Stellaris 3.10 Patch Notes

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Stellaris 3.10 is about to release. The Patch notes have dropped. Lets go through every change coming with Stellaris Astral Planes!

Lets dive in.

Chapters:
0:00 Prepare Yourself
1:01 3.10 Paid Features
6:36 Features
14:14 Improvements
16:49 BALANCE
44:35 How To Hire Level 8 Leaders
47:21 Bugfixes
49:57 AI Changes
51:56 Performance
53:03 UI Changes
56:30 Definitely, Truthfully, The Modding Changes (Would I lie to you?)

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And please comment with any feedback, any ideas or if you disagree!
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I didnt realize that little padawans name was "your workload"... but it was certainly dark of Montu to cut him in half.

arktheball
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you are a saint for keeping the community up to date with all the changes.

silentsigma
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'Leaders can start older but with a additional level'
I love it when mods become base game material.

erikvale
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Regarding the "promising officer" event, it absolutely could trigger too often. Sometimes during major campaigns (generally as a genocidal empire since my potato of a computer can't handle the late game otherwise) I'd see it multiple times per year, which actually got really annoying with how low the leader level cap was. If i didn't constantly dismiss leaders during these campaigns, I'd wind up with massive leader upkeep costs and zero xp gain very rapidly.

hotarusama
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Montu thinking I watch the main stellaris page 😂😂😂 Bud you ARE my main page. This IS my news on the game 😂

alpharius
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Disable Fallen empires, Take dark Matter consortium, take Enegmatic engineering = Sole Dominion of Dark matter tech?

MediumRareOpinions
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Finally I can get lvl 7 admiral for my ultimative fleet of 3 corvets at starts of game

xenon
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Wooo 1 hour patch notes! Love game improvements!

TheM
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Counterpoint: Higher level leaders in the first 10 years is BAD. Imagine starting a new game and having -40 unity income and not even selecting your leaders or first tradition for 5+ years.

Delphineas
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Centralized command is the technology that allows you to build military academies.

ryanharrelson
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"I'm going to go through these patch notes in excruciating detail."

Don't threaten me with a good time!

Griffolion
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I've never been bothered by using terraforming to get rid of a planetary feature I didn't like. What I wish more for is a way to keep planetary features (like hazardous weather) when I terraform. Currently, you have to either choose habitability or the feature bonus.

matthewedwards
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Idk about you Montu but I love firing leadership conditioning and clicking all the buttons, just feels so satisfying to me

louiswinterhoff
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I'm personally excited about the weighted perk options for leaders. despite some of the overall nerfs to some fields concerning leaders, I feel that having a selection of perks each level that more reliably benefit the role the leader has been placed in will make them even stronger than previous patches.

codypturner
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I really like the idea of "Sovereign Guardianship", but why not increase the "Empire Size from systems" by 400% and the "Empire Size form colonies" by 50%, to make sure its not a Civic for wide play.

gangkunut
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One exciting consequence of the leader caps getting split up is that perks now get to be way more generous with cap increases. The bonuses to scientists from the Discovery tree are especially promising

thomasbrundigejones
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Thanks Montu! Looks like good entertainment value for the money, so I'm in. I appreciate that PDX continues to expand Stellaris into something of a universal sci-fi game - with something for all different kinds of play-styles.

Michael-yfwo
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second comment, the issue with leaders is they are never important because you can just teleport them around instantly without repercussions. This in turn means that many leader traits are just wrongly placed on leaders, the best example is with governors and clearing land blockers. Tell me who hasn't done a dozen planets at once all with the same leader zipping around to each planet while the game is paused and then putting the governor back where you keep them for any other bonus they have.

I would do away with individual planet governor slots, science ship positions, and more. The council showed a great path forward for empires of all sizes and at most I would add sector governors and admirals. I would not bother with generals because, well, ground combat is pointless time delay

On second thought council only but let it expand to seven wide and just get rid of envoys and all other leaders. Why? Because of a large space fairing empire I am not going to be a first name basis with every envoy, governor, and such, so there is no need to have unique leaders in those positions. I will be in contact with my council as they are in effect part of the Administration; think of it like cabinet positions to the US President.

fourteenfour
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An important consequence of having sector leaders' bonuses transfer to the other planets is that it will now be advantageous to keep all of your like-minded production in the same sector...so have a research sector, an alloy sector, etc.

matthewedwards
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Yes for secret callout at the 56 minute mark. Thanks again for keeping us up to date.

MrJuliansnow