3.6 "Orion" Open Beta - Fleet Combat Rebalance Feedback Thread

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Please be sure to read this post in its entirety before responding to this feedback thread. Posts that do not follow the rules will be removed.

Hello Community!

As discussed in Dev Diary #271, we are currently running and collecting feedback on the 3.6 “Orion” Open Beta! Please keep in mind that this is very much a work in progress, and there may be bugs, missing localisations, and other issues that result from playing on a version that is not final. You can report bugs found in the open beta on the bug report forums.

This thread is for feedback on the Fleet Combat Rebalance only.
Leave Ascension Paths feedback here, and general feedback here.

In this thread we are collecting feedback on the Fleet Combat Rebalance, how it feels to play, and anything that feels grossly over/underpowered.

You can get all the details about the Fleet Combat Rebalance in DD#271.

Note: 3.6.0 patch notes are also to be considered “in Beta”, as they have not undergone the full review normally done before posting. This is hot stuff.

3.5.3 patch notes have also been included in the following list.

This includes (most of the) changes from 3.5.3 and 3.6.0 (beta) as of Oct 10, 2022 14:56:52 +0200

Consider this changelog to be a beta as they have not undergone the full review we normally do before posting them.

Combat Rebalancing​

  • Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
  • Added a new ship size: Frigates are an advanced form of Corvette specialized in delivering G class weapons.
  • Torpedoes now gain a multiplicative damage bonus to their damage based on the ship size of the target, as do Prethoryn missiles. The Unbidden also get a reduced variant of this.
  • Torpedoes now have a maximum firing arc of 25 degrees.
  • Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
  • Some sources of Evasion have been replaced with other effects.
  • Small weapons of a category now have a slightly faster refire rate, Large weapons of a category now have a slightly slower refire rate.
  • Added a minimum range to all Large weapons except Lasers
  • Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
  • Strike Craft no longer intercept missiles, but will continue to fight each other.
  • Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
  • Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening.
  • The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot.
  • Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range).
  • Added Medium and Large Autocannons
  • Added nanite autocannons and flak cannons as a reward for killing the scavenger bot.
  • Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks.
  • Ships now get a limited number of disengagement opportunities. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
  • The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion.
  • Weapon component tooltips now display minimum range and firing arc.
  • Armor components now grant twice as much armor as before. Shield components now grant +50% more than before, but regen remains the same. Hull components grant less than before.
  • Hull Technologies now give 10% hull instead
  • Armor and Hull regen now behave like shields - five times faster outside of combat. (Regen values are now 20% of the previous values for most components.)
  • Defense Platforms no longer have G-slot ship sections.
  • Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Torpedoes (and Neutron Launchers) are now the only weapons that fit into the G slot.
  • Adjusted the maximum range of all non-torpedo missiles. Reduces the range of torpedoes.
  • Made XL weapons more likely to target battleships and titans
  • Massively increased the chances to lose or damage ships when a fleet uses emergency FTL to escape a battle.
  • Reduced the time before emergency FTL can be initiated during combat.
  • Ships now attempt to disengage at 25% hull.
  • Ships should try to spread out a little further away from one another in combat.
  • It is no longer possible to kill a dragon by distracting it with a large fleet of transport ships
  • The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased.


  • Added an archaeology site in a new solar system with a debris belt
  • Added Ascensionists civic for regular empires and equivalents for hives and machines. Provides +25% planetary ascension effects and -10% costs
  • Added Holy Covenant Federation type and Conclave Federation Election type
  • Added the Cordyceptic Drones civic to hiveminds allowing them to reanimate all organic space fauna.
  • Added various new galaxy shapes, such as 3 and 6 arm spirals, and some more experimental and irregular shapes
  • Galaxies now default to Spiral (2-Armed) rather than Elliptical. Tiny Galaxies now support Spiral (2-Armed) galaxies.
  • Added a new tradition tree (Politics) to the Federations DLC, which requires the Galactic Community to exist. These traditions empower those that are active in the galactic community, including giving Council members new resolution options to propose.
  • Reworked the Ascension Paths from Utopia. Instead of requiring two ascension perks to be taken, each Ascension Path is now a tradition tree unlocked by an ascension perk.The Synthetic path is now split into two paths, Cybernetics and Synthetics.

General Improvements​

  • You will no longer get alerts about envoys dying
  • AI will now research debris.

  • The habitability planet icons in the system view can now be clicked just like on the galaxy map.
  • Added "planet revolt" VO to planetary revolt situation
  • Added a Planet Automation setting which allows for construction even during resource deficits
  • Rolled Slave Revolt content into the general Separatist Revolt Situation as a variety when slaves try to revolt
  • Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use
  • Planet Automation Crime Management will now forbid enforcer jobs if you have 0 crimes and allow enforcer jobs if you have more than 27 crime
  • The tooltip for planetary automation designation setting now explains when it will create new jobs


  • Shared Burden now doubles the unity gained from the egalitarian faction
  • Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
  • Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
  • Capped Noxious happiness bonus at 40%
  • Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.

  • The fixable segments for the Shattered Ring origin can now be colonised on game start, depending on the Guaranteed Habitable Worlds setting.
  • Shattered Ringworlds are no longer ideal worlds, but have a base of 100% habitability.
  • Reduced cost and time to restore the Shattered Ringworld by 25%.
  • Repairing Shattered Ring Segments now qualify you for the Galactic Wonders AP.
  • Colonisable Shattered Ring segments have a large number of blockers including some that require advanced technology to clear, but impact the habitability of the segment.
  • Colony designations on ring worlds now provide +10% pop growth and assembly speed (this can be multiplied through planetary ascension). The default "ring world" designation provides +15%
  • Ecumenopolises now give +25% growth and assembly speed, rather than +50% growth (and no assembly)
  • Food Processing Centers, Mineral Purification Hubs, Energy Nexuses, Alloy Nano-Plants, Civilian Repli-Complexes, The Auto-Curating Vault, Citadel of Faith, Corporate Vault and Alpha Hub now have increased cost and upkeep on ringworlds, in exchange for providing the benefits normally giving by their related orbital ring buildings.
  • Added an event on game start with Common Ground origin to let you pick your federation type
  • Mechanist origin now provides +15% robot assembly speed and +1 robot trait pick (for when you unlock robo-modding)
  • The starting robots for the mechanists origin now start with the bulky and high maintenance traits and the matching trait for whichever worker job they hold.
  • The Mechanist origin now grants the Robomodding technology as a research option from the start of the game.
  • If a species cannot live on a planet, it is now the first to be purged from it (this closes a Clone Army exploit related to slowly purging other species instead)
  • It is now allowed for the galaxy to contain multiple void dweller empires
  • Artificers now no longer produce engineering research.
  • Efficient Bureaucracy now grants Bureaucrats, Priests, Managers and Death Priests with Edict Fund production
  • Pearl Divers have had their trade output reduced and their Consumer Goods output increased, with a corresponding increase in food and mineral upkeep.
  • Dramatically increased the absolute value of opinion modifiers.
  • Increased the opinion modifiers granted from first contact, decreased the base rate at which they decay and made the decay rate modified by improving/harming relations.
  • Increased the opinion penalty for undertaking Become the Crisis.
  • Maximum opinion from Improve Relations has been increased to 150. Minimum opinion from Harm Relations has been decreased to -150. Previous values were 100 and -100.
  • Only xenophobes are now happy if the caravaneers are destroyed.
  • Opinion modifiers from Galactic Imperium interactions now have their decay rate affected by improving and harming relations.
  • Refactored opinion modifiers from Galactic Imperium.
  • Xenophile, pacifist and corporate are upset if the caravaneers are destroyed.
  • Capped Federation Experience at 2000 above what is required for level 5, so that level 5 federations with AIs are no longer one of the most fragile configurations known to man
  • Increased the time it takes to do first contact with other civilisations by about 30%
  • Logic Engines trait is now allowed on droids.
  • The Aquatic trait now costs 2 points.
  • Imperialist and Supremacist factions will now be pleased forever if you defeat a Leviathan, not just for 20 years. They are also a bit less selective about which Leviathans they are pleased about you killing (i.e. the list has been updated for those added since Leviathans DLC)
  • Reduced governing ethics attraction of newly-conquered pops
  • Several factions now care about the type of federation you are in, if it is one attached to a particular ethic
  • Subjects that are not disloyal will now gain ethics attraction corresponding to their overlord's ethics (this was already the case for spiritualism, now it is the case for all ethics)
  • The imperialist faction will now care about how much of your fleet power you are using
  • A large number of tweaks to the ethic assignment weights. Includes making certain weights based on diplomacy with empires of a particular ethos have an impact that is more dependent on the number of empires you are engaged in such diplomacy with. Fixed some oddities that hampered authoritarianism, e.g. now relations with authoritarian empires boosts authoritarianism, and if you are authoritarian, it will no longer boost egalitarianism for you to give your pops good living standards. Finally, also added some weights based on the job the pop is actively working (e.g. priests, nobles and soldiers)
  • Occupied planets no longer produce or consume resources from buildings or pops
  • Rebalanced Harmony, Prosperity, Mercantile, Versatility and Adaptability traditions.
  • Slightly increased the chance of having a unique first contact event chain
  • Special endgame crisis factions such at the Aberrant, Cybrex and Sentinels now show up a bit earlier on large galaxy maps
  • The Cybrex and Sentinel factions now scale to a limited degree based on the setting for endgame crisis difficulty (their difficulty = square root of crisis difficulty)
  • Splinter Hive holdings now require at least 30 pops present on the subject planet to be constructed.
  • Tweaked Galactic Market location formula to far more strongly favour trade value in its criteria
  • You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template as a valid combination in the first place
  • Zro distillation technology no longer explicitly requires Psionic Theory, but is extremely rare without it.
  • Chemical Bliss no longer states that it causes unemployed pops to produce unity.
  • The [REDACTED] now has an acidic gland dealing 1.25% hull damage per day to all ships in the same system. This does not apply to the player controlled variant.

Performance and Stability​

  • Further improved the performance of using triggered economic category modifiers
  • Made mean time to happen events early out if they have fire_only_once and have already fired. (I.e. they will stop draining performance once no longer relevant)
  • Opening the fleet manager in the late game will now have a much-reduced impact on frame rate
  • Slightly sped up the calculation of pop job weights when updating them from serial (i.e. not during the monthly batch parallel update)
  • Fixed a rare crash caused by invalid trade routes
  • Fixed rare crash related to invalid situation or triggered modifier target.
  • Fixed rare crash related to invalid situation while updating country modifiers


  • Added a more helpful tooltip to the Inter-Dimensional Trade modifiers
  • Added a tooltip for war demand achievement acceptance that lists systems you lack claims on.
  • Added modifier details to production and upkeep of buildings
  • Added modifier details to production and upkeep of districts
  • Added tooltips for ship roles in ship designer.
  • Caravaneers now tell you when you will be allowed to open another Reliquary in the tooltip where they say they can't offer one right now as they need more time to prepare.
  • First Contact event chains will now progress if there is a purely random event with only one option. (Note that this only covers events between stages, not the ones that end stages, which may also only have one option). You can tell if your first contact chain is not blocked by a pending event because the alert icon will look a bit less threatening.
  • Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects)
  • Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you)
  • Fixed the tooltip for commercial pacts showing the wrong value for how much you would benefit in terms of trade income
  • Reduced notification spam from empires having certain CBs on you
  • Selecting fleets from the galaxy map will now no longer select fleets merging with larger ones - so you can select all the large fleets in a system and move them somewhere without disrupting all the single ship fleets that are on their way to merge with them
  • The subject will no longer be able to press the "Build Holdings" button in the agreement view.
  • Tooltips regarding offering or receiving Federation Association status now explain that this is basically a non-aggression pact


  • Increased the monthly random chance that an AI will decide to start preparing for war.
  • AI empires will now bring their assault armies towards the enemy during war preparation phase.
  • Reduced the maximum AI war preparation period from 60 months to 30 months.
  • Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
  • Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
  • Fixed AI sometimes not hiring enough scientists to keep researching.
  • Fixed some cases where AI would inexplicably spam admirals.
  • AI hive-mind will no longer destroy hive warrens.
  • Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
  • Improved AI's early game alloy expenditure (it wanted to put a lot into buildings)
  • Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
  • Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
  • Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
  • Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
  • Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
  • Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
  • Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
  • Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
  • AI empires who do not use food will no longer build hydroponics on starbases

  • AI will not get stuck trying to activate tradition trees it was blocked out from activating, like the ascension perk trees. (This previously mainly affected modded games)
  • AI will now correctly avoid superior enemy forces when pathing to link up with fleet group
  • Fix an issue where the Prethoryn Scourge did not get all AI updates it should
  • Fixed AI sometimes not hiring enough scientists to keep researching
  • Fixed an issue where AI would sometimes build strongholds even though their economy plan for navy cap was not activated
  • Fixed another issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time
  • Made the AI generally want more battleships, and generally varied the AI's desire for a certain distribution of ship sizes between personalities


  • Fixed Toxoid presapients having Aquatic portraits.
  • Fixed gateway tags not showing up in the solar system map.
  • Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
  • Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
  • Updated tooltip for Mutagenic Spa to match values given by Bath Attendent jobs.
  • Fixed farm appendages bonus from “Damn the Consequences” edict.
  • Fixed low maintenance to be an actual bonus.
  • Added the actual effect of Damn the Consequences to its effect tooltip.
  • Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
  • The Debris Field anomaly will now reliably fire an event when you research it.
  • Fixed copy paste error in Toxoids 3 name list (male regnal names).
  • Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
  • Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
  • You can now only consecrate one habitat per activation of the Toxic Maw.
  • Updated the tooltip for requiring additional activations of the Toxic Maw.
  • The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
  • Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
  • Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
  • Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
  • The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
  • Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
  • Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
  • Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet.
  • Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
  • Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
  • Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
  • Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
  • Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
  • Added missing effect to the tooltip of the Psionic Archive relic.
  • You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
  • Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
  • Science ship modifiers are no longer doubled in the tooltip.
  • You should no longer be able to have multiple monuments on a single planet (again).
  • Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
  • Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
  • Chemical Bliss no longer states that it causes unemployed pops to produce unity.
  • Fixed various crashes.

  • Added check for disabled fleet when ships are destroyed and end combat if the last ship is disabled.
  • Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.
  • Habitats built in orbit of large zro, alloy or dark matter deposits now also collect these deposits.
  • Habitats built in orbit of planets with multiple deposit types, such as the mixed energy and alloy deposit spawned as part of the KotTG initialiser can now only have one of research, mining or generator districts instead of spawning too many district types.
  • Executing or eating the envoys that hand-delivered a strongly worded letter no longer incorrectly locks policies that are not causing you to be in breach of galactic law.
  • Added close button in caravaneer diplomacy view
  • Added missing megastructures to the Giga-Engineering achievement check.
  • Added missing tooltip for district sorting in expansion planner
  • Adjusted textbox max height to remove truncation in korean fleet view
  • ai hive-mind will no longer destroy hive warren
  • All other resolution in the Galactic Market category now require the market to be formed in order to be proposed.
  • C.A.R.E. Relic World now has Dense Ruins rather than Former Relic World (which it could then get twice if you made it an ecumenopolis)
  • Colony event "Wasteland Radiation" won't trigger anymore if your species is immune to radiations
  • Corpse-Filled blockers now take a year to clear.
  • Corrected the caravaneers focus button sprite and added a location for every related diplomacy event script so that the button shows up.
  • Currently picked anomaly scientist's skill icon now has the correct tooltip
  • Devouring Swarms should no longer come and inspect your ringworlds.
  • Expand the Planetary Sea is now no longer available on a planet you are terraforming
  • Fix a missing "Missing DLC" tooltip for authority type
  • Fix declared crisis war names
  • Fix issue with war names using the wrong Country's name
  • Fixed "blocker cleared" VO not playing
  • Fixed "Crystal Ball" event not triggering correctly upon entering the Crystalline Home System
  • Fixed a case where the caravaneers would ask a country they had never met to relocate there after their home system was destroyed
  • Fixed a tooltip for the Life-Seeded Origin which would appear to repeat a query on the Relentless Industrialists civic.
  • Fixed being unable to reorder the build queue of your branch offices and subject holdings
  • Fixed colony auto designations really thinking you wanted hydroponics stations
  • Fixed Corporate Dominions requiring to have finished Mercantile Traditions to form a Trade League.
  • Fixed galcom resolution Neutral Defenders, Tiyanki Pest Control and the Tiyanki Conservation Act not correctly unlocking sanctions
  • Fixed inconsistent coloring in leader trait descriptions
  • Fixed it being possible to get Slave Optimization agenda and Iron Fist trait without actually having any slaves
  • Fixed missing alpine world modifier in Contingency's habitability preference
  • Fixed missing goto button for "Mineral Factorial" anomaly event
  • Fixed missing X on Xeno-Compatibility tooltip for non-xenophiles.
  • Fixed some cases where orbital deposits could spawn on habitable planets
  • Fixed that the ruined quantum catapult in the salvager system spawned above the black hole.
  • Fixed the diplomatic mapmode showing tooltips saying you were in a Commercial Pact with someone if you had a Research Pact with them, and vice versa
  • Fixed the negative happiness impacts of the Noxious trait being a bit unclear in a pop's happiness breakdown
  • Fixed the possibility that the automatically-spawned Commonwealth of Man or United Nations of Earth could spawn next to a xenophobic fallen empire
  • Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet
  • If you open a Vault on a tomb world Earth, you will now find Humans inside rather than random aliens (unless Humans already exist in the galaxy)
  • Moved process string from effect_impl to CGraphicalModifer::GetFullDescription
  • Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
  • Repairing the Shattered Ring now makes it have your graphical culture too (as restoring ruined ring worlds does)
  • Robot empires will now take planet habitability into account correctly for auto-survey targets
  • Stopped you getting the Xeno Comedy event as a gestalt empire as it didn't really work flavour-wise for them
  • Synth ascension now gives a warning for the Overtuned origin.
  • The asteroid colony event will no longer get distracted when shot and is now slower to allow for more time to react.
  • The Horizon Signal events converting your empire species' portraits wholesale now give you a little bit of warning ("This may have significant and unpredictable consequences")
  • The last pop on a planet will no longer auto-migrate away
  • The resolution Form the Galactic Market is now in the Galactic Market Resolution category.
  • The Spiritualist Awakened Empire should no longer be capable of making a gestalt consciousness turn into a spiritualist empire.
  • The tooltip for planetary ascension upgrade will no longer show upgrade info for the non existent tier 11.
  • The unbidden no longer have an increased opinion of you if you destroy the Caravaneer's home.
  • Updated credits.
  • Using plant crackers against pre-ftl civilizations now requires the Unrestricted Native Interference policy.
  • You can now crack pre-ftl worlds within your borders.
  • You will no longer get a notification of another empire completing their gateway construction when you are the first to make a gateway and it activates some other gateway somewhere.


  • Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
  • Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
  • Fixed the script profiler (previous results using it should be disregarded)

  • Added <resolution_category>_vote_strength_mult modifier
  • Added a define for the ship roles effect on the weapon selection.
  • Added a galaxy_shape trigger
  • Added a is_capitalist scripted trigger to check for corporate authority, merchant guild civic or corporate dominion civic.
  • Added a valid_leader parameter to federation types to limit the leadership candidates
  • Added ability for planet automation to forbid and allow jobs
  • Added ability to script in modifiers on ship sections
  • Added additional_crisis_strength trigger
  • Added country scope num_planetary_ascension_tiers trigger
  • Added destroy and abort triggers for starbase modules and buildings.
  • Added envoy_cohesion_effect_mult modifier for federations
  • Added federation_experience_add modifier
  • Added government_election_years_add and government_election_years_mult
  • Added modifiers planetary_ascension_effect_mult and planetary_ascension_cost_mult
  • Added on_resolution_passed and on_resolution_failed on_actions 340) Added position_on_current_resolution and position_on_last_resolution
  • Added point_defence_targets to component template, which sets valid targets for PD weapons. "missile" and "strike craft" are valid options. See 00_weapons_pointdefence.txt and 00_strike_craft.txt for examples.
  • Added set_variable_to_random_value effect
  • Added size_damage_factor to weapon components, which modifies damage based on the ship size. At 0, there is no effect. Positive values multiply the weapon damage by the value times the target ship size. (Ship size is treated as a minimum of 1 for these calculations.)
  • Added support for sound_is_advisor on show_sound in events
  • Added triggered_ship_modifier in component templates
  • Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded
  • Fixed num_free_districts sometimes providing erroneous results if used with districts that were not capped by modifiers
  • Fixed print_scope_trigger not working
  • Integrated ship roles to the remaining components and their selection process with an additional define for utility components.
  • Made excessively confusing way of doing tradition tooltips make you have to explicitly tell the game you want to overwrite the automatic modifier and effects tooltip with a custom one (custom_tooltip). Also added custom_tooltip_with_modifiers and made on_enabled show up in the tooltip too
  • Made galaxy shapes (map/galaxy) into regular database objects. This means you can define new ones.
  • Made the fail text of a tradition's "possible" check show up in tooltips
  • Ship roles can now affect weapon selection.

This open beta version will be available from October 13th to November 3rd, and will likely be updated. We will be incorporating any feedback we feel is appropriate into the open beta, or the final release version, which is currently scheduled to be released in November.

Once again, we are looking for directed, constructive feedback on the Fleet Combat Rebalance as it stands in 3.6 [CHECKSUM] Orion Open Beta without mods.

There is a thread for open discussion here.

If you encounter a bug in the 3.6 Open Beta, please do not post it in this thread. Bug reports should be made on the bug report forums, and flagged for the 3.6 Open Beta.

Due to the many changes, 3.6 “Orion” Open Beta is not save game compatible with existing saves, and may or may not be compatible with the eventual 3.6 "Orion" release, or subsequent updates to the beta.

What we are looking for:
Do not feel pressured to answer all of these questions in your feedback.
  • What composition ships did you use in your fleets?
  • Did you find certain weapons or technologies over or underpowered?
  • Did your fleets change composition as the game went on?
  • How did disengagement feel? Did you lose too many (or not enough) ships during major combats? Did you use the Hit-and-Run policy, Psi Jump Drives, or Enigmatic Encoders to get more disengagement opportunities?
  • What would you define as the role of…
    • Corvettes?
    • Frigates?
    • Destroyers?
    • Cruisers?
    • Battleships?
    • Titans and other special ship sizes?
  • Did you use the Ship Role button in the Ship Designer? How did it work?
  • Do you have any comments on the aesthetics and functionality of combat? Do the changes to ship combat computers help?
  • Were combats too fast / too slow? Did this depend on when in the game you were?
  • Did you use Armor or Shield Hardeners at all?
  • What feels best about the changes?
  • What feels worst about the changes?

Not Useful replies
  • Do not reply to other users. Reply to other users in the discussion thread here. Encourage them to change their mind and edit their post, in the discussion thread. Be nice with your replies in the discussion thread. Did I mention the discussion thread?
  • Your perception of the changes from videos or reading the patch notes, without actually playing the open beta
  • Posts attacking the Stellaris team members or other Community members
  • Off-topic/Not applicable posts will be removed.
  • Feedback from playthroughs using mods.
To opt-in to the Open Beta branch, right-click Stellaris, click Properties, Beta tabs, and choose “Stellaris_test” from the drop-down.

Please only reply to this thread once, with your Fleet Combat Rebalance feedback on the 3.6 “Orion” Open Beta without mods, any other discussion should happen in the discussion thread.

Thank you in advance for your interest and feedback!
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atm the disengagement opportunities dont show up as a value anywhere in the ship designer, probably a good idea to throw them into special values
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  • What would you define as the role of…
    • Corvettes?
    • Frigates?
    • Destroyers?
    • Cruisers?
    • Battleships?
    • Titans and other special ship sizes?

About Starbases and Orbital Rings... By design the main core can not be changed. With modules you can add M slots, G slots or H slots.

By going Energy batteries you will have something like that :

Well... If I want a close range kenetic only starbase, It is almost perfect. But impossible to have long range Kenetic (with gauss), missile swarn, close energy (plasma), lasers or even distributors... Or mixes. The game will choose for you. Since Stormfire has 35 range (without the +50%)... Well... It does some (unwanted) strange things.

If I put Missile batteries :

Well I have range now. But if I wanted to put Devastator torpedoes... Well it's a no. Or to be more precise, I must not research Neutron Launchers with this state, 'sometimes' the game allow me to have real missiles here...

My feedback :
-> More than ever, we should be able to choose what weapons will appear here. Before, we had no minimal range, all was about average firepower and you were good. Since the rework, missile can be nearly everywhere, we have range consideration and weapon type consideration. 3 main parameters. And after that, we must again choose if we want a mix or a design with only the same logic. We can't let the game choose badly for us with this new complexity.

-> The only presence of M slots (on starbases) and the absence of P slots (on starbases & orbital rings) is a problem. It is something static that could cost more than a juggernaut and don't have L slots nor XL. Next to that, since Starbases & Orbitals have no evasion, they should be able to have P slots against star-fighters and missiles. At least some.

-> Defensive modules are still not giving any +10% shield armor. The ratio shield/armor is too big. And since Energy weapons are superior... This encourage unbalanced battles.

-> Psionic shields can NEVER appear on a Starbase and Dark matter only if you have all previous types researches (explained here : https://forum.paradoxplaza.com/forum/threads/stellaris-3-6-0-beta-shields-on-starbases.1467484/ )
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I find disruptor designs extremely potent before cruiser comes out, potentially due to buff in armor/shield and buff in disruptor itself double dipping. At 5v5 similar tech all disruptor fleet wipes floor against all designs I come up with and seldom take losses. Is there any intended early counter disruptor? Also I’m finding that autocannon is cool but due to lack of good close quarter anti armor and armor born better (more hp, requires no energy) they aren’t quite as good as I would like.
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Is this tooltip out of Date? "combat disengagement chance"

Should this be updated to say -1 combat disengage roll? (I assume the new disengage statistic has a floor of zero?)

OR - spitballing ideas here - what could be cool is if this % was changed to be a modifier to influence WHEN the ship rolls to disengage (i saw in the 3.6 notes that disengage chances roll at ship HP <= 25%. This could reduce it to - say - rolling to disengage at 10% hull, another trait could increase it to rolling at 50% and so on. You still get 1 chance, but it can happen sooner or later).
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Is this tooltip out of Date? "combat disengagement chance"

Combat Disengagement still has a chance of occurring. The difference is that instead of being significantly reduced but occurring repeatedly, you'll (by default) get one shot at the full percentage.
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I have a suggestion on the Alpha Strike problem.
Right now when combat starts, weapon makes first shot and then goes on cooldown before the second shot. Remove that first shot, but keep the cooldown. Rename it to "Aiming time" - it's the time, required to aim each shot, including first. Smaller weapons are faster to aim, so they do their first shot sooner. Heavy weapons take longer to aim, and their first shot happens later. And if the combat is short enough that my T weapon didn't fire at all - then I should not have brought it with me, and I should replace it with lighter weapons (and maybe smaller ships)
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The feedback in this first part is primarily centered on the Colossus (the planet killer colossi) ships but I think they're in need of a major HP buff. They've had the problem for a while but it has been exacerbated by the update.

The Colossus sits at 30000 hull points which is roughly a quarter to fifth of other ships in the colossi ship class.


Star Eater:
Built tough.

With the armor/shield upgrades given by the update as well as the hull points buff, the Titan actually is roughly equivalent now to the Colossus in terms of combined hull + armor hit points. (Obviously, it's going to go down a bit with shields, but Titans have twice the slots as a Colossus and thus will always have twice the armor/shield values of a Colossus given equal ratios of armor:shields. The buffs have closed the gap considerably between the two in effective hp.)

In addition, the Colossus lacks any aux slots to increase it's survivability and has large utility slots equivalent to that of a battleship. Even the [REDACTED] Colossus makes the buildable one look pretty pathetic. (It actually could give the Star Eater a run for it's money, stat per statwise)

With how strong missiles got buffed, a handful of frigates is more than capable of obliterating the colossus in a blink of an eye and way faster than other colossi. I ran a sizeable amount of frigates (140 or so)against the colossus in slowest mode, and it insta-died once the missiles had hit.

I really do think the Colossus has fallen behind and is in dire need of a health buff.

Missiles also might be a little too powerful. I'd like to run some more compositions against each other when I have time, but perhaps instead of scaling 100% x ship size, lower it to 80-90% instead? I'll try to give more feedback once I have a more solid opinion on those but the fact that you can get 1 missile per naval capacity (1 with Frigate, 3 with Cruisers) for how much damage they can do to big ships that cost a lot of alloys and time to make is a little scary.
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I might just be blind, but, how do I see a weapons minimum range?

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Ah, the small weapons I have do not have a minimum! It may be best to display all weapons as a range now, so lasers would say range 0-40 instead of just range 40 to emphasize that having no minimum is now important.
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Early game notes from someone who had never delved too deeply into the intricacies of combat:
  • Combat is a LOT more deadly due to the lower disengage chance. I like it, it makes battles more decisive at a stage when they felt like skirmishes. However, the AI might want to be a little more cautious when attacking starbases: I saw the AI charge a 1.7k bastion with a 1.5k corvette fleet. Naturally, it lost most of its fleet to do some damage that I could repair for free, and when my fleets finally arrived, I blitzed in virtually unopposed.
  • I had filled my bastion with strike crafts, which I had never really used before. They launched from range and simply zapped the corvettes, undisturbed, for the duration of the battle. Maybe it's always been like that and I'm the only one unaware of this mechanics, but it felt a little odd, like the corvettes really wanted to destroy the tanky starbase while ignoring the tiny, easily squishable strike crafts tearing them apart.
  • Asteroids, from the endangered colony event, have the same "Disengagement Chance 1" as ships when you mouse over it in the battle window. It doesn't change anything, it just looks slightly out of place.
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I'm definitely concerned that the nerfs to disengagement will bring back all the doomstack snowballing issues the disengagement system was meant to solve. In an early rush war it's now much easier to crush the enemy fleet and then take everything they have(likely leading to an overwhelming lead), whereas previously a lot of the losing fleet would survive so that the victim could stage counterattacks and eventually wear down the aggressor. I think the game already had a good balance in that regard, it's just not fun to win or lose an entire game based on an early game war. Especially in multiplayer(between friends, not competitive), where the goal is to keep things pretty even for a long time so that everyone has fun and feels like they have a chance to win.
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Based on my preliminary research, strike craft overwhelms any form of PD easily. A fleet of pure PD destroyers should be able to easily dispatch all strike craft from alloy-cost-equivalent fleet of battleships. This is not the case. Perhaps, HP points of strike craft should be decreased and maybe the rate at which they are dispatched (though not too much or that will promote alpha strike a bit too far). Maybe strike craft shouldn't penetrate shields fully, just partially? They seem to use lasers, sure they can fly through and under the shields to hit weak points but they definitely cannot do that 100% of the time.

In my test, a 20k-alloy armor-only fleet of carrier battleships with kinetic weapons can easily destroy a 20k-alloy armor-only fleet of destroyers with double flak and 1 L plasma cannon. I used armor and not shields as shields are useless against strike-craft.
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I don't care about the changes. Combat is still a feedback-absent soup where maybe there's something about positioning but the system is too messy to bother to understand. The system seems to be based around counterplay but I rarely know that the AI is building and even if I did I wouldn't be bothered to discover it. There's no clear basis on what strategic choices to make.
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Extremely minor, but:

Most menus list ships from largest to smallest or smallest to largest as such:

Titan -> Battleship -> Cruiser -> Destroyer -> Frigate -> Corvette

The current fleet menu lists:

Titan -> Battleship -> Cruiser -> Destroyer -> Corvette -> Frigate


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Why have you completely destroyed Hull technologies?

Why have you ripped G-slot weapons from the Defense Platforms?

Are these changes just to test things out, or to be safe, or to be experimental?
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After more testing it's apparent that resistance techs come in way too late and strike craft being way too durable.
  • Flak destroyer performs WORSE than disruptor destroyer against hangar-whirlwind cruiser
  • hangar-whirlwind cruiser WINS against artillery battleship of same fleet size with the charging computer
  • hangar-whirlwind cruiser WINS against mono torpedo frigate fleet (same fleet size)
  • mono hangar-whirlwind cruiser is only defeated by either mono hangar-whirlwind battleship or mono torpedo cruiser
  • NL is way too weak to do anything, not even against battleships
  • torpedo cruiser and laser-autocannon-PD destroyer mixed 1:1 is the most generic anti everything fleet only defeated by mono hangar-whirlwind cruiser (so far)
    • Replacing destroyer's PD with Flak doesn't do jack
    • Armor + armor resistance only, no shield
  • I don't see a reason doing shield tank. NL is nerfed to dust and armor of same tech provides 33% more HP. A shield tank with penetration resistance auxiliary performs worse than just doing plain armor tank
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The improved hulls tech for each ship class seem incredibly underwhelming now. +10% corvette hull points is... 20 whole hull points. That is less than you get from upgrading a single small armor slot. It used to be +100 hull, which would be +50% hull points. I like the change to a percentage since it then stacks with crystal hull plating (but no longer gets multiplied by admiral traits). But the percentage right now is far too small. Suggest changing each of the improved hull techs to a much larger multiplier. 50% seems a good place to start, since it is in line with what it used to be, and then with both the normal and rare version of each hull tech you could double your hull hit points.
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The things I've noticed so far:

Neutrons cost 77 energy (compared to devestator torpedoes 34) meaning a neutron Frigate are only really possible with Zero Point reactor and are generally unable to use shields.

Neutron frigates also have so low fleetpower that the AI will always try to retreat with them, even if they are engaged in a battle they would easially win (eg. Battleship spam).

The auto shipbuilder using "ship role" seem to have a few problems:
a) It uses almost exclusively energy weapons (except for kinetic batteries in artillery setups or missiles in small slots).
b) It uses all (A) slots for advanced after burners, even on battleships and titans.
c) If it runs out of power it will leave (A) slots empty or have unupgraded components rather than use reactor boosters
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