Stellaris 4.5 'Cygnus' Open Beta updated (bfcc) Notes (7th July 2026)
The second open beta for Stellaris 4.5 'Cygnus' is live with sweeping changes to how pops handle ethics and factions, redesigned ship automation tools, and federation improvements that alter mid-to-late-game diplomacy.

Paradox has pushed 4.5 'Cygnus' Open Beta 2 live ahead of schedule, and it brings structural changes that will reset your saves. Pop groups no longer splinter by ethics or faction membership. Instead, each group now tracks a percentage distribution across factions and ethics, with more frequent shifts between them. This simplifies the UI but demands you rethink how ethics spread through your empire, especially if you've relied on faction isolation tactics.
The real shift comes to ship design automation. New Fleet Doctrine, Weapon Preference, and Defense Preference policies let you steer both player and AI designs without micromanaging every slot. Starbases get their own weapon and defense toggles, so your stations no longer mirror your fleet loadouts. Federations gain teeth too: Trade Leagues now grant free automatic Commercial Pacts and Wayline Pacts (with Nomads) between members, while any federation can now enact laws for automatic Research Agreements.
Balance touches span Cybernetic traits, Consecrate World rewards, and Deep Scan success rates, but the pop ethics rework and design policies are what reshape moment-to-moment play. The full list, including Paladin combat computer fixes and strike-craft defensive modifier corrections, is below.
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ TweakHello everyone!
QA's tests on the 4.5 'Cygnus' Open Beta 2 update went faster than expected, and we felt that we had no real reason to hold the update until tomorrow.
We've updated the stellaris_test_4.5 branch with the following changes:
4.5 ‘Cygnus’ Open Beta 2 Release Notes
The 4.5 Open Beta now also includes all changes from 4.4.5.
Feature
- Pop groups are no longer divided by Ethics or Factions, instead each pop group will have a given percentage that belongs to each faction or ethic as appropriate. This means that:
- THIS IS A BREAKING CHANGE AND WILL NOT PRESERVE SAVE GAME COMPATIBILITY.
- Ethics and factions are now shown on the pop group entries in the planetary management UI, with tooltips showing the attraction to ethics and factions. Verbose tooltips are enabled by holding Alt, to show a breakdown of all modifiers for these attractions.
- Pops shift ethics and factions more frequently
- Pop group faction conversion happens more frequently
- Ethic attraction now impacts faction growth
- Simplify factions randomization logic
- Updated Cyberization policies to account for the changes to pop groups and ethics. The Limited Cybernetic species trait has been removed, instead if the Limited Cyberization policy is in effect, Cybernetic Spiritualist pops do not benefit from Cybernetic Job Efficiency. The Limited Cyborg leader trait still functions as previously. This will also decrease the Approval penalty from regular spiritualist factions from the demand The Flesh is Strong.
- Added a Fleet Doctrine policy with six doctrines that determine the tactical roles each ship class is designed to fill, affecting automated ship designs and ship-designer auto-complete.
- Added Weapon Preference and Defense Preference policies that steer automated ship designs and technology research.
- Added Starbase Weapon Preference and Starbase Defense Preference policies so station loadouts can diverge from the fleet.
- Trade League federations now provide free, automatic Commercial Pacts between all member empires.
- Trade League federations now also provide free, automatic Wayline Pacts between all members. (Requires Nomads)
- Storm Attraction is now fully functional for mobile arkships
- Added a toggle and selectors in empire creation so you can select your map border and fill colours independently of your flag color.
- Ship Color can now be selected independently from flag colors in Empire Creation.
- Color swatches in the species creator's flag editor and ship-set selector now show the name of the selected color on hover.
Improvement
- Regular Empires can now cancel accepted contracts after 20 years, with a notification sent to the operator.
- The Dyson Swarm "best systems" list will now always show a variety of systems with different resources, so if you have a dozen physics deposits, they won't hide all of your energy systems. All "best systems" finders now show up to 12 systems.
- Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.
Balance
- Strike craft and missile defensive modifiers now also affect strike craft and missiles launched from starbases and defense platforms.
- The Cybernetic species trait now provides an additional +5% Job Efficiency.
- Hive minds which encounter genetic defects during cyberization can now choose a cyberisation policy.
- Scientific Arkships now have +5% Deep Scanning Success Chance per Tier
- Your Trade Policy now converts the trade value gained from Commercial Pacts and Branch Offices, just like the rest of your trade value (previously this trade was not run through your policy).
- The "The Collective Self" technology now grants +1 Envoy.
- The "Federation Code" technology now reduces Diplomacy influence upkeep by 25%.
- Increased base knights upkeep by .15 alloys and .15 consumer goods
- Increased soldier alloy upkeep for arkship military zones by 0.1
- Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.
- Consecrate World changes:
- Consecrate World can now be declared on a curated set of worlds tied to your empire's origin and traits (such as Gaia and relic worlds, and origin-specific worlds like toxic, shrouded, rift, or arc-furnace worlds).
- Reworked the Consecrated Worlds reward — consecrating worlds now grants a deterministic, empire-wide bonus to Unity, Amenities, and Spiritualist Ethics Attraction that scales with the number of Consecrated Worlds (+10% / +20% / +40% at 1 / 2 / 3), replacing the previous randomized per-world outcome.
Bugfix
- AI and auto-complete ship designs no longer leave weapon or strike craft slots empty after upgrades or power rebalancing.
- Fixed auto-generated ships occasionally receiving two sections in a single section slot.
- Role-based section selection always resolves a valid section, so screen and point-defense ships receive the correct section.
- Harbinger Crystalline Growth Regulators can no longer grow crystals on strike craft that have been launched, and modifiers that increase the armor and/or shields of strike craft no longer render strike craft functionally immune to damage.
- Missile and torpedo armor and shields are now correctly applied in combat, so point-defense no longer ignores them.
- Fixed Gospel of the Masses additional trade value not applying to your branch offices.
- The Branching Out modifier from the Cyberization situation now gives +10% Trader Job Efficiency.
- Automated starbase, waystation, and orbital ring designs now fit armor instead of shields in systems or on stations where shields are negated (pulsars, X-ray binaries, turbulent nebulae, and cloaking modules).
- Fixed Deep Scan uncovering anomalies and archaeology sites far less often than the intended 7% and 3% chances.
- Sero the Younger's Habitable Deep Scan can now uncover resource deposits, anomalies, and archaeology sites instead of only pre-sapients.
- The success chance of Sero the Younger's Habitable Deep Scan now correctly diminishes with repeated scans of the same world.
- Deep Scan resource caches now correctly scale with the Advanced Xenostudies resolution instead of A Voice for All.
- Federation members can now form Commercial Pacts with one another, matching Research Agreements.
- Free and automatic Research Agreements between Federation members now correctly benefit from Research Sharing from Agreements modifiers and satisfy faction demands for having Research Agreements.
- Fixed federation members losing their existing Commercial Pacts with one another when forming or joining a federation. Members of non-trade federations now keep their pacts, while Trade Leagues replace them with the free federation pact (This only applies to Commercial Pacts between federation members).
- Fixed pop and country ethics being permanently and progressively wiped across the galaxy during play.
- What makes a man turn neutral? A lust for gold? Power? Or an error in the pop ethics randomizer?
- Knight swaps should now work properly for nomads
- Nomadic Empires will now gain ownership of defeated Arkships and Waystations after Total War status quo victory.
- Nomadic Empires will now steal a percentage of the population from planets they destroy during Total Wars.
- Arkships defeated by Settled Empires are now destroyed after Total War status quo victory.
- Nomadic Empires can now be defeated in Total Wars.
- Taking planets in a Total War will now occupy them until the system is fully occupied, then annex them all at once. This prevents a bug where a system without a starbase didn't rebuild it if only some planets were taken.
AI
- AI empires adopt a fleet doctrine and weapon/defense preferences matching their personality.
- Auto-generated ship designs are now fully regenerated when new technology is researched, allowing them to adopt newly unlocked weapons and switch weapon families.
- AI empires research weapon technologies matching their preferred weapon type more eagerly.
- AI empires research armor or shield technologies in line with their defensive preference.
- Sneak-attacker empires are more likely to research cloaking technology.
- The AI no longer selects battleship, ember, or Stinger XL sections before it has a usable XL weapon.
- The Stinger artillery section is no longer unconditionally preferred over its line section.
- AI empires now fit psionic shields when they can afford the zro, instead of always avoiding them.
- A shortage of one rare or strategic resource no longer blocks the AI from using weapons and components that rely on other rare resources.
- AI empires with stealth fleet doctrines now correctly install cloaking devices on auto-designed ships.
- Psionic shields are no longer equipped on stealth ships that lack psionic cloaking.
- Fixed AI not handling events if they don't have an idle science ship with a leader.
- Fixed AI not declaring war if their naval capacity is too high.
UI/UX
- Waystations now show the amount of resources collected every month.
- Improved Waystation stockpile tooltips.
- Overlapping list boxes are now properly centered
- Policies are now grouped into collapsible categories (Military, Diplomacy, Economy, Research, Society), with a traffic-light header on each category indicating whether all, some, or none of its policies can currently be changed.
- Added a button to collapse or expand all policy categories at once.
- Military policies can now be reviewed and changed from the Fleet Manager, and research policies from the Technology view.
Performance
- macOS builds can now run natively on Apple Silicon as a universal (arm64 + x86_64) binary, no longer requiring Rosetta 2 translation.
- Improved mid- and late-game performance by optimizing how pop faction attraction is calculated.
- Reduced the CPU and memory overhead of per-fleet order checks, improving performance in large late-game galaxies with many fleets.
Stability
- Fixed a crash that could occur when hovering over certain leader traits.
- Fixed a potential crash when generating empire name labels on the galaxy map.
- Fixed some more multiplayer out-of-sync issues.
Modding
- Remove obsolete faction parameters
- Added missile armor, shield, and hull point modifiers (flat and percentage variants).
- Added triggers pop_ethic_amount, pop_ethic_percentage.
- Added effects pop_force_add_ethic, pop_force_remove_ethic, pop_force_transfer_ethic
- Fix `pop_force_add_ethic` and `pop_change_ethic` triggers
- Remove deprecated triggers `pop_has_ethic` and `pop_group_has_ethic`
- Added the can_spawn_random_anomaly, can_spawn_random_archaeological_site, and can_add_random_non_blocker_deposit triggers, and a surveyor parameter to the spawn_random_anomaly effect.
- Exposed defines for allowing the AI to ignore the penalties for being over naval cap or over naval cap. The current state of these defines is no change from previous behaviour.
- Added pretriggers to ships
- Added home_colony and background_colony scopes (similar to home_planet and background_planet, but scope to a colony on any carrier type).
- Removed min_navy_for_wars from country types.
- Scripted actions support a new automation = {} block with an options sub-block, plus a new fleet-scoped has_automation_flag trigger to gate automation weights.
- Scripted action automation = {} blocks now support a parent field that nests an action's row beneath another action in the settings menu.
- Added the weapon_and_strike_craft range_components option for ship behaviors.
- Expanded the ship_behavior template documentation (move patterns, combat_movement, flee_when_overpowered, allow_emergency_ftl, allow_disengage).
- Added the can_spawn_random_anomaly, can_spawn_random_archaeological_site, and can_add_random_non_blocker_deposit triggers, and a surveyor parameter to the spawn_random_anomaly effect.
- Exposed defines for allowing the AI to ignore the penalties for being over naval cap or over naval cap. The current state of these defines is no change from previous behaviour.
- Updated the documentation for the `create_country` effect.
- Added the transfer_resources_to_empire effect, which transfers a country's stockpile of each listed resource
Added the transfer_resources_to_empire effect, which transfers a country's stockpile of each listed resource (optionally a percentage of it) to another country in a single call
create_message now supports a "resources" variable type that prints a country's current stockpile of the listed resources as one string of icon + amount pairs
QA found one known issue to add among the new changes:
- Nomadic Cosmogenesis empires can build the Synaptic Lathe as expected, but since it appears under "Planets" in the Outliner and they usually have that off by default, it will not be listed until you turn it on.
To access the Stellaris beta, go to your Steam Library, right-click the game, and select "Properties". From there, choose the "Betas" tab, and in the "Beta Participation" dropdown menu, select the "stellaris_test_4.5" beta branch from the list.
Thank you for playing Stellaris!
Sources
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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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