4.5.3|Oct 28, 2026
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Stellaris 4.5.3 Open Beta Released

3/5 Moderate

BETAResource harvesting buildings are now limited to one per planet alongside a massive overhaul of Habitability logic and UI systems.

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Key Changes

  • 1Strategic resource harvesting buildings (Betharian, Gas, Crystal, Motes) limited to 1 per planet
  • 2Comprehensive Habitability system overhaul fixing display caps and adding 'Adapted Habitability' concepts
  • 3Cyberization situation speed bug fixed, preventing it from being stuck at -99%
  • 4Multiplayer stability improved with exhaustive out-of-sync checks for all entities
  • 5District specialization logic improved to correctly convert when colony ownership changes
  • 6Deluge Machine functionality expanded to allow turning Gaia worlds into Ocean worlds
  • 7Pleasure Seekers origin buffed with additional starting buildings and resources
  • 8Job tooltips redesigned to show effective workforce and resources produced for overlords
  • 9Fixed various galaxy generation issues where civic/origin buildings would go missing
  • 10Armies now correctly return to transport ships if a war ends during combat

All Changes

💰Economy & Buildings(7)

  • nerfBetharian Processing: Betharian Processing buildings are now limited to one per planet
  • nerfExotic Gas Capture: Exotic Gas Capture buildings are now limited to one per planet
  • nerfRare Crystal Extraction: Rare Crystal Extraction buildings are now limited to one per planet
  • nerfVolatile Motes Harvesting: Volatile Motes Harvesting buildings are now limited to one per planet
  • buffVirtual Bliss Plaza: Virtual Bliss Plaza and Omni-Bliss Nexus now automate Logistic Drone jobs for Gestalt empires
  • fixBranch Office: Queued buildings for branch offices or subject holdings no longer count towards the building limit of the other holding type
  • fixFallen Empire Buildings: Fallen Empire buildings no longer provide job automation to Virtual Synthetic empires

🏛️Empire Origins & Civics(6)

  • buffHedonists: Hedonists on the Decadent Lifestyle use 50% fewer amenities while the empire has no Consumer Goods deficit
  • buffTankbound: Tankbound empires now start with an additional Generator District instead of converting existing districts
  • fixTankbound: Tankbound Infernal empires no longer start with 3 extra energy districts on their capital
  • buffPleasure Seekers: Pleasure Seekers now start with extra Civilian Industries and Holo-Theatres to assist with early-game resources
  • fixInfernal: Infernal empires with Tree of Life or Here Be Dragons now correctly start with an Agriculture District
  • fixExemplary Genetics: The Exemplary Genetics tradition now correctly reduces the cost of advanced genetic traits

🌍Habitability(8)

  • fixHabitability: Fixed Habitability display cap; values up to 175% or 250% now show correctly across all UI panels
  • newAdapted Habitability: Added 'Adapted Habitability' game concept explaining benefits of exceeding 100% habitability
  • newVolcanic Climate Mods: Added Volcanic Climate Mods granting Adapted Habitability on Volcanic Worlds
  • fixMutation Authority: Fixed Mutation Authority tooltip incorrectly claiming a 175% ceiling when it grants 125%
  • fixMutagenic Habitability: Fixed Mutagenic Habitability species being able to take Hydrocentric without the Aquatic trait
  • fixDry Climate Mods: Fixed Dry Climate Mods incorrectly granting Adapted Habitability on Volcanic Worlds
  • fixClimate Mods: Species losing a Climate Mods trait now gain a random preference from that climate; Aquatic species always get Ocean World Preference
  • fixAuto-Modding: Fixed AI resettlement and auto-migration incorrectly counting Auto-Modding when judging destinations

⚙️Gameplay Systems(8)

  • fixCyberization: Cyberization situation speed should no longer get stuck at -99% after dealing with spiritualists
  • buffDeluge Machine: Deluge Machine can now turn Gaia worlds into Ocean worlds
  • fixArmies: Attacking armies are moved back to transport ships if a war ends during active combat
  • fixSubject Colonies: Occupied subject colonies no longer produce job resources for their overlord
  • changeOverlord: Resources produced for an overlord now scale with job workforce instead of pop count
  • fixPops: Pops can no longer hide in the purge category to avoid working in mines
  • fixThermophile: Thermophile livestock no longer consume food
  • buffLogistic Ships: Automated logistic ships now consider bringing loot back to arkships regardless of distance

🖥️UI/UX(5)

  • changeUI: Job tooltips now show resources produced and consumed by the job itself rather than the pops working it
  • changeFleet UI: Fleet actions that are unavailable due to cost or cooldown now appear disabled in the right-click menu with reasons in the tooltip
  • changePop Summary: The Monthly Pop Summary now includes unusual sources like Necrophaging and events
  • fixObservation Post: Fixed the 'Go to observation post' button in Planet View for Pre-FTL civilizations
  • changeVisuals: Set ship RGB values to be identical to map RGB values for visual consistency

📡Stability & Multiplayer(4)

  • fixMultiplayer: Multiplayer out-of-sync checks now compare every colony, fleet, ship, and country for faster detection
  • fixStability: Fixed a rare crash occurring when a subject became independent after its overlord was destroyed
  • fixMultiplayer: Fixed out-of-sync errors occurring after a player hot-joins a game
  • fixDeep Space Citadel: Downgrading a Deep Space Citadel in multiplayer no longer causes an out-of-sync

Summary

The 4.5.3 'Cygnus' Open Beta introduces significant balance adjustments to planetary economy and a comprehensive sweep of bug fixes. Key highlights include a restriction on strategic resource harvesting buildings to one per planet and a major technical cleanup of the Habitability system, ensuring values above 100% (Adapted Habitability) are correctly calculated and displayed. The update also focuses heavily on multiplayer stability with more rigorous out-of-sync checks and improved logic for district specialization when colonies change hands.