Stellaris

Stellaris

Stellaris 2 a huge overhaul
Regent of the plauge  [developer] Jul 26 @ 2:28pm
Details into update 0.4.8.0.1
🛰️ Stellaris Update 0.4.0.8.1 – “Forged Empires” (Full Overview)

Release Date: Sunday Morning
Mod Integration Count: 274+ (target: 300)
FPS Target Achieved: Stable 60 FPS mid-to-late game



🌌 I. Mix & Match Origins System

A game-changer for roleplay, narrative, and replayability.

🔰 How It Works:
• At Empire Creation, choose a primary Origin as normal (e.g., Machine Uprising, Remnants, Void Dwellers).
• Start your game and once the first month ticks, open the Edicts Menu.
• Navigate to the new “Hybrid Origin Selection” interface.
• Choose up to 2 additional origins to augment your story and empire mechanics (unlocked via Unity milestones and ethics compatibility).
• Certain combinations open cross-Origin perks, exclusive modifiers, or event chains (e.g., “Voidborn Scions” or “Hive Mind Runaways”).
• Switching or adapting Origins dynamically changes your leader traits, starting civics, and even your planet class behavior.

Example: Combine Life-Seeded with Rogue Servitor, and gain “Bio-Sanctuary Worlds” — lush, semi-mechanical habitats offering both food and Unity boosts.



🧠 II. Commander System Overhaul

🎖️ Dynamic Command Growth
• Skill cap raised to 10 for all leader classes.
• Experience gain is more role-based:
• Generals level from ground combat, training exercises, and defensive deployments.
• Admirals earn XP through patrols, fleet combat, piracy suppression, and engagements.
• New traits include:
• Shock Tactician: Boosts early damage in invasions
• Logistics Master: Reduces ship upkeep
• Planetary Warlord: Gives damage/resistance bonuses to armies during invasions

Generals can now issue field edicts, such as Fortify Province, or Deploy Artillery, on active warzones.



🚢 III. Naval & Defensive Force Enhancements

⚔️ Ship & Fleet Overhaul
• Ships now carry more mass (power weight), scaling firepower and resilience based on new engine, hull, and AI core tiers.
• New scaling system rewards battleship and titan deployment in later wars — they hit harder and last longer.
• Shields, armor, and hull values have been rebalanced for:
• Longer engagements
• Heavier reliance on fleet composition

🛡️ Starbase Fortification
• Starbases are no longer sitting ducks.
• Increased armor and shield thresholds by 30-50%
• New module types: Shield Matrix Node, Gravity Lance Tower, and Logistics Uplink
• Specialized AI cores give Starbases area-effect buffs and anti-sabotage detection



💱 IV. Economic & Infrastructure Overhaul

🏥 Internal Policy Systems
• New economic sectors added:
• Healthcare: Affects growth, plague resilience, population happiness
• Education: Increases Unity and research output from specialists
• Telecoms Systems: Boosts spy defense, unity cohesion, and interplanetary policy control
• Each sector offers planet-level decisions to:
• Expand infrastructure
• Manage planetary unrest
• Control economic subsidies
• Building slots are now more dynamic, unlocked via tech + policies rather than purely population thresholds.



⚔️ V. Ground Combat 2.0 — Invasion & Defense Doctrine

🛡️ Planetary Defense Redefined
• Players can now build Carrier Defense Groups, which deploy:
• Armored Personnel Units
• Air superiority fighters
• Mobile artillery
• Planetary communications arrays now serve as defense grid hubs, offering:
• Reinforcement signal speed bonuses
• Enemy signal jamming
• Tactical support to ground armies
• New army types:
• Urban Fighters, Anti-Armor Squads, Commando Units, Drone Swarms
• Government Doctrine System introduces strategic modifiers based on invasion policy:
• Entrenchment Doctrine: +50% army defense, -20% morale for invaders
• Shock & Awe: Faster orbital bombardment transition, higher collateral damage
• Precision Warfare: Low collateral, +10% to elite unit performance



🕵️‍♂️ VI. Espionage & Spy Network Rework

🧬 Spy System 2.0
• Spy Networks now include sub-networks, each with roles:
• Infiltration Cells: Focused on tech theft, ethics disruption
• Counterintelligence Units: Reveal hidden enemy plans, purge saboteurs
• Media Arms: Influence enemy factions or sway elections
• Spies have persistent identities and traits — can rise to become leaders or double agents
• New spy operations:
• Blacksite Manipulation
• AI Corruption Protocols
• Civic Collapse Campaigns



⚙️ VII. Performance & Mod Ecosystem
• Mid-to-late game performance stabilized to 60 FPS in typical conditions (up to crisis stage).
• Multi-core threading improvements for pop calculations, AI empire pathing, and fleet detection ranges.
• Fully integrated over 274 curated mods, pushing toward a 300-mod environment goal — ensuring compatibility, lore cohesion, and minimal system strain.



📢 Looking Ahead: Supreme Ground Combat Integration

Official confirmation:
The next and final major update in this arc will introduce a visual ground combat system inspired by Supreme Commander 2.

• Emphasis on tactical camera systems, real-time visual feedback, and cinematic battle resolution
• Will transform planetary invasion from a numbers game into a real-time strategy experience within the Stellaris engine
• Featuring persistent army visuals, deployable units, fortified zones, and map-based skirmishes



🪐 Final Thoughts

Update 0.4.0.8.1 is more than a patch — it’s a systems evolution. Whether you’re building an immortal empire, managing a fragile ecology, defending your worlds from orbital drop squads, or using AI to fracture enemy unity — this update is about total player agency.
Last edited by Regent of the plauge; Jul 27 @ 7:42am
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Regent of the plauge  [developer] Jul 26 @ 1:08pm 
Update 4.8.0.1 release
Update 4.8.1 Releasing Sunday Morning!

Get ready, commanders — Update 4.8.1 launches this Sunday morning, and it’s massive! Here’s what’s coming:

🚀 Major Features
• Full integration of Halo ships and all ship sets
• 200+ Origins with the ability to mix and match
• Hundreds of new traits and civics

🌌 Visual and Gameplay Overhauls
• Massive graphical improvements for planets, stars, and system visuals
• graphical level quality-of-life improvements across all combat:
• Revamped space battles
• Overhauled ground combat
• New army types and major updates to defensive mechanics

🏗️ Structural Changes
• Complete rework of building mechanics
• New buildings and megastructures
• Dozens of new strategic layers to empire development

⚙️ Quality of Life
• Hundreds of QoL improvements across the board
• UI, optimization, and AI enhancements



This will be the second-to-last major update in the current cycle. But that’s not all…

🎉 Future Project Announcement

Following this update, I’m excited to officially announce a new project:
A visual ground combat overhaul inspired by Supreme Commander 2, integrated seamlessly into Stellaris. The goal is to bring cinematic, strategic, real-time visuals to planetary warfare like never before.



Stay tuned for dev diaries, previews, and more updates. Let’s reshape the galaxy together.
Last edited by Regent of the plauge; Jul 26 @ 1:19pm
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