recursal/Fanatic-Fandom huggingface dataset:
Patch 2.4.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 2.4.X** are all patches beginning with 2.4.

## 2.4.1

Patch 2.4.1 was released on 2019-10-10 with the checksum *73ad*.

### General

* Launcher can now display incompatible mods pre-game start

### AI

* Fixed artisan jobs flipping constantly between active and unemployed

## References

1. ↑ Forum, [Dev Team] 2.4.1 (Lee) Hotfix Released [checksum 73ad], 2019-10-10
Fountain of Youth

Version

This article has been verified for the current PC version (3.10) of the game.

Event chains

Events

Empire event chains

Habitable Worlds Survey

Comet Sighted

Fleet Maneuvers

Horizon Signal

Mass Extinction Through the Ages

Radical Cult

Sublight Exploration Probes

Wanderlust: Rogue Scientist

The Hunt for the Hyacinth

 **Fountain of Youth**

 Genetic Crossroads

 On the Shoulders of Giants

 Homesick

 The Cost of Freedom

 The Fear of the Dark

 The Guest

Anomaly event chains

Drifting Battlefield

Gas Giant Signal

Impossible Organism

Limbo

Orbital Speed Demon

Shrines to the Old Gods

The Ransomeers

 42 Years and 3 Days

 Lost Amoeba

Colony event chains

A New Species

Abandoned Terraforming Equipment

Ancient Drones

Dancing Plague

Feral Overload

Hidden Vault

Impossible Corrie

Metallic Puddles

Mharin Kharin

Migrating Forests

Mushroom Picking

Myrmeku Activity

Nemma World

Rise of the Manifesti

Subterranean Civilization

The Doorway

Underground Vault

Unexpected Mineral Seams

Primitive civilization event chains

Anti-Alien Task Force

Missing Scientist

Rogue Agent

Shuttle Crash

 Propulsion Proponent Proclamation

Fountain of Youth is an event chain that can only happen to empires that own a Science Nexus megastructure. It can only happen once per game.

### Fountain of Youth

*The board of the Science Nexus are thrilled to announce that they have been given a unique opportunity to recruit widely acclaimed researcher Dr. Xhaxxore, a prominent name within the field of life-extension.

He and his staff were in the final stages of developing a serum that has shown good promise of prolonging life, when they ran out of funds. Hiring Dr. Xhaxxore however, means we will not have the resources to continue our current research into organic engineering, led by Dr. Groik. She is attempting to streamline engineering research with the use of an organic supercomputer.*

* Not  Mechanical main species
* 16.5% chance

**Recruit Dr. Xhaxxore for 1000 credits.*** Energy Credits:  **−1000**
Patch 2.5

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 **2.5** • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 2.5**, aka “Shelley”, was released on 2019-10-24 with the checksum *9939*. The patch was released alongside the  Lithoids species pack.

## Features

* Rock-themed puns increased by approximately 17000%

## Balance

* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%

UI
--

* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another

AI
--

* Automated building now checks that upkeep cost is covered by income

## Bugfixes

* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Mod load order is now the same as the order in which the mods are displayed
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want

## References

1. ↑ Forum, 2.5.0 (Shelley) Patch Released [checksum 9939], 2019-10-24
Effects

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.5.

This article is for the PC version of Stellaris only.

## Introduction

An Effect is a script that does something, similar to a function in other programming languages. An Effect differs from a Trigger in that a Trigger always returns a boolean, True or False, and doesn't change anything in the game. An Effect is the script that actually changes game state (i.e. applies modifiers, creates or destroys objects, etc.) The list below is not complete, as it only includes the Effects built-in to the engine. More effects are scripted and located in `common/scripted_effects`. You can write your own effects there as well. If you have Event code that is repeated multiple times, it is usually easier to put the code into an Effect and just call the Effect from the event code everyplace it needs to run. An Effect runs in the scope in which it is called. Be careful using the `FROM` scope in effects, as you can't be sure from where the script will always be run.

## Dump Export

Current effects can also be found in the ***effects.log*** file in your local data folder `script_documentation`.

For comparing **old lists** of Stellaris effects (modifiers and triggers) for most game versions since launch, you can use the GitHub file history feature here  (created by OldEnt).

#### Depreciated

 random\_pop
 random/every\_(research/mining)**\_station** | [REMOVED in 3.1] Executes enclosed effects on a (random/every) orbital (research/mining) station that meets the limit criteria.

## Scripted Effects

There are more than singular Effects can be used for an Effect. See Scripted Effects for details.
Here are only a small number of examples:

 flag = <yes/no>
 room = <yes/no>
 name = <yes/no
 ethics = <yes/no>
 government = <yes/no>
}
 restore\_galactic\_community\_leader\_backup\_data | Restores backed up data to the Galactic Custodian/Emperor. (was a native effect until v.3.4) | restore\_galactic\_community\_leader\_backup\_data = <yes/no>
 reset\_planet | Rebuild resource deposits and remove modifiers on target planet | reset\_planet = yes
 reroll\_planet | Rebuild modifiers and resource deposits on target planet | reroll\_planet = yes

**Modding**

1. ↑ (default "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\**logs\script\_documentation\**").[regexp s. talk]
Ironman

Version

This article is timeless and should be accurate for any version of the game.

**Ironman** is an optional game mode that restricts the player's control over their save file, effectively removing the ability to correct mistakes and change decisions made during the course of play. Ironman mode can be enabled from the settings screen when starting a new campaign.

Steam achievements can only be unlocked in ironman mode.

## Restrictions

Ironman has a number of restrictions:

* The checksum must be the same as one of the official releases. Any mod that changes it (broadly, this means one that affects gameplay) will cause ironman mode to be disabled.
* Only a single save will be stored; it is thus impossible to load an earlier save if something goes wrong (unfortunately, this includes save game corruption).
* The game saves automatically whenever almost any decision is taken (such as declaring war).
* The game saves automatically when exiting to main menu or desktop. This includes closing the game with `Alt`+`F4`.
* Save files can be stored in the Steam cloud or on a local drive, but are encrypted and cannot be edited.

## Save file storage

There are two options for save locations for Ironman mode, local and Steam Cloud.

### Local save files

Local Ironman saves are always uncompressed and are stored in:

Windows: `Documents\Paradox Interactive\Stellaris\`
Mac: ???
Linux: `~/.local/share/Paradox Interactive/Stellaris/save games/`
### Steam Cloud files

The save will be always compressed and uploaded to the Steam servers. A backup is also kept locally on your computer, at:

Windows: `C:\Program Files (x86)\Steam\userdata\<YOUR STEAM ID>\281990\remote\save games`
Mac: `~/Library/Application Support/Steam/userdata/<YOUR STEAM ID>/281990/remote/save games`
Linux: `~/.local/share/Steam/userdata/<YOUR STEAM ID>/281990/remote/save games/`
## Prerequisites

The "Steam Cloud" option must be enabled for the game in the Steam library (Stellaris/Properties/Updates). This also requires that "Enable Steam Cloud synchronization for applications which support it" is enabled in the Steam settings (Steam/Settings/Cloud).
Minor artifacts

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.

Resources

Common resources

 **Minor artifacts**

 Astral threads

 Minor Artifacts represent obscure technology and half-forgotten lore left behind by ancient civilizations. Unlike other resources, they are mostly gained in batches from events, special projects, or mainly, archaeological sites. They can also be gained monthly in small quantities from deposits in space, and from various planetary features. Empires can store up to 2000 Minor Artifacts.

Minor Artifacts are used in artifact actions and decisions. If the  MegaCorp DLC is enabled, they can also be used to upgrade a Mega Art Installation past its final stage.

## Artifact actions

Minor Artifacts are mainly used in artifact actions, which give the empire an instant benefit.

### Military applications

Researching the  **Arcane Deciphering** technology also grants access to the Find Military Applications artifact action. It costs cost 150  Minor Artifacts, has a cooldown of 900 days and allows the choosing of an empire modifier that lasts for 5 years depending on the empire Authority.

* **+5%** Army morale
* **+10%** Army Morale Damage
* **+20%** Army collateral damage
* **+5%** Army Morale Damage
* **+10%** Army collateral damage

### Peaceful applications

Researching the  **Arcane Deciphering** technology also grants access to the Find Peaceful Applications artifact action. It costs cost 150  Minor Artifacts, has a cooldown of 900 days and allows the choosing of an empire modifier that lasts for 5 years depending on the empire Authority.
MegaCorp

Version

This article is timeless and should be accurate for any version of the game.

 MegaCorp

**Type** Expansion

**Release date / Patch**2018-12-06 / 2.2

**Store: Expansion** Paradox / Steam

EmbedVideo received the bad id "id= 7p0HXI63Ll0" for the service "youtube".

****MegaCorp**** is the third major expansion for Stellaris. It was announced on 2018-10-24. The expansion was accompanied by the free 2.2 patch (aka *Le Guin*).

## Expansion features

* Corporate Culture: CEOs of a MegaCorp can conduct business on a galaxy-wide scale with a host of new civics. By building Branch Offices on planets within empires they have trade agreements with, the MegaCorp can add a portion of the planet's Trade Value to their own network. Using the new Corporate Authority, construct an economic powerhouse and dominate galactic trade.
* City World: With Ecumenopolis, players can increase the population density of core worlds to truly epic proportions, eventually creating a planet-spanning megacity.
* Caravaneer Fleets: Keep an eye out for the Caravaneers, nomadic interstellar wheelers-and-dealers who stay aloof from galactic politics, and always have a bargain up their sleeve. Expect surprises when these master traders wander through your space or when you visit their home systems.
* More Megastructures: Build a glorious Matter Decompressor, Mega-Art Installation or Strategic Coordination Center to acquire new scaling capabilities for your megalopolis.
* Galactic Slave Market: Buy and sell pops on an industrial scale, set them free or keep them as livestock.
* New Ascension perks: Keep an economy competitive in a cutthroat galaxy with additional Ascension perks!

## Dev diaries

*Main article: Developer diaries*

All developer diaries about the ***MegaCorp*** expansion and patch 2.2 (aka Le Guin).

Patch 2.2 (Le Guin)

## References

1. ↑ Forum, Stellaris: MegaCorp Announcement!, 2018-10-24
Icon modding

The interface icons are defined in interface/icons.gfx, and the image files are found in gfx/interface. Some icon types need to be defined as sprites prior to being used in the game. When that requirement exists, it is common to define a sprite in a .gfx file in <yourmod>/interface/<filename>.gfx. Sprites in the mod file look like this:

```
 spriteType = {
     name = "GFX_message_diplomatic_war"
     texturefile = "gfx/interface/icons/message/message_diplomatic_war.dds"
 }

 spriteType = {
     name = "GFX_component_weapon_slot_size_icons"
     texturefile = "gfx/interface/ship_designer/component_slot_size_weapon_icons.dds"
     noOfFrames = 5
 }

```

Please note that the .gfx files must be encoded as **UTF-8** (not UTF-8-Bom, which will not work).

Note how the sprite file itself makes use of DDS format icons, using that A8R8G8B8 setting. The icons are found in Stellaris/gfx/interface/icons and its subfolders. Some game elements do not require the sprite type to be created first. Instead, the game automatically generates the sprite, and looks for a DDS format file matching the component in the relevant subdirectory. An icon = command is therefore not required. These include:

 environments | gfx/portraits/environments

Note that while for the above items, the icon = is not required, it is often optionally allowed. For example, one might include a line in the entity description that says: icon = GFX\_message\_diplomatic\_war. When this is supported by the game, it looks for a sprite definition (from a .gfx file) with the matching name. This feature is convenient for modders who ant to reuse an existing art file without copying it (thereby saving space in the mod).

Tile Blockers are a special case. These are of the format <tileblocker>\_<number>, where 'tileblocker' is the key in the tileblocker file and 'number' is an integer valued from 1 to N. So, for example, for the vanilla tile blocker for mountain ranges, with a key of 'tb\_mountain\_range', the game will look for tb\_mountain\_range\_1.dds, tb\_mountain\_range\_2.dds, and so forth, and cycle between them, in order to visually differentiate the interface.

Tile Backgrounds (which represent the colonized planet background image) follow a similar pattern to Tile Blockers (the numbers add flavor and variation to the displayed colonies).

The Planetary Modifiers are recognisable by their presence in the interface in planet view. The coloured ring around the modifier is determined by the line iconFrame = 1 within the text file where the planetary modifier is defined. The number determines whether a green, orange or red circle is displayed. Any input number above 5 will lead to a planetary modifier that does have a coloured ring.

Environments graphics are keyed by <planetclass>\_ with two different extension types: 'sky' and 'l0'<1..N>. That's an 'Ell' and not a 'One'. So a valid environment set of files might be gaia\_sky.dds, gaia\_l01.dds, gaia\_l02.dds, and so on.
Patch 3.2.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 3.2.X** are all patches beginning with 3.2.

## 3.2.1

Patch 3.2.1 was released on 2021-11-22 with the checksum *de97*.

### Stability & Performance

* Fixed the game crashing if the script tries to set an Empire hostile to itself.

### AI

* Fixed AI not voting for federation laws.

### Bugfixes

* Fixed Starbase modifiers sometimes becoming invalid when removing buildings.
* Fixed an issue where the tooltip for why an AI wants random succession could display "Poor Cohesion: 20" up to 4 times.

## 3.2.2

Patch 3.2.2 was released on 2021-11-23 with the checksum *abcc*.

### Stability & Performance

* Fixed the game crashing when interacting with the gender selection interface in Empire Creation, when playing in non-English languages.

## References

1. ↑ Forum, [Dev Team] 3.2.1 'Herbert' Patch Released (checksum de97), 2021-11-22.
2. ↑ Forum, [Dev Team] 3.2.2 Hot Fix Released (checksum abcc), 2021-11-23.
Patch 2.7.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 2.7.X** are all patches beginning with 2.7.

## 2.7

*Main article: Patch 2.7*

Patch 2.7.2 was released on 2020-05-26 with the checksum *60bf*.

* Fixed pops checking factions daily, which was the cause of the performance issues.
* Crashfix for a weird special case when opening the resettlement screen

### AI

* Fixed a bug when AI won't upgrade starbases if already reached max cap for starbases
* The AI is more willing to lower federation centralization if they are the federation president. They now care about if Cohesion and Monthly Cohesion are negative.

### Bugfixes

* Fixed \_grey\_grey\_grey\_grey... Text.
* If you pacify space crystals, roaming space crystal fleets will be neutral to you.
* The final results event for the Trade League Join Operation now reliably fires.
* You can no longer select energy or resources you don't have access to through the top bar.
* Removed error spam due to invalid contact location with empires that have no capital. A contact location will now more reliably be found.
* No matter how hard they try, non-psionic pops are now barred from the Telepath job.
* Killing the Tiyanki Matriarch now only displeases the Galactic Community if the Tiyanki Conservation Act has actually passed.
* Tweaked a few snags.
* Dynamic flags should now make Shoulders of Giants Arc Sites "belong" to its respective user.
* Secessionist rebellions can now only happen on a planet if at least one pop has happiness.
* Added colony\_event flag - and the removal of it at the end.
* Fixed so that a smaller type of the same threat pops up if it's early in the game.
* Fixed a case where the Great Khan could be both dead and not dead at the same time.
* Fixed so the correct flag gets placed when allowing slaves again, after they’ve been banned by the galactic community.
* Marauders contact project is now removed from the situation log if you manage to contact them through other means.
* Armageddon stance once again create tomb world
* Your anomalies will POP once again!

## References

1. ↑ Forum, [Dev Team] 2.7.2 Patch Released [checksum 60bf], 2020-05-26
Engineering research

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.

Technology

Technology

 **Engineering research**

 Physics research

 Society research

*Engineering research* comprises the fields:  Industry,  Materials,  Propulsion and  Voidcraft.

This area provides access to several key points, including: new ship classes and starbase upgrades, strategic resources reveal, kinetic & explosive weapons, robotic pops, machine modification capabilities, improved mineral production & storage, and more.

## Table usage

**Color indicators:** **Starter** , **Acquisition** , **Rare** , **Dangerous** , **Repeatable** .

**Notes:**

1. The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
2. If a tech has been available as a research option as part of the last choice, then its (total) weight will be **halved** in the coming choice.
3. The table denotes the *base cost* of a tech. Actual in-game tech cost will scale with the empire's size (number of colonized planets and population).
4. The  Technocracy civic doubles the weight modifier for leading scientist expertise traits.
5. **To research techs of higher tiers it is first needed to acquire 6 techs of the preceding tier.**
6. Sorting the table by *tiers* will place all **Starter** tech at the top and **Repeatable** end-game tech at the bottom.
7. Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.), click on the accompanying icon.

## Industry

The  Industry tech tree focuses on  Minerals production and  Mechanical pops.

## Materials

The  Materials tech tree focuses on advanced and strategic resources and ship armor.

## Propulsion

The  Propulsion tech tree focuses on thruster, missile and kinetic ship components.

## Voidcraft

The  Voidcraft tech tree focuses on ships and spaceborne structures.

## References

* External link: Stellaris Tech Tree (Vanilla)

**Game concepts**
Mandate modding

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.6.

This article is for the PC version of Stellaris only.

This page is about modding Mandates.

They are defined at "common/mandates/xxx.txt".

## Data Structure

* **valid** - A block of Conditions to check if a Leader can have this Mandate. (Leader scope)
* **parameters** - Actual functionality is unclear.
* **on\_term\_started** - A block of Effects to be executed when the term of a Leader of this Mandate is started. (Leader scope)
* **on\_term\_ended** - A block of Effects to be executed when the term of a Leader of this Mandate is ended. (Leader scope)

Whenever a leader becomes the ruler or a candidate of an Empire with an Authority that has `use_mandates = yes`, a random Mandate is selected for the leader. It will change the Mandate next time it become a candidate again.

All other mechanics were implemented through Special Projects and Events. See Special Project modding and Event modding for details.

Unlike Agendas, the Mandates don't have some sort of `weight`. All capable Mandates will appear in an equal chance.

In-game texts claim that a leader failed to fulfill its Mandate will become less likely to win the next election, but **this has never been implemented since Stellaris v1.0 and until now**.

All the principles the voters will follow is that they will vote for the candidates in the same faction as them or how many times was the candidate supported by the player. **There is no way to modify how likely a Pop will support a candidate.**

There is a Condition to check the Mandate: `has_mandate = <mandate key>`, but **there are no Effects to change the Mandate.**

## Examples

### Urbanizer

```
mandate_district_city = {
	valid = {
		exists = owner
		owner = {
			NOT = { has_origin = origin_void_dwellers }
			any_owned_planet = {
				free_district_slots >= 2
			}
		}
	}
	parameters = {}

	on_term_started = {
		owner = {
			begin_event_chain = {
				event_chain = "mandate_district_city_chain"
				target = this
			}
		}
	}

	on_term_ended = {
		owner = {
			if = { limit = { is_ai = no } 	log = "mandate_districts_city end_of_term fired for player" }
			if = { limit = { is_ai = yes } 	log = "mandate_districts_city end_of_term fired for AI" }
			country_event = { id = mandate.185 }
		}
	}
}

```

**Modding**
Mods

A mod (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to total conversions.

## How to install

Mods can be downloaded and installed manually from User Modifications sub-forum (game registration needed) or Stellaris' Steam Workshop. If one uses the GoG version, you need an alternate method of downloading a mod if you want a Workshop mod, like steamworkshopdownloader.io

	+ .mod text files location: `~\Documents\Paradox Interactive\Stellaris\mod\`
	+ Workshop mod data location: `~\Documents\Paradox Interactive\Stellaris\workshop\content\281990`
* Linux: `~/.paradoxinteractive/Stellaris/mod/` or `~/.local/share/Paradox Interactive/Stellaris/mod/`
* Mac: `~/Documents/Paradox Interactive/Stellaris/mod/`

Never install mods in the Steam directory (ex: C:\Program Files (x86)\Steam\SteamApps\common\Stellaris\mod), as mod would not be properly loaded.

Check in the mod description the Stellaris version compatible with the version of the mod. depending on updates, some mods from earlier versions are compatible with the current.

* In case of manual installation, the steps are usually the following (refer to specific mod instructions, if any):
	1. Remove any existing installation of the mod (mod folder and .mod file). This is very important, as the game loads all files present in mod folder, so old mod files that are no longer present or were renamed in a new version of the mod would conflict.
	2. Clear your gfx cache, by deleting the folder *~\Documents\Paradox Interactive\Stellaris\<mod\_name>\gfx*, if any.
	3. Extract the downloaded archive, so that the mod folder contains the .mod file and directory of the mod.
	4. Launch Stellaris and select the mod in the Mod tab. Note that the mod may have a different name in the launcher than the name of the .mod file.
	5. Play!
* In case you download a workshop mod through an alternate method:
	1. The .mod file should always target a folder with the mod's workshop ID. For example, the mod "Banned! (2.7)" has the ID "2100817684". Therefore, its data files folder should be called "2100817684", while the .mod text file should be "2100817684.mod"
	2. Some methods of downloading don't give you the .mod file. In that case, copy and paste the descriptor.mod file in the mod data folder into the .mod files' location, rename it to its workshop ID, open it and paste this beneath its "supported\_version" id: path="C:/Users/USERNAME/Documents/Paradox Interactive/Stellaris/workshop/content/281990/WORKSHOP ID".
	3. This should tell the .mod file to target and link with its respective mod's data, allowing the launcher to recognize it and activate it.
Origin

Version

This article has been verified for the current PC version (3.10) of the game.

The origin represents the background of a species before it unified itself into an empire. In games with randomly generated AI empires, some origins are unique, meaning only one empire with that origin can be generated.

## Playable origins

The following origins can be selected when creating an empire. A few origins can also be used by pre-FTL civilizations.

## Unplayable origins

The following origins are not available when creating an empire.

## References

1. ↑ Determined at game start, reloading saves will not change the result

**Game concepts**
Migrating Forests

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.8.

This article is for the PC version of Stellaris only.

Event chains

Events

Empire event chains

Habitable Worlds Survey

Comet Sighted

Fleet Maneuvers

Horizon Signal

Mass Extinction Through the Ages

Radical Cult

Sublight Exploration Probes

Wanderlust: Rogue Scientist

The Hunt for the Hyacinth

 Fountain of Youth

 Genetic Crossroads

 On the Shoulders of Giants

 Homesick

 The Cost of Freedom

 The Fear of the Dark

 The Guest

Anomaly event chains

Drifting Battlefield

Gas Giant Signal

Impossible Organism

Limbo

Orbital Speed Demon

Shrines to the Old Gods

The Ransomeers

 42 Years and 3 Days

 Lost Amoeba

Colony event chains

A New Species

Abandoned Terraforming Equipment

Ancient Drones

Dancing Plague

Feral Overload

Hidden Vault

Impossible Corrie

Metallic Puddles

Mharin Kharin

**Migrating Forests**

Mushroom Picking

Myrmeku Activity

Nemma World

Rise of the Manifesti

Subterranean Civilization

The Doorway

Underground Vault

Unexpected Mineral Seams

Primitive civilization event chains

Anti-Alien Task Force

Missing Scientist

Rogue Agent

Shuttle Crash

 Propulsion Proponent Proclamation

Migrating Forests is a colony event chain that has a very small chance to trigger 2 or 3 years after any colony has been founded. It can only happen once per game. The event chain offers two mutually exclusive paths which both have eventual rewards and drawbacks.

### Migrating Forests

 *The surface of [colony name] is covered in lush forests, with massive tree analogues rising hundreds of meters into the air. Interestingly, our colonists have found that nearly all of the flora is mobile to various degrees. Forests stretching for miles will slowly migrate to new areas richer in nutrients in a cycle that seems tied to the [planet or moon]'s orbit.

Unfortunately, this has seriously hampered our efforts to develop the colony's infrastructure. The migrating trees frequently cut power lines while smashing our buildings and roads into rubble.*

* Not  Machine Intelligence
* Planet is  Arid,  Continental,  Savannah,  Tropical or  Tundra

* Adds a  Migrating Forests planetary feature to the colony
* Issue Special Project: Study Migrating Forests
* Issue Special Project: Burn Migrating Forests
Leviathans

Version

This article is timeless and should be accurate for any version of the game.

 Leviathans

**Type** Story Pack

**Release date / Patch**2016-10-20 / 1.3

**Store: Story Pack** Paradox / Steam

EmbedVideo received the bad id "id= BsYjZxX8Xac" for the service "youtube".
****Leviathans**** is the first story pack for Stellaris. It was announced on 2016-09-15. It was released on 2016-10-20 along with Patch 1.3.

## Expansion features

* Guardians: Powerful space entities with mysterious origins and motives. Fight or investigate them to unlock technologies and gain access to great treasures.
* Enclaves: Independent outposts of traders and artists who are willing to make a deal. Exchange resources, purchase information about the galaxy, or commission a great work of art for your empire.
* War in Heaven: Where will your fledgling empire lie if two ancient Fallen Empires decide to renew old grievances in a War in Heaven? Will you err on the side of caution and take a side with the stronger power, or will you strike at both whilst they are occupied with their own titanic struggle?
* New art and music to add greater variety and listening pleasures to your game experience.

## Free features

* A convenient Auto-Explore feature.
* Rally points for your freshly-assembled Navy
* The Expansion Planner Interface.
* An overhaul of Strategic Resources.
* Clearer specialization/role for ship types.
* More options for customizing new galaxies.
* New smarter Sector Governors.

## Dev diaries

*Main article: Developer diaries*

All developer diaries about the ***Leviathans*** story pack, patch 1.3 (aka Heinlein) and patch 1.4 (aka Kennedy).

Patch 1.4 (Kennedy)

 14 | New Achievements | Kennedy hails with 32 new achievements | 2016-11-10

Patch 1.3 (Heinlein)

## References

1. ↑ Forum, Stellaris: Leviathans announced!, 2016-09-15
2. ↑ Forum, Heinlein update (1.3) Released, 2016-10-20
Patch 1.4.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 1.4.X** are all patches beginning with 1.4. There has so far been one 1.4.X hotfix patch.

## 1.4.1

1.4.1 is a hotfix released with Checksum 1759.

### AI

War
* Fixed a bug where the AI would not embark their assault armies while at war
* Fixed a case where AI vs. AI wars would never end

Misc
* Xenophobe Fallen Empires will now cleanse planets

### Bugfixes

* Fixed issue with the Blorg not using all of their trait points
* Minor fixes to localization
* Fixed a potential breakage point in the Horizon Signal chain
* Observation stations built in a sector shouldn't belong to sector
* Turning off Auto-Unpause doesn't break Auto-Pause anymore
* Fixed not being able to orbitally bombard occupied planets.
* Fixed ethics divergence from distance to capital/sector managed planets
* Fixed CTD when in station build mode while in the galaxy view
* Fixed the "Then Virgil, Now Beatrice" achievement not being achievable
* Fixed some issues with garrisons on occupied worlds
* Fixed various CTDs

## References

1. ↑ Forum: Update 1.4.1 Released [checksum 1759]
Patch 3.1.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 3.1.X** are all patches beginning with 3.1.

## 3.1.2

Patch 3.1.2 was released on 2021-09-29 with the checksum *6df7*.

### Performance and Stability

* Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

### Bugfixes

* Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.
* The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.
* Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.
* Ancient Clone Vats can now only assemble Clone Soldier pops.
* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
* Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.
* Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

## References

1. ↑ Forum, [Dev Team] 3.1.2 Patch Released (Checksum 6df7), 2021-09-29.
ID

Version

This article has been verified for the current PC version (3.10) of the game.

Console

Commands

**IDs**

IDs refer to the internal names used by all assets within the game files. They can be referenced when executing console commands, editing savegames or creating custom events or starting systems.

## Orbital deposits

Deposits that require a mining station cannot be added to celestial bodies that have deposits that require a research station and vice versa.

## Relics

  Javorian Pox Sample
  Psionic Archive
  The Last Baol
  Vultaum Reality Perforator
  Yuht Cryo Core

  Daedalus Seal
 File:R ever spinning top.png Ever Spinning Top
 File:R infinity root.png Infinity Root
  Plasmic Core
 File:R continuum.png The Continuum
 File:R time crystal.png Time Crystal

 File:R wormhole key 2.png Relic Fragment (2/4)
 File:R wormhole key 3.png Relic Fragment (3/4)
 File:R wormhole key 4.png Restored Relic
  The Key

## Resolutions

Can be passed with the *effect = { pass\_resolution = resolution ID}* command combination

Example: `effect = { pass_resolution = resolution_galacticreforms_form_council }`

## Buildings

Overlord holdings will not function if added. If multiple planet unique buildings are added they will be removed at the start of next month.

## Ships

Fallen empire, other crisis and other guardian ships spawn as a box due to their appearance being tied to their graphical culture. Colony ships can be spawned with the console but will not work due to not having a species inside.

## Modifiers

Can be added with the *effect add\_modifier = { modifier = example }* command combination to add modifiers to planets. Example: `effect add_modifier = { modifier = eat_the_titans days = -1 }`, if used without a target planet the entire empire will have the modifier

Can be removed with the *effect remove\_modifier =* command to remove modifiers from planets. Example: `effect remove_modifier = eat_the_titans`

If a planet is selected the modifier is added as a planet modifier. Otherwise it is added as an empire modifier. Empire modifiers can be added as planet modifiers and vice versa.

## Anomalies

* cybrex\_2\_cat
* cybrex\_3\_cat
* cybrex\_4\_cat
* cybrex\_5\_cat
* cybrex\_6\_cat
* cybrex\_7\_cat
* cybrex\_8\_cat
* cybrex\_9\_cat
 Signs of Precursor Activity (First League)
* league\_2\_cat
* league\_3\_cat
* league\_4\_cat
* league\_5\_cat
* league\_6\_cat
* league\_7\_cat
* league\_8\_cat
* league\_9\_cat
 Signs of Precursor Activity (Irassian)
* irassian\_2\_cat
* irassian\_3\_cat
* irassian\_4\_cat
* irassian\_5\_cat
* irassian\_6\_cat
* irassian\_7\_cat
* irassian\_8\_cat
* irassian\_9\_cat
 Signs of Precursor Activity (Vultaum)
* vultaum\_2\_cat
* vultaum\_3\_cat
* vultaum\_4\_cat
* vultaum\_5\_cat
* vultaum\_6\_cat
* vultaum\_7\_cat
* vultaum\_8\_cat
 Signs of Precursor Activity (Yuht)
* yuht\_2\_cat
* yuht\_3\_cat
* yuht\_4\_cat
* yuht\_5\_cat
* yuht\_6\_cat
* yuht\_7\_cat
* yuht\_8\_cat
* yuht\_9\_cat

 Alien Life
 Armed Vessel
 Corrupt Survey Data
 Encrypted Transmission
 Irregular Energy Emissions
 Unusual Moon
Patch 1.9

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 **1.9** • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 1.9**, aka "Boulle", was released on 2017-12-07 with the checksum *a2c2*. The patch was released alongside the Humanoids Species Pack.

## Species Pack Features

### Ship Appearance

* (HUMANOIDS) Added complete new Humanoid ship set.

### Portraits

* (HUMANOIDS) Added 10 new portraits to the Humanoid species class.

### City Appearance

* (HUMANOIDS) Added Humanoid city graphics.

### Prescripted Empires

* (HUMANOIDS) Added a new prescripted empire: "Voor Technocracy"

### Audio

* (HUMANOIDS) Added new 'Soldier' advisor voice set themed on the Commonwealth of Man
* (HUMANOIDS) Added new 'Diplomat' advisor voice set themed on the United Nations of Earth
* (HUMANOIDS) Added new 'Technocracy' advisor voice set themed on the Voor Technocracy
* (HUMANOIDS) Added 3 new song remixes.

## Bugfixes

* Hovering over a category in the Traditions screen now works correctly with non-default UI scaling
* Fixes text overflow in Governor description in Planet View, in low resolutions.
* Fixed Create Vassal button missing in low resolution.
* Fixed CTD that can happen during daily war updates.
* Fixed localisation error when declaring war on Awakened Empire.
* Fixed factions in Inwards Perfection empires referring to Diplomacy traditions when they mean Adaptability.
* Fixed minor break in Machine Uprising event chain.
* Fixed National Purity and Native Privilige agendas being available for fanatic xenophile empires.
* Fixed blurry egalitarian ethics icons when using low graphics quality.
* Fixed Machine Integrated species sometimes not respecting their Military Service species rights.
* Updated metadata for the music in Synthetic Dawn DLC to fix an incorrect track name.

## References

1. ↑ Forum: [Dev Team] Boulle update (1.9) Released [checksum a2c2]
Patch 3.6.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 3.6.X** are all patches beginning with 3.6.

## 3.6.1

Patch 3.6.1 was released on 2022-12-06 with the checksum *a6c5*.

### Bugfixes

* Fixed DLC being listed as “corrupted” in the launcher due to checksum mismatch.
* Added missing French scripted localization.
* Fixed adjective generator in the empire creator not working for some languages.
* Several ship sizes that lacked role definitions now have them.
* AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
* Fixed graphical artifact appearing in the ship browser.
* Fixed overlapping portraits sometimes appearing in the first contact view.
* Fixed subjects being able to become the federation president in arena combat successions.
* Empty fleet templates generated automatically will now be cleared after a set amount of time.
* Machine uprisings can now spawn fleets with all unlocked ship types.
* Fixed mechanical fallen empires missing part of their ringworlds.
* Pre-FTL civilizations should now generate defensive armies.
* Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation.
* Blocked pops with the Psionic trait to also receive the Latent Psionic trait.
* Gateway Sites and Ruined Gateways show up in outliner.

### Balance

* Juggernauts now have the same base maximum speed as Battleships and Titans.

### Stability

* Fixed a crash when older custom names contained certain special characters <3

### Modding

* Fixed crash when overwriting e.g. certain pop jobs or districts individually
* Fixed is\_ringworld trigger being overwritten by a scripted trigger

## References

1. ↑ Forum: [Dev Team] 3.6.1 patch released (checksum a6c5)
Special Project modding

Version

This article has been verified for the current PC version (3.1) of the game.

The special project game data can be found in these files/folders: `common/special_projects`

## Special Projects file structure

The file consists of a series of *`special_project = {}`* entries.

### requirements

Requirements use condition-like syntax, but they have their own set of commands. They **do not** support AND and OR commands.

##### Example

```
requirements = {
	shipclass_science_ship = 1
	leader = scientist
	skill > 2
}
```

## Usage

Once you have a special project defined, you can start it in an event by using the *`enable_special_project`* command. The command has three parameters:

```
capital_scope = {
	enable_special_project = {
		name = "MYMOD_EXAMPLE_1_PROJECT"
		location = this
		owner = root
	}
}
 owner | The country which will have this project enabled. | owner = root

#### Example

```
	enable_special_project = {
		name = "MYMOD_EXAMPLE_1_PROJECT"
		location = this
		owner = root
	}

```

There is also the *`abort_special_project`* command to end a special project, it is used like:

```
	abort_special_project = {
		type = MYMOD_EXAMPLE_1_PROJECT
		location = capital_scope
	}

```

The country is inferred from the location parameter.

A trigger example: `has_special_project = CAPTURE_QUEEN`

## Localisation

The localisation entries depend on the *key* property. The *key* is used for title and *key*\_DESC is used for description.

##### Example

```
MYMOD_EXAMPLE_1_PROJECT:0 "Example title"
MYMOD_EXAMPLE_1_PROJECT_DESC:0 "Example description"

```

**Modding**