Stellaris

Stellaris

Stellaris 2 a huge overhaul
 This topic has been pinned, so it's probably important
Regent of the plauge  [developer] Jul 27 @ 2:38am
release of update 0.4.8.0.1
https://drive.google.com/file/d/11asofpcFC-477yQQJemS-b4Os9c4CN3r/view?usp=sharing



Here is the modlist order for the newest update!!!


✅ Summary: Why This Update is Groundbreaking

Update 0.4.8.0.1 turns Stellaris into:
• A deeper 4X + roleplaying experience
• A more immersive warfare simulation
• A game with high-stakes, moral choices
• A richly detailed internal empire management system
• A visual treat with reworked planets and UI

It’s the foundation of what feels like a true Stellaris 2 — built on the bones of Stellaris 1, but vastly evolved.





🌍 Universe and Planet Visuals
• Graphics Overhaul:
• Planets now have detailed and immersive backdrops.
• Urbanized planets show cityscapes, weather, and environment layers.
• Custom UI elements for buildings, districts, and armies.
• Dynamic Planet Overlays:
• Invasion status and war progress reflected visually on planet UI.

⚔️ War Events & Invasion Narrative Chains
• Narrative Popups during invasions and planetary sieges
• Events like “The Siege of Anedis” and “Misplaced Artillery” introduce moral consequences to your invasions.
• Choices during events impact:
• Civilian casualties
• Military morale
• Faction loyalty (once fixed)
• Future diplomatic reputation
• Choices Are Meaningful:
• Accept or reject collateral damage
• Respond to resistance or poor intel
• Engage in war crimes or protect civilians


🧬 Empire Creation Overhaul
• 100+ New Traits and Civics
• These range from minor behavioral shifts to major government structure changes.
• May include tech-based origins, hybrid ethics, or civic chains.
• New Origin Selection System:
• Multiple Origins decisions are no longer selected during empire
• You now choose multiple-choice origins at game start (Year 2200) via the Edict Menu.
• Origins shape your early game narrative and mechanical paths.
• Adds RPG-like branching paths based on early-game decisions.

⚠️ Warning: Choosing an origin improperly or not at all may break event chains or cause bugs.

🏛️ Planetary Policy System Revamp

A complete expansion of internal empire policies, adding fine-tuned customization across many areas:
• Telecommunications Focus (New)
• Choose between:
• Civilian Telecom (economic/efficiency benefits)
• Military Telecom (military logistics/intel)
• Healthcare Systems (Basic, Mixed, Advanced)
• Education Models (State-run, Mixed, Privatized)
• Economic Models (Free Market, Regulated, State-Controlled)
• Military Doctrines for:
• Ground Combat
• Naval Policy
• Recruitment and Conscript Policies
• UCF Law Enforcement (custom civic/legal policy)
• Planetary Defense Doctrine (how planetary resistance is structured)
• Authority Stance and Legislative Body Type
• Research Diversity Initiative (tech path balance and RNG control)
• Raid Planet Measure – a new option for aggressive occupation and looting



🔧 Core Mechanics & Gameplay Systems

⚙️ Ground Combat and Planetary Defense Overhaul
• Ground invasions are now dynamic, dangerous, and event-driven.
• New defensive mechanics include:
• Armor systems
• Air superiority elements
• High-atmosphere fighter craft
• Aircraft carrier strike groups deployed from orbit or planetary bases
• Garrisons and civilian resistance

Each ground battle can now trigger custom event chains, adding moral and tactical decisions mid-combat.

Known Issues / Bugs (To Be Fixed in Hotfix)
• Factions Not Appearing:
• Critical bug affecting political play.
• Causes:
• No ethics divergence
• No internal political dynamics
• Broken event/faction approval chains
• Fix in progress and will be priority for next patch.
• Origin Choice Conflicts:
• Multiple origins + late edict activation = major conflict or broken story chains.
• Trait or Civic Overlap Bugs:
• Some civics or traits may have logic overlaps or trigger failures when certain conditions overlap.
Last edited by Regent of the plauge; Jul 27 @ 6:48am