Date: 2026-03-31 14:21:12

by PDX-Loke
Hello,
Another week, another collection of Stellaris improvements ready for release. The team has made progress in a number of important areas so be sure to check out the contents of this one. Stellaris 4.3.3 should now be available on all platforms.
Please find the changelog below.
Improvement
Balance
The Cyborg version of Learning Algorithm now grants +1 effective leader skill level instead of +1 councilor level.
[*]Vaults of Knowledge now grants +1 leader trait pick. The Memory Vaults building no longer provides unity, but instead grants +1% Monthly Unity per Destiny trait. Its energy upkeep now also scales with Destiny traits.
[*]Planned Polymorphism bonus has been reduced from 15 to 10%.
[*]Soldiers, Battle Thralls, and Warrior Drones now provide the same Naval Cap (4) for the same upkeep (1 alloy).
The Lavafalls planetary modifier now provides 0.2 alloys per 100 thermoforger instead of 0.02.
[*]The Evaluator job has been added to the list of Influential Jobs.
[*]Increased the Lifespan bonus from the Luminary trait from Under One Rule from +40 to +60, so they are more likely to survive to Ascension.
[*]Weakened Voidworms on Civilian and Cadet difficulty.
[*]Empire-designed Space Fauna defensive components are now scaled to be 80% of Bio-ship components.
Bugfix
Starbases no longer receive double armor nor propagate their armor to all of their defense platforms.
Fixed a bug that was preventing exceeding your Naval Capacity from applying the penalty to ship upkeep.
[*]Fixed housing reduction from virtual trait not applying to individualist machines.
[*]Fixes the soundtrack CSV metadata for the Original Game Soundtrack and standardizes file naming across mp3/flac formats. The CSV had incorrect track ordering, wrong track names, and missing qualifiers for bonus/alternate takes. File naming was inconsistent between formats and across discs.
[*]Fixed Imperious Architecture not providing bonus to the Reassembled Ship Shelters or the Hive Capital Buildings
[*]Fixed an issue where the AI would lock itself into buildings two fortresses over and over
[*]Fixed an inverted trigger on the Telepathy technology
[*]Adjusted the trigger for the Extradimensional Experimentation planetary decision so it cannot be enacted if you're missing a Data Driven Theorem Facility
[*]Fixed the logic for Artisan stations being destroyed. They will no longer claim to be destroyed forever when they still have stations around.
[*]The Specialist Training tradition now properly works for Gestalt empires
[*]The Take Point tooltip now properly explains that it is only active during wars
[*]Updated the pop buying Numistic Order event to 4.0 pop numbers
[*]The White Hell anomaly will now properly add a physics deposit.
[*]Fixed the modifiers from the Psionic Disease event. They now grant Medical Worker bonus workforce.
[*]The Synaptic Lathe no longer turns into a broken planet after being destroyed by a Star Eater
[*]The Ragged Flags planetary modifier from the pre-ftl plague situation now has a duration and will eventually expire
[*]Fire cult modifier now has localization instead of an empty string
[*]Fixed the planet killer component "Planet Smelter" (Infernals DLC) not having a cooldown or charging-time
[*]Removed tech_federat\\342\\200\\216ion_code.dds from the game, filesystems not supporting UTF8 has some issues with it (should not be there either)
[*]Fixed cases of the Cyborg trait not being added to Driven Assimilator rulers
[*]Fixed Tier 6 Battleship reactor having incorrect resource costs
[*]Fixed AI empires being unable to build Bioships due to missing shipyard starbase type condition
[*]Updated the tooltip of the Ministry of Culture selling event to 4.0 standard
[*]Fixed the Thought Pre-emption edict increasing job upkeep instead of reducing it
[*]Fixed Aerospace Adaptation upkeep modifiers not being correctly applied and removed via the Biogenesis event chain
[*]Fixed Missing localization when manually using Hyper Relays
[*]Fixed Terraforming for Gestalt AI initiating concurrent hive/machine worlds terraformings leading to economic struggles
[*]Fixed Permanent Employment civic producing zombie pops stuck as Specialists or Elites with no valid job
[*]Fixed incorrect conversion percentages displayed in Trade Policy tooltips for Consumer Benefits, Marketplace of Ideas, Trade League, Holy Covenant, and Mutual Aid
[*]Augmentation Bazaar and Corporate Vampires are now mutually exclusive
[*]Fixed Sentinels or Prethoryn Scourge-occupied planets retaining their purge type permanently after the Scourge is defeated.
[*]Adjusted AI Unity budgets so they won't always hold a third of their Unity in reserve just in case they get a Shroud blocker.
[*]Guardian Matrix now also receives the Colony Empire Size penalty reduction all other Sovereign Guardian civics got in 4.3.2.
[*]Crime Automation now increases jobs 10 at a time (or reduces them 1 at a time) to hit the "sweet spot" faster to better avoid crime events.
[*]Tier 0 shields no longer grant an army bonus. That's only intended for techs you actually research.
[*]Sapient, Autonomous, and Precognitive Siege Computers now both have +80% Damage vs. Starbases and Bombardment Damage. (Precognitive Siege Computers retain their Tracking bonus, the other two retain their Evasion bonus.)
[*]Non-Gestalts on Shattered Rings now have access to the Generator World colony designation
[*]Fixed starbase hull/armor regeneration bonus applying incorrectly.
[*]Resolved an issue causing nested tooltips not to stick
[*]Voidworms will now eventually stop bombarding a planet. Previously, if they could not find a good route home, they’d abort that order, see this delicious planet right next to them, and go for another round.
AI
Stability
We keep going, addressing more feedback and reports from you all.
See you soon,