Stellaris update 3.3 is now available to download on PC, PS4, and Xbox One. According to the official Stellaris 3.3 patch notes, the latest update added a plethora of new bug fixes, AI, and performance improvements.
Recently, a major update was released with new features, changes, and quality of life improvements. Unfortunately, players are still experiencing several issues while playing the game.
Today’s Stellaris patch 3.3 will address a few of these issues. Check out more details below.
Stellaris 3.3 Patch Notes
3.3 “Libra” AI is better at managing jobs, dealing with bio-trophies, choosing techs, as well as the ability to specialize planets over time. These changes, along with improved economic plans for the AI, mean that the AI is much better at scaling its economy into the late game, including alloy and consumer good production.
As well, the AI allies will now respect the “Take Point” command, and will always prefer to follow Player fleets while this command is active – even if their empire is actively being attacked.
The 3.3 “Libra” update also includes many optimizations to the game in terms of overall game speed increases. We have seen up to a 50% decrease in the time it takes per year at the start of the game.
These performance improvements were gained by further optimizing pop job weight calculations, as well as changing some settings in the engine which allows more powerful computers to do extra “ticks” per render frame. Additional performance improvements were gained by optimizing the algorithm used when calculating the cost to upgrade fleets.
Now Hiring for Permanent Employment
Owners of the MegaCorp and Necroids Species Pack DLCs will get a new civic introduced in the 3.3 “Libra” update: Permanent Employment.
“This Megacorporation has ensured that its employees will never be out of a job. Ever. After the employee’s time is up, they will be repurposed for simpler tasks so they can still provide for their families and pay off their debts.”
-Permanent Employment flavor text
A variation of the Reanimators Civic for the Corporate Authority, Permanent Employment allows the construction of Posthumous Employment Centers, as well as the ability to reanimate Leviathans.
All means of increasing Administrative Capacity have been removed, and Empire Sprawl has been renamed to Empire Size. While there are ways to reduce the Empire Size generated by various sources, this will be used to help differentiate gameplay between different empire types. Empires will no longer be able to completely mitigate Empire Size penalties. Penalties and Empire Size generation values have been significantly reduced. As a result of feedback on this system from the Open Beta, Empire Size values under 100 are ignored.
Bureaucrats, Priests, Managers, Synapse Drones, and Coordinators will be the primary sources of Unity for various empire types, and jobs are produced from the empire equivalent of Administration Offices.
Autochthon Memorials (and similar buildings) now increase planetary Unity production and themselves produce Unity based on the number of Ascension Perks the Empire has taken. Being monuments, they no longer require workers.
The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Size. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them. Things that previously increased Edict Capacity now generally increase the Edicts Fund, but some civics, techs, and ascension perks have received other thematic modifications.
Leaders now cost Unity to hire rather than Energy. They also have a small amount of Unity Upkeep. We understand that this increases the relative costs of choosing to hire several scientists at the start of the game for exploration purposes. The Leader pool for recruitment now refreshes every year, to reduce the need for “leader cycling” when searching for specific leader traits.
Several systems that used to cost Influence are now paid in Unity.
- Planetary Decisions that were formerly paid in Influence. Prices have been adjusted.
- Resettlement of pops. Abandoning colonies still costs Influence.
- Manipulation of internal Factions. Factions themselves will now produce Unity instead of Influence.
Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection – a comparison of your fleet size and Empire Size.
Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).
Tied to unlocking Ascension Perks, Planetary Ascension Tiers are a way of improving your core worlds by expending Unity. In normal empires, they represent the active will of the people supporting your government and giving a little extra to do things the way they’ve always been done. In machine and hive empires, it’s more the well-oiled machinery of the world gaining efficiency or drone instincts becoming better honed with endless practice.
Download free Stellaris update 3.3 on PlayStation 4 and Xbox One.