[I await the now inevitable Disrespectful Disagrees by the usual suspects for my audacious pointing out of truth]
 
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So let's recap:
  • You got mad with all of Astral Planes purely because of the change to the Outliner, and it has made the game LITTERALLY UNPLAYABLE for you.
  • You channelled your spite and bitterness into a bad review, incorrectly blaming a DLC pack which you've not explored more than 50% of (at most).
  • You were called out on this.
  • It was then pointed out to you that the change wasn't even with the DLC, but with the free patch, meaning you've poured out toxicity into a review effectively unnecessarily.
  • And now you're doubling-down on it all and digging your heels in?
Dang bro, that's pretty crazy. I bet you'll leave the review up even when the Devs fix the Outliner in an incremental patch, won't you?
Dude, stop talking with voices in your head and imagining some kind of grand forum trials on a matter of defending Devs' honor.
Just give Astral Planes a good review - voila, all harm negated, big Biased Childish Forum Evil defeated. Good guys win.
 
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My question are you reading reviews on steam? DLC really not good. This is trash, maybe you fix the game and stop shoveling money in?

Reviews on steam are an interesting metric, but I would like to point out to you that games released with bad balance and incomplete are 79% positive - review scores are prone to bandwagoning.

That said, I need to actually test it to see if it was worth $20. c.c
 
I really like the story of the Astral Planes, it flushes things out, but there are some problems with it because of where the story goes, Like what happened to Crystalline Empire, their suppose to be in the same region of the galaxy but are absent from the story. There should be more to the region instead of one system. At max this DLC should be worth $10-15 at most.
 
Couple thoughts:

-The rift stuff is pretty fun. It really does add some great midgame and late game exploration and I do enjoy the exploration stuff more than anything else. My one critique here, the whole bloody ironman thing probably should be reconsidered. Given how RNG it is to get the rifts, with the exception of the riftworld origin (I'm assuming the home system rift will always be the same each playthrough) and how long a campaign can take, it would be nice to have the option to have multiple saves of the same game, to try different options; especially, when we get to considering other stuff that is super rare.

-Leader starting traits

Something needs to be done here because the governor traits are really annoying when we get to recruiting commanders and scientists. I don't care if they are setup so they can't roll those as their starting trait or if the devs end up having to come up with a new subset of traits that is purely universal and always worth having regardless of what a leader is doing. With how the pools are for recruiting leaders, too many of them aren't even worth considering, unless you want to handicap yourself, because they are rolling with a starting trait that is irrelevant to what you're recruiting the leader for.

-Also find it annoying that anomalies will constantly pop up in ways that annoy me because no I don't want deal with them the instant I find them in most situations. Before some goes "You're not playing optimally!" My surveying scientists aren't suppose to stop surveying systems to research anomalies, that's what my ideally, anomaly specialized scientist is for.On the other hand, paragon leaders are setup, so that they can completely pass by unnoticed, literally one of those event where I wouldn't mind the game pause and event popup on my screen, so that I don't miss it.

-God complex scientist is still annoying and for the life of me, I cannot understand why we still do not have an espionage option where we could attempt to find them. Doesn't have to have good odds, just having the option would be appreciated. I mean, I can lure the kaleidoscope entity to a primitive world, if I wanted, so why not be able to task some operatives to try and track down a rogue4 scientist?

- Mix thoughts on the astral actions. On one hand some of that stuff is pretty good. On the other hand, not a fan of some of it. I'll agree with the assessment that some have made about some actions devaluing player choices, I think flash forge hyperrelays are mostly fine, maybe add an alloy cost or up the CD. The fleet one, is the one I feel most cold towards because it's just another button to push, to essentially get a free fleet. If it is kept, maybe the fleet's duration should be a fraction of the CD, make it a tactical choice. If the player activates the CD, they'll get the fleet to use for a limited time, which could be huge in the right situations; however, they'll be a gap regardless of how things go for them in combat, where it'll be on CD and they might really wish they could summon a fleet. Before someone mentions relics that give fleets, I'll point out that those aren't guaranteed, outside3 of the one scourge relic and that one is late game. The astral action that gives one a fleet is guaranteed, the player will need to find something to do with unwanted astral threads and more ships are almost always good (these might not be the right call in every engagement) and it's something we unlock mid game. Then we have other actions that are well button clicks we have to constantly hit, if we want to keep the benefits rolling and it's hard to say no to increased physi8cs research and sublight speed (the former you'll almost always want to keep rolling and the latter only going when you really need that ship speed).

-The new UI is great. It's really nice that I don't have to do constant scrolling for things I want. Probably the three baseline tweaks, I'd like to see for it. An option to reduce or increase size. For some people who have good vision, they might want it smaller, so they have more information accessible, for people with poorer visions, they might want it to be even bigger to be able to read things. The option to create new tabs, which we could move things to that we really care about. Give people the option to combine tabs, I"ll never use it, but I get that some people prefer the obnoxious scrolling over cycling through tabs.
 
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Next update In spring March (Religions and Cults) developers Do you like it? Institutes of power ?????
I want to conquer star systems without war with the help of Religions and Cults! Pacifist
 
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I just tried to play a game with the new update patch...note the italics on played. A: there are significant issues where certain things simply don't work, like space station cost reductions. And then randomly, the game just crashed to desktop with no worrying, the game wasn't struggling, or anything, which is the first time I've experienced this particular kind of crash. Also I find the UI tedious, I should not be sitting there asking 'where the hell did Paradox hide my stuff now!?'.

Paradox...stop publishing broke crap. I can only imagine what people who spent money on the DLC are feeling if the patch itself is this broken...this is stupid. If I was anyone who hasn't yet bought the DLC, I'd wait to buy this DLC until A: the patch is fixed, and B: it's on sale. Paradox does not deserve to get full revenue for publishing this in this condition. And you know, I'd give paradox some slack on this kind of crap if this was like the first time this has happened but it isn't, it is almost EVERY major patch, DLC or extension pack, and I am getting damned tired of it.
 
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My one critique here, the whole bloody ironman thing probably should be reconsidered. Given how RNG it is to get the rifts, with the exception of the riftworld origin (I'm assuming the home system rift will always be the same each playthrough) and how long a campaign can take, it would be nice to have the option to have multiple saves of the same game, to try different options; especially, when we get to considering other stuff that is super rare.
If you're on a Windows PC, you can go to Documents / Paradox Interactive / Stellaris / Save Games / [empire name], and rename ironman.sav to something else.

When you load that game, it'll just make a new file with the ironman.sav name and keep the previous one you renamed, without overwriting it.

That way, you can keep renaming ironman.sav any time you want to make a backup or restore point kind of thing.