Stellaris Dev Diary #424 - Nomads and 4.4 'Pegasus' (11th June 2026)
Stellaris 4.4 'Pegasus' is dropping Monday with Nomads, mobile Arkships, roaming trade networks, and five new origins that completely redefine nomadic gameplay.

Stellaris 4.4 'Pegasus' launches next Monday, June 15th, and it's not a small update. The Nomads expansion completely rewires how nomadic empires work, replacing your homeworld with an Arkship, a massive mobile capital that doubles as a colony, shipyard, and warship all at once. You'll build Waystations to harvest resources without claiming territory, link them into Waylines that spread trade and bonuses, and negotiate Contracts with settled empires to earn resources and diplomatic leverage.
The big gameplay shift is flexibility. After hitting certain traditions, nomadic empires can now Settle permanently on a planet, or settled empires can Embark onto Arkships and convert their infrastructure into Waystations. There are five new origins to explore, from the flexible Voidfarers to the chaotic Forever Cruise, where two species share one ship and you're constantly managing passenger satisfaction versus crew needs. The Stellar Cannon megastructure is pure spectacle: build it on a neutron star, charge it for 140 days, then fire your entire energy stockpile at a target system.
One heads-up: the Paradox Launcher will automatically disable your mods when 4.4 drops. You'll need to re-enable them after they're updated to avoid crashes or bricked saves. Check the full notes below for the complete feature list and balance changes.
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ Tweakby Eladrin
Hi everyone!
The Stellaris 4.4 ‘Pegasus’ update and Nomads are releasing next Monday, June 15th.
Today we have the preliminary release notes, the last Spinal Mount, the new Achievements, and information about today’s Dev Q&A. We’ll have some last minute fixes and adjustments going into 4.4, so Monday’s patch notes will likely differ very slightly from these.
There are two things that I want to highlight that we haven’t talked about in dev diaries:
There are some changes being made to the Paradox Launcher - when 4.4 releases, your mod lists will automatically disable. Once the mods have been updated, you’ll need to re-enable the modlist to re-enable them. The Launcher will also bail to the main menu if you try to Resume an incompatible save. These changes are intended to reduce the number of people that end up with bricked ironman saves or have crash-on-load issues when we make a major update.
The other is that your trip across the stars with Nomads will be accompanied by seven amazing tracks from Andreas Waldetoft - Boarding the Arkship, Echoes of Home, Enlightenment, Stellar Pilgrims, The Departure, Towards the Unknown, and Waylines, as well as an additional special track, Manduul Haan, by Batzorig Vaanchig.
Now, on to the release notes!
Nomads Preliminary Release Notes
- Nomadic Empires introduced
- Arkships
- Massive mobile capitals that replace homeworlds entirely. Serve as colonies, shipyards, and warships simultaneously, with three specialization classes (Military, Scientific, Civilian) that can be upgraded through three tiers and customized with modules, systems, and late-game Spinal Mounts.
- Construct Waystations to harvest resources from systems without claiming them. Adjacent Waystations automatically link into Waylines that propagate trade and modifier bonuses. Wayline Pacts allow two Nomadic empires to share each other's network benefits.
- Settled empires can issue task-driven Contracts (Military, Science, Resource, Diplomacy) for Nomadic empires to fulfill. Completing Contracts earns Trade, improves Opinion and Trust, and unlocks deeper diplomatic options including Wayline Pacts.
- After completing the Adaptability or Versatility tradition, Nomadic empires can Settle on an empty planet, with options to settle partially or fully and leave the remainder as a subject. Settled empires can Embark onto Arkships through a mirrored process, converting their starbases into Waystations.
- Transforms the Defender of the Galaxy Ascension Perk into a full five-level Ambition path. Progress by cooperating with other empires, assuming Galactic Custodianship, and forming the Galactic Defense Force. Unlocks the Paladin Initiative and unique hero ships commanded by promoted admirals. Win condition: defeat two end-game Crises and abdicate your Custodianship.
- A purely offensive Megastructure requiring a neutron star or pulsar, buildable without an Ascension Perk. Fires your entire energy stockpile at a target system after a 140-day charge, dealing ship damage and colony devastation (10%/25%/50% at each tier). Shots over 50,000 energy also shift all planets in the system one step up the dryness scale.
- A roving gladiatorial enclave that hosts fleet combat tournaments every twenty years across the galaxy, with weight classes scaling from early- to late-game fleet sizes. Winners hold the Trophy relic until the next tournament. Also offers services including combat intelligence on rivals, tournament venue selection, and introductions to Nomadic Paragons.
- Voidfarers
- The general-purpose Nomadic origin. Provides a flexible, unscripted start with no overriding narrative obligation, suited to players who want to define their own nomadic path from the ground up.
- Begin as survivors of a Khan's assassination, hunted by escalating Marauder bounty fleets. Complete unique military Contracts to weaken your hunters. Survive and potentially claim the throne yourself!
- A Spiritualist origin built around surveying a series of sacred sites scattered across the galaxy by your ancestors. Each site presents a distinct choice about faith and history.
- Two species share a single Arkship: a working Crew and a leisure-seeking Passenger class. Balance the Passenger Satisfaction situation to avoid Planetfall on one extreme and Mutiny on the other.
- We’ve also added a special “Hospitality Servitors” variant of the Rogue Servitors civic, where the Passengers are even more demanding and maintaining the cruise is more difficult.
- As a Nomad, seek rare systems and be rewarded.
- Orun Veyth, the Revenant
- A scarred admiral who lost everything to a purge and has been settling the debt ever since.
- She held a seat at a royal court for decades, then walked away from it because the stars had more to teach her.
- He left a prestigious Grand Archive to study living things instead of dead ones.
- A synthetic father who chose exile over abandoning his fragile son when his people synthetically ascended.
- A warrior of considerable size and considerable joy, who treats every battlefield like a hunting ground and your Arkship like a trophy hall.
- She boards your Arkship with nothing but polite manners and the feeling she has been somewhere before. Follow where she points.
- Caravan Masters
- Every Waystation is a marketplace, every contract a relationship, and every relationship a potential profit margin.
- Not all who wander are lost, some are just waiting for you to let your guard down. Siphon resources from colonies in systems where your Waystations lurk, or skip the subtlety and plunder planets directly with the Plundering bombardment stance. Yarr!
- Life between destinations is its own destination. Gather resources as you travel, then burn through your stockpiles in a galaxy-spanning festival that grounds one Arkship and celebrates everything your people have seen.
- The best pilots in the galaxy didn't grow up with a planet to land on.
- Not every passenger needs to be awake for the journey. Manage your population through the long transits between stars, keeping only the hands you need on deck.
- Photoadaptive/Solar Celled
- Recursive Learners/Structural Awareness
- Reaver
- Terraphobic
- Interconnected
4.4 'Pegasus' Preliminary Patch Notes
Feature
- The Paradox Launcher now automatically disables your mods on major version updates.
- To re-enable your mods after they have been updated for the patch, change the ‘DLC only’ play list back to your associated mod list. Your preferred mod list will then stick through the major version.
- Attempting to resume an incompatible save will now divert you to the main menu instead of loading it.
- The launcher should now show a warning if there has been a major patch since your last saved game
- Empires that are not the primary participant in a war may now attempt to enter an ongoing war by negotiating with the leader of the side they want to join, or leave an ongoing war by negotiating with the leader of the opposition. These can be found as terms in trade negotiations.
- Leaving a war creates a truce, and negatively affects your former ally’s opinion of your empire due to your treachery.
- An opponent may be reluctant to let you get off easily if they feel that they’re winning the war, or if they particularly dislike you.
- This will generally only be relevant when an empire has allies in a war, or is in multiple wars with split occupation.
Improvement:
- Automated jobs now have their own workforce limit slider, letting you directly cap how many of a job's slots are filled by automation.
- Finished the removal of Unemployment begun with 4.3.0.
- When a pop loses their job, they now immediately fall to their stratum's fallback category (Citizen, Maintenance Drone, etc.) rather than passing through a temporary unemployed tier.
Bugfix
- Fixed an issue where pops could end up in "reprocessing" jobs forever.
- Certain leaders are no longer immune to the negative side effects of mutagenic spas.
- Fixed an issue where the Mindlink Metropolis district would appear in the wrong position on the capital planet screen after unlocking the Mind Meld perk.
- Habitat Mining Station designation was incorrectly scoring energy zones instead of mining zones.
- The Machine Uprising no longer requires the robots to outnumber organics 100:1 to have a slight chance of success. Disassembling or displacing Mechanical pops during the uprising now also has finer granularity.
- Space Fauna in the Vivarium no longer lose their species type or culling resources after maturing to a new life stage.
- Recently captured Space Fauna no longer revert growth or lose their ship design after a few months.
- Fixed some Leader Maximum Negative Traits modifiers being listed in places where they shouldn't.
- Imperial Heirs can now gain more relevant leaders traits they were prevented from getting before.
- Fixed Necrophage origin tooltip incorrectly stating 1.2K prepatent Pops instead of 2.4K for non-genocidal empires.
- The Adrift anomaly ship has been renamed from "Science Ship" to "Courier Ship".
- Vipra and the Behemothkin are now correctly replaced with spider-like portraits in Arachnophilia mode. (Even though the Behemothkin has four arms.) The Mindwarden intentionally is excluded because their armor is piloted by millions of spiders.
- We make Great Pets requires owning an alien zoo again
- Make selectables of different types not able to be selected together
- Monthly Loyalty Change breakdown tooltip displayed all modifier values at twice their actual value.
- Fixed all four hostile DSC aura types sharing the same stack ID, causing only one to be active at a time.
- Fixed the Surveyor attempting to apply incorrect deposits.
- The Ember Cruiser and the Ember Battleship now display the correct localized text strings in their descriptions
- The Necrophage origin tooltip display "prepatent" as intended and swap the wording of "Rulers" to "Elites"
- The Storm Chasers origins modifier no longer has a :: instead of : in its description
- Fixed colonisable planets sometimes generating with no energy generator districts.
- Fixed Volcanic worlds not having uncapped energy districts.
- Fixed Production Unit ringworld segment missing correct zones for fallen machine empires.
- Try to prevent systems spawned via mandatory_neighbors from spawning too close to other systems.
- Fixed precursor civilizations always appearing in the same region of the galaxy regardless of seed.
- Crises will no longer spawn starbases after purging a pop if there are hostiles in the system.
- Fixed fleet return orders being silently cancelled when the fleet was in orbit of a friendly starbase.
- if the Deep Space Citadel Design name is too long, it no longer overflows the button asset.
- Fixed some names containing certain characters (e.g. "ä") not being displayed.
- Thermophile Void Dwellers no longer start with food production
- The Create Resort World and Arcology Project decisions now correctly block each other even in the build queue.
- Fixed a logical discrepancy in planetary decisions on nanite worlds.
- The Symbiont Overdrive edict now unlocks correctly for Wilderness empires.
- The Confidence in Variance agenda correctly appears in Domination Traditions for Gestalt empires, and it has a finisher effect.
- The Biomorphosis Situation no longer mentions Genomic Research Facilities if you are a Wilderness empire.
- Next-tier unlock of Focus Tasks now requires 50% of your empire's available tasks, not 50% of all tasks
- Common Ground and Hegemony starting empires can no longer be homicidals
- Fixed an issue with the Rubricator system not spawning under certain circumstances
- Fixed Non-Aggression Pacts not having decreased Trust requirements if you have the Familiar Face civic.
- Uplifting can no longer uplift pops on uncolonized planets.
- Fixed AI not budgeting zro for starbase construction and upkeep.
- Fixed AI not budgeting dark matter for starbase construction and upkeep.
- Fixed AI not budgeting food for starbase upkeep.
- Fixed AI not budgeting exotic gases for non-orbital ring starbase buildings.
- Fixed AI not budgeting rare crystals for non-orbital ring starbase buildings.
- Fixed a background error where the "First Paragon Trait" timeline event kept trying to happen when the leader is a paragon
- Fixed empires with Biological Ships not getting access to G-slot defensive platforms
- You can no longer build dyson swarms around depositless stars
- Bio-ship empires now correctly receive bio-ship technologies during the crisis tech grant, instead of silently getting nothing.
- Retreating ships with long range weapons will no longer be able to escape the outer bounds of the system
- Fixed overlord expansion tithe being applied after the outpost influence cost cap.
- Fix mobile starbases' country modifiers not always being applied
- Fleet UI will no longer change header color when inspecting various types of ships if communications are not yet established.
- Fixed elites from providing double exotic gases from the gaseous fauna modifier.
- Updated bio-trophies not benefiting from some modifiers to social classes.
- The Fallen Empire demanding you to accept humiliation will no longer have a broken tooltip option.
- Fixed a possible crash on INF_ORIGIN_RED_GIANT_TRIANGULATION special project.
- Fixed fleets being unable to return to a mobile starbase while it is in FTL transit.
- Scripted localization error corrected in two Shroud-related events.
- Fixed issue where after quelling a rebellion, rebel systems further away from the player's territory were maintaining their independence.
- When reading saved outliner settings, incorrect entries in the "sort" arrays are now updated correctly.
- The Sentinel Auxiliary Fleet given to help you fight the scourge no longer contains multiple designs with empty slots
- Collateral damage from titanic weapons now correctly benefits from weapon type damage modifiers and properly attributes kills for scripted on-actions.
Balance
- Orbital Rings can now be dismantled.
- Abandon colony cost decreased from 200 to 50 influence.
- Planet designation bonuses have been noticeably increased across the board. (10% -> 15%, 5% -> 10%)
- Some key technologies related to Ascension Paths will now have higher chances to appear if you're on that Path.
- Added Interlink faction for Democratic Interlink cyborg pops
- Void Dweller empires can now be selected as Advanced Start empires.
- Updated Orbital Ring armor values.
- Merged the Titan Assembly Yards and Colossal Assembly Yards starbase buildings into a single Capital Assembly Yards building. Unlocks with any capital ship technology, costs 1250 alloys / 25 energy upkeep, and grants +2 Shipyard Capacity.
- All species trait slave_cost resources changed from energy to trade.
- Updated the spawning conditions for mining and research deposits in galaxy generation.
- Added a Fallen Empire Strength galaxy setup slider (0.25x to 5.0x); Fallen and Awakened Empire fleets now scale with it and with difficulty, gain rare titans and colossi, and Awakened Empire fleet count now reacts to the strongest empire in the galaxy.
- The Civil Exclusion agenda now also grants Slave Workforce as part of the finisher effect.
- The Black Hole Observatory has been replaced with the Stellar Observatory. This can be built in all star systems, but the output depends on the system star type.
- Branch office influence cost is now capped to 1000.
- The energy cost to establish a branch office has been converted to trade. This cost no longer scales with distance.
- Having Low Economic Intel on an Empire now gives you visibility on deposits in the empire's space.
- Intel on Systems no longer gives Intel on Colonies.
- The Expel Corporation War Goal now provides you with trade instead of energy for each branch office destroyed.
- Astrometeorology civics now give +50% Stellar Observatory output.
- Scientists can now obtain the Engineer trait.
- Commanders can now obtain the Roamer trait.
- The Roamer trait now provides +10% Sublight Speed as a base effect, +10% Survey Speed for Scientists, and +5 Evasion for Commanders.
UI
- Situation Log UI improvements, including categorization of entries and new interface looks
- Starbase module and building tooltips now show equipped component stats
- Ship details panel now shows full weapon and strike craft stats in component slot tooltips
- Expansion planner sort buttons now display district type names instead of resource names.
- Fixed too large leader tooltip hitbox in Paragon recruitment and conversation event windows.
- Build queue tooltips for Shipyards now show ship class icon and design name
- Megastructure UI overhaul and art pass
- Fixed misleading tooltip for outpost influence cost when it is capped.
- Hid leaders from Combat UI
- The Planet View UI now shows districts that are being built as part of the overview where the built, unused and blocker ones are to give a more accurate overview of the situation
- Inactive triggered Auras will now be hidden from the component tooltip of the shipview
- Rename and move some steps in the Empire Creation menu
- Add a scrollbar to Empire Creator's planet class description
- Transport fleets docked at a starbase without a docked ship upkeep modifier no longer show a "Ready to land troops" tooltip.
- "Research Projects in System" in right-click menu for construction ships is now shown if multiple construction ships are selected.
- Renamed "Civilian Ships" to "Utility Ships"
- Policy groups that have been unlocked but not yet initialized are no longer shown in the policies view.
- Tooltips can now update their text while locked in position.
- Removed the "Auto Track Log Entries" button from the event window (mods may re-enable it).
- Improved concept tooltips for starbase building and module unlocks.
AI
- AI now treats unity as a real production target across all three plan stages, research can scale 40% higher in advanced (2500 -> 3500 cap), and endgame alloys drop from a 2300 ceiling to 1300 so that the trillions-of-research endgame research numbers can actually outcompete alloys for build slots/pops.
- The AI now steers building construction toward building sets that match each planet's designation for tighter, better-specialized worlds.
- The "underdeveloped planet limit" that was supposed to prevent AI overextension is more effective. Instead of only applying in the first 15 years and then only against bad planets, it now softly discourages colonization of any world once the empire already has too many undeveloped colonies.
- Empires that are still small will now expand more aggressively, so they more reliably claim their homeworld's guaranteed habitables and nearby good worlds before settling into build-up mode.
- AI resettlement now moves pops from overpopulated worlds to underpopulated ones regardless of how those planets got that way, rather than only emptying out worlds with terrible habitability. New colonies should grow faster and veteran worlds should stagnate less.
- On well-developed planets (2500+ pops), the AI is now more likely to round out its rural districts so it unlocks the building slots they provide. It still won't waste slots on a district whose specialization zones aren't available yet, so early-game behavior is unchanged.
- Fixed an issue where optional subplans (like pop count and strategic resource targets) were still required to complete a plan, which stalled the AI on one economic tier for long periods; they now behave as true stretch goals
- Added a new intermediate economic plan between the basic and advanced tiers, so AI empires experience a smaller jump in expected income (energy, minerals, alloys, research, etc.) as they graduate out of the early game.
- Fixed a bug where the AI's consumer goods scaling production check looked at the food stockpile instead of the consumer goods stockpile, sometimes causing the AI to over-build or under-build CG production.
- The AI now proactively tears down and rebuilds urban zones that don't match a planet's designation - for example, a col_foundry world will swap out a generic zone_industrial for zone_foundry to double-specialize into its designation. Swaps apply a per-building penalty for each existing building that doesn't carry over through the new zone's included_building_sets, require a larger affinity margin when the slot is already specialized to prevent churn between near-equivalent candidates, and must clear a minimum-benefit floor so the construction cost is justified by the economic delta. Planets already rich in matched buildings stay put; planets with mismatched buildings restructure.
- Colony designation affinity (the ai_building_set_affinity on colony types) now biases AI zone selection in addition to building selection. A designation that prefers the "foundry" building set will now also weight foundry-themed zones more heavily during construction planning.
- Nanotech Worlds: Fixed AI empires getting stuck after converting planets to Nanotech Worlds. The AI now prioritizes nanolabs, nanotech cauldrons, and nanite transmuters on pc_nanotech colonies instead of leaving rural districts unspecialized.
- The AI will now reactively build storage boosting buildings when any tangible resource is above 90% capacity.
- Increased AI weights for taking Ascension Paths. Added Spiritualist and Materialist AI weight synergies for Psionic and Cybernetic Ascension.
- AI empires that have taken the Synthetic Evolution AP will now always be able to take tech_synthetic_workers (even if they don't normally use robots).
- AI empires are much more likely to take Ascension Perks and their associated Tradition Trees.
- The AI now sometimes uses buildings that provide a static number of jobs, like Alloy Foundries or Civilian Industries.
- The AI no longer rigs their Hydroponic Farms with explosives, ready to blow in the off chance that their economy starts doing too well.
- Reduced the fleet power upgrade threshold the AI requires before they will upgrade ships from +30% to +10%.
- AI will no longer want to build army types that fail the "allow" trigger on all colonies.
- AI can now build armies that cost resources other than minerals or food.
Stability:
- Fixed OOS with merging species (playing with nascent species)
- Fixed OOS with country economy due to dependency missing in threaded code.
- link_to effect now supports null bypasses (as both the scope and target) instead of crashing.
- Fixed a crash when closing the game via Alt+F4 or the window close button while a save was in progress.
- Fixed a crash that could occur when hovering over event option tooltips generated by effects iterating large numbers of pop groups.
- Fixed an OOS happening on hotjoin when a situation has enough progress to go past the last stage.
- Fixed a crash that could occur when AI empires evaluated megastructure construction orders.
- CS_SPECIES_COUNT, CS_SPECIES_INDEX OOS when playing with nascent species
- CS_COUNTRY_RESOURCES OOS
- Fixed crash when using horizontalScrollbar in containerWindowType.
- Fixed crash on Mac in galaxy generation due to running out of stack when randomizing traits for species
Modding:
- Introduced Colony and Carrier as scopes
- Colony is where your pops, buildings, and most everything else important is hosted. This is ‘carried’ by a Carrier
- Carriers are either Ships or Planets. You will see most, if not all, planet events have been converted to carrier events. Same with flags and other effects. This is to make them work with Nomads easier.
Stellar Engine
Hi folks, Alfray Stryke here with our final Spinal Mount. As a reminder Spinal Mounts are modules that can be equipped onto Tier 3 Arkships that are designed to roughly be mobile kilostructures.
The Stellar Engine allows you to inject dark matter into a star or gas giant, providing a significant increase to the output.
After injecting dark matter into a star, it will gain an additional energy or physics research deposit, depending on the current output of the star. Stars without a deposit will default to gaining a physics research deposit. Of course, as a Settled empire, if you happen to know of any Nomadic empires that has an Arkship outfitted with one of these Spinal Mounts, you can issue a Contract for them to Ignite a star or gas giant in one of your systems.
Igniting a gas giant on the other hand, turns it into a protostar with a unique energy and physics producing deposit, but this has some drastic consequences to the local moons.
Nomads Achievements
As usual, we have a few new achievements for you to chase.
Khan of Khans
As Heirs of the Khan, seize back your throne and have at least 5 Satrapy Vassals.
Forever is a Long Time
As Forever Cruise, survive for at least 200 years and reach the End Game Crisis.
The Long Way Round
As Sacred Path, complete the pilgrimage to all seven Sacred Sites.
Take My Energy ༼ つ ◕_◕ ༽つ
Cook a homeworld with a Stellar Cannon.
So Long, and Thanks for All the Fish
Embark when your homeworld is at 70% devastation.
I Win Longest Road!
Connect 2 Capital Planets with a Wayline that is at least 20 Waystations long.
It's Full of Stars
As a Nomadic empire, settle on Europa as your Empire's Capital.
Defenders of the Galaxy
Defeat all End Game Crises before abdicating as DotG without ever having any non-Arkship colonies.
Community Q&A
We’re holding a Question and Answer session today on the official Stellaris Discord. Come ask us anything about Stellaris!
Next Week
Next week’s dev diary will be looking at the first few days of the 4.4 release and likely include a preview of our planned week 1 patch. (And a review of hotfixes, if any occurred.)
See you then!
The artists put together a new piece of wallpaper for you based on the blueprints in the Arkship view.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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