Creed pops - Still losing traits?

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-Marauder-

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May 1, 2016
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Anyone else noticed this. Might be that I haven't started a new game but continued one. Creed pops are still losing their cybernetic traits in my game.
 
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Yeah - the only thing they changed was that now, the trait given by "Augmentation Bazaar" is automatically re-added. I guess they did not understand the problem.

All cybernetic traits are removed still for (no longer spiritualist) pops within an empire with the "Cybernetic Creed" origin.
But the weirdest thing is, if they are within an empire which does not have the "Cybernetic Creed" origin, only their creed traits are removed.
Almost like it's reversed.
 
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They fixed the growth issue and the sorta fixed the Augmentation Bazaar issue. But the Cyborgs losing traits thing is still happening.

Add this on to the short list of bugs and QoL issues afflicting Creed:

EDIT: Expanded the list. Note, none of these issues make Cybernetic Creed unplayable, but do make the experience of playing it unpleasant.
  • Creed can't get Sapient Combat Computer without risking a Machine Uprising. Can't get Precognition Computers because not Psionic. Stuck with, at best advanced combat computers.
  • Starting Agenda requires you to research Powered Exoskeletons before you can use it for Integrated Cybernetics. Since you start with Integrated Cybernetics, using the Agenda to speed up Integrated Cybernetics after researching Powered Exoskeletons is a waste of time.
  • Creed Empires that choose one of the 4 Creeds have their economy eaten up by the sudden influx of Cybernetic pops now requiring at minimum 0.9 EC each and at maximum 1.5 EC each.
  • Haruspex output is too low. 2 Haruspex produce less in resources than 1 Researcher and 1 Bureaucrat. Equivalent unity sure, but the engineering produce is laughably low. This is made worse by how bad Prosperity Priest output is for Megacorp Creed empires.
  • Augmentation Bazaar replaces Megacorps Commercial Zone, meaning they always produce 1 unemployed pop on game launch everytime.
  • Cybernetic Creed Megacorps produce 0 technicians for some reason making the bonus for them from the Toiler Creed building worthless.
  • Creed pops that cease to be Spiritualist lose their Cybernetic traits and then if they become Spiritualist again, they do not reacquire them causing your species screen to be bloated.
  • Augmentation Bazaar's Cybernetic Trait is entirely random and it only unlocks a single trait. While this has no negative effect on gameplay, it is a personal grip and I would prefer it just lets you apply the basic Cybernetic Traits for free upon completing Cybernetic Ascension. This is a locked Civic, it should be stronger.
 
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  • The starting Agenda requires you to research Powered Exoskeletons before you can use it for Integrated Cybernetics. Since you start with Integrated Cybernetics, using the Agenda to speed up Integrated Cybernetics after researching Powered Exoskeletons is a waste of time.
Synthetic Fertility has a similar problem.
 
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