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Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
Last edited:

Sapa Inca

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Finished my first try with the new war system of 2.0.2 and here is my feedback:

1) WE gain scale much better, WE gain from attrition and space battles feel fine, my only problem here is that ground battles give too few WE, even when you lose 1-2 armies you gain 0 WE from ground combat.

2) The penaties from 100% WE are absolutely irrelevant and need be increased, 0 influence and unity gains are penalties that have 0 effects in your capacity of fight the same war.
The -20% happiness cause more problems in early game wars (mid and late game you will have acess to various ways of increase your happiness and tank totally the -20% penalty), but even early game the malus is absolutely irrelevant for any player.
My empire was completly unoptimized to gain happines, I had not acess to any strategical resource, tradition, tech or trait that increase happiness, the living standards of my citizens is normal and the malus remain irrelevant.

The WE penalties need be higher and need start only after the side with 100% WE refuse a status quo peace, otherwise this will be exploited vs the AI in SP and vs other players in MP, the winning side will lock the losing side in a eternal war, with eternal peanalties, a defender in MP can lock the attacker in a eternal penalty only for griefing.
I have a suggestion to fix this problem:

When one side reach 100% WE a new option appear in war screen for the other side: Start negotiations for peace.
This option replace the standard ask for status quo peace option.
This option is a tick box.
The tick box will appear for you only if the enemy have 100% WE, the enemy will gain this option only if you have 100% WE.
If both sides have 100% WE, each side will have their own tick box, if one side mark their tick box it cant be unmarked for the rest of war. This option represent the willingness of each side in make a status quo peace.
If both sides mark the tick box, in some moment, war will end in a status quo peace.
If one side mark the tick box but the other side no, the side that marked the box will send automatically each X years a status quo peace offer, the other side wll receive the peace offer and can refuse and take a malus, after X years a new peace offer will be send and if you refuse again, you will receive a new malus that stack with the old malus, after X years the same will happen again until you finish the war or accept the status quo peace.

This system is very good because this can not be used to exploit or griefings. If your enemy have 100% WE, you cant hold the enemy in a eternal war and in eternal penalties because the enemy will receive penalties only after you commit for peace efforts.
The malus stack overtime and cant be tanked indefinitely, the player will have the strategical decision of finish the war or take a progressive malus, there is real pressure to accept a status quo peace if you cant enforce your war objectives fast after reach 100%.
This cant be exploited because periodically you will receive a new status quo peace offer and the decision of accept or take the new increased malus is your, if the malus become huge, you known that after X years, a new offer will be made, so, other players in MP cant grief or ruin your game locking you in a huge penalty.
 

Admiral_Obvious

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What if a fanatic militarist empire is in a federation with a militarist empire and another non-militarist one? How fast will war exhaustion tick up in a federation war?
I think the exhaustion ticks based on the war leaders WE metric. Though I'm not 100% positive.
 

Spartan322

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Except I don't give a flying leap what player's do, my concerns lie solely with the ai since other player's aren't playing in my games.
Well your argument doesn't really work at all then because you don't make games around AIs, there are much better arguments you could make but the one based on the AI doing annoyingly stupid stuff simply because it could have the ability to even though it has no actual ability to do so (nor interest in doing so given current systems) lacking some type of cognition just doesn't work here, I mean the best you could argue is that it be difficult to develop an AI that can reasonably manage fighting a 100% WE+ war but that's still not a good argument against forcing SQ on 100% WE, at best that just means you'd be more effective scripting the AI to peace out at 100.
 

Jin_Cardassian

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The WE penalties need be higher and need start only after the side with 100% WE refuse a status quo peace, otherwise this will be exploited vs the AI in SP and vs other players in MP, the winning side will lock the losing side in a eternal war, with eternal peanalties, a defender in MP can lock the attacker in a eternal penalty only for griefing.

Pros to this approach:
Tying WE penalties to a refusal of Status Quo avoids the obvious issue of a forced surrender in a war against extinction vs purifiers, exterminators etc when your population has nowhere to run.

Cons: It strains credulity (and thus immersion) that your empire only just suddenly starts suffering an abstract composite of unrest/logistical breakdown/drone decoherence the day you get a surrender offer and not in response to, you know, losses from the war itself.
 

sejemaset

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Well your argument doesn't really work at all then because you don't make games around AIs, there are much better arguments you could make but the one based on the AI doing annoyingly stupid stuff simply because it could have the ability to even though it has no actual ability to do so (nor interest in doing so given current systems) lacking some type of cognition just doesn't work here, I mean the best you could argue is that it be difficult to develop an AI that can reasonably manage fighting a 100% WE+ war but that's still not a good argument against forcing SQ on 100% WE, at best that just means you'd be more effective scripting the AI to peace out at 100.

I'm not arguing for making the game around the AI, I'm arguing against making changes that the AI can't handle. Not that the distinction matters since my whole problem only apparently exists for me since you say the AI can't do what they do every game.

Also, scripting the ai to peace out at 100 WE is exactly the same thing as Forced Status Quo.
 

Takfloyd

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Pros to this approach: Tying WE penalties to a refusal of Status Quo avoids the obvious issue of a forced surrender in a war against extinction vs purifiers, exterminators etc when your population has nowhere to run.

Cons: It strains credulity (and thus immersion) that your empire only just suddenly starts suffering an abstract composite of unrest/logistical breakdown/drone decoherence the day you get a surrender offer and not in response to, you know, losses from the war itself.

It's far less immersion-breaking than the current system, let alone the previous one with sudden peace decreed by an unseen incontestable force.
 

Jin_Cardassian

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It's far less immersion-breaking than the current system, let alone the previous one with sudden peace decreed by an unseen incontestable force.

Yeah, I agree it would be preferable and a much more intelligible system than either of those.

I don't see any reason you couldn't have both a scaling (or even just a meaningful static) penalty past 100%, plus extra for refusing Statis Quo offers. Yes, more variables makes it harder to balance but it's been done in other PDX games. And if the main concern is making it so wars aren't apocalyptically long, both kinds of penalties together would add up quickly.

EDIT: The current Unity/Influence penalties also do next to nothing for Gestalts, and there is no compounding malus for them. While the AI can be scripted to Status Quo arbitrarily, there is nothing that compels a player to do so, which is a further immersion break.
 
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fanboy

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I had a strange issue with my new game.

I went spiritualistic and when they got that trait, 75% of my species was considered a different species (I was also xenophobe), while only 25% was pure breed.

How can this happen? Must be a bug?
 

Zabik

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I hate this new patch to be honest. I liked the challenging, but gradual growth of the old stellaris pre Cherry Patch, but after 2.0... the challenge is... just way too hard.

Midgame is horrifyingly difficult with the Great Khans. I'm staring death in the face now with 35K fleets just destroying everybody beside me and probably going to wrekc my 12 k fleet. I could build up, but i did a Tall strategy with life-seeded and just don't have the requisite minerals.

And this is after I put the crisis difficulty down to 0.5. At this point, I'm so sick and tired of the frontier outpost and crisis system I probably am going to have to turn the crisis difficulty to 0.25 if I want to play an actual campaign.

Now though, literally the only reason I would conceivably play a long Stellaris campaign is for the mods. aka Star Trek New Horizons.

So basicly u complain that you cannot win on high level of difficulty and that means the game is shit?
For such players as you, they have implemented the difficulty and time settings for crisis. If you are not skilled enough to beat Khan on 0.5, than you put him on 0.25. If you still cannot beat him even in a federation than you put the starting date of midgame crisis to 2300, or even later.
Do not blame one of the best developers ever, just because you can not stand the difficulty level u set to high for yourself. Especially in a situation where you can literally make it as easy, as u need.
As for now it looks like you are to pride to play on easier difficulties and too weak to stand against what your pride is enforcing on you.
 

fanboy

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So basicly u complain that you cannot win on high level of difficulty and that means the game is shit?
For such players as you, they have implemented the difficulty and time settings for crisis. If you are not skilled enough to beat Khan on 0.5, than you put him on 0.25. If you still cannot beat him even in a federation than you put the starting date of midgame crisis to 2300, or even later.
Do not blame one of the best developers ever, just because you can not stand the difficulty level u set to high for yourself. Especially in a situation where you can literally make it as easy, as u need.
As for now it looks like you are to pride to play on easier difficulties and too weak to stand against what your pride is enforcing on you.

Another choice is to just surrender to them, which I did, while Khan wrecks all other, you can expand in peace, then when the Khan dies, you are free! And stronger then the others :p
 

Zabik

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And in exchange for a net of 1 energy, you have slowed down research and unity. So the choice you are making is - no pirates and gain 1 energy, or keep ahead on tech and unity.
That is why you've got brains. So you wouldn't expand on a system with 2 energy, if the next system is again with 2 energy. You would do so for example if next system has 3 physics and 3 society. With such income 2 systems would overall get you a surplus in energy and science.
 

Zabik

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Problem being that there is no corresponding "rebellion" or "far more bigger losses" happening. You just end the war. And as 2.02 shows, this can be handled far better by giving negative modifiers if you reach 100 warscore.
The mechanics of enforced peace is aka rebellion. Look up history books for WW1, Germany. There was no rebellion, they just surrendered, because they feared the rebellion. And the negative modifiers in 2.0.2 are ridiciously weak.
 

Zabik

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Reducing claim cost as I mentioned wouldn't change that, it would still be more influence efficient to vassalise/make a tributary, but there should be a reason to conquer too. at the moment the first 100 years is mostly peaceful building even as a militarist, as claiming systems is just way too inefficient.

Not only that, it encourages cheesy gameplay, as I mentioned. I'm not going to pay for those naff systems with influence when I could wipe out his planets, and build outposts out to cover the space for a fraction of the influence cost.

Claims are broken, as it stands, they don't take in to account the fact that you make claims all at once, where you expand one at a time.

The "peace time" is determined only by how populated your galaxy is. I agree that if you have like 50+ stars per player, first wars might occur only after decades from the start of the game. But if you keep it at 40- stars per player, you will see first wars starting in 2220. Ofcourse it isn't the same corvette rush as it was in 1.9, but that was the point, wasn'T it?
Also if you want more aggresive games, come to multiplayer. There wars can occur 5 years into the game if it is 30 stars per player.

So the claim system is broken only if you wann play empty galaxies, in this case I would recommend playing extrem xenophobe for the reduction on influence.

Also I do not understand what do you mean by "claiming is all systems at once"? Like yes it is, but before you get those systems you need to win the war first and claiming systems which are not bordered to you is more expansive than putting an outpost. So I do not see a problem here. Or what do u mean?
 

FailFailWin

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The "peace time" is determined only by how populated your galaxy is. I agree that if you have like 50+ stars per player, first wars might occur only after decades from the start of the game. But if you keep it at 40- stars per player, you will see first wars starting in 2220. Ofcourse it isn't the same corvette rush as it was in 1.9, but that was the point, wasn'T it?
Also if you want more aggresive games, come to multiplayer. There wars can occur 5 years into the game if it is 30 stars per player.

So the claim system is broken only if you wann play empty galaxies, in this case I would recommend playing extrem xenophobe for the reduction on influence.

Also I do not understand what do you mean by "claiming is all systems at once"? Like yes it is, but before you get those systems you need to win the war first and claiming systems which are not bordered to you is more expansive than putting an outpost. So I do not see a problem here. Or what do u mean?

What I mean, is quite simple. When building outposts, you will never pay more than the bordering influence cost, as you build one, then the next one, then the next one, your border moving each time.

With claims, wars don't work like that. You need to take larger chunks to make the war worthwhile, and so you end up claiming systems multiple jumps away, by virtue of the fact you have already claimed everything on your border (which is a pretty thin strip of nothing to go through a whole war over).

With claim costs as they stand, it is near impossible to conquer even a small empire without CHEESING (just pointing out there is a way around this, and one I doubt the devs want to encourage) by claiming only planets, and then outposting everything else once the rest of the empire vanishes upon victory.
 

Blackclaws

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I've been trying out 2.0 and started directly with the beta patch as it seems to get rid of a ton of problems that have been brought up. I must say I like it.

However I've noticed one thing in this game I'm currently in.

I started playing as a devouring swarm. Unlike what I thought would happen I directly took planets from my enemies and could immediately move pops from those planets without having even ended the war. I don't know whether this is intended or not, it is a nice mechanic if intended as it makes these sorts of enemies even more menacing. However there is a downside. This also works in the reverse direction with one key difference. The time it takes for alien pops on planets you take over to be exterminated is significantly higher than the time it takes them to exterminate yours.

Example:

- I take over an enemy planet, it now takes 10 years for me to purge all pops on that planet (which happens automatically)

- They take over my planets, it takes them only about 2-3 years to exterminate all my pops. (For one, I would have thought my pops would probably fight back a bit more, being a devouring swarm and all)

This has had the unfortunate effect, that after I was busy in one war and another empire declared war on the other side of my space and took over one of my planets in a Blitzkrieg like maneuver I was able to get it back, but minus 18 pops. And that after less time than it took my fleet to actually get to that planet.

This is definitely a bit gamebreaking as you might be winning a war easily but someone just comes in,kills about 30-40 pops of yours by simply steamrolling your planets. If the extermination duration were similar on both sides it might make more sense. As it stands right now they killed two of my most valuable planets this way (without me even knowing that this would happen!) and I'm not stuck at 0 power with -104 per turn and no way to move pops to these planets, as I don't have the energy to do so. So after the alien pops they moved to this planet are purged it will probably become an empty rock since I can't even put my own people on there anymore.

EDIT:

What I forgot to mention, this also destroyed a sector and all resources in it.

EDIT2:

Apparently sectors get destroyed by this change of ownership all the time, even though not all of the constituents are captured. Apparently capturing one system destroys the sector sometimes. This makes it absolutely unplayable though and sounds definitely like a bug.
 
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mc40

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On the Mac I often hit the camera icon to see the system, after meeting an Alien for example, and the camera just pans to the dead space in the middle of the galaxy.
 
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