Stellaris 3.7 First Contact Full Patch Notes



Stellaris 3.7 Patch Notes & Stellaris First Contact DLC Patch Notes. Lets break down every change coming to Stellaris with Patch 3.7

Lets dive in!

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Chapters:
0:00 Intro
0:59 First Contact Changes
8:15 Free 3.7 Changes & Additions
17:25 Improvements
19:30 Balance Changes
32:22 AI
35:37 Stability & Performance
36:56 UI
41:16 Bugfixes
44:50 A Personal Note From Montu

Full Patch Notes: https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-290-we-have-contact-3-7-2-canis-minor-patch-notes.1572713/

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24 thoughts on “Stellaris 3.7 First Contact Full Patch Notes”

  1. There is one option I would like to see added by our lovely custodian team. I would like the option to reinforce fleets with a bank of pre-built reinforcements rather than just ordering the shipyards to build them. I know you can manually merge ships but it always messes up the fleet design counts and you have to micro-manage these counts in order to add ships to fleets without going over the fleet cap.

    Reply
  2. I wonder if, with the introduction of cloaking, there’ll be naturally cloaked space fauna? That would be cool, and a fun little reward for getting detection early so you can spot and interact with them.

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  3. Is a lot of this stuff added even without the first contact DLC? Like the Ancient Relics DLC stuff? Or do I need to pay for the first contact DLC to get the DLC extra stuff for a DLC I already own, lmao

    Ok I think it is added, ty, sorry it's just confusing.

    Reply

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