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Stellaris Dev Diary #241 - Unity Open Beta and the Dev Clash

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Hi everyone!

We’re two weeks into the Stellaris Dev Clash, which is being played on the Stellaris 3.3 “Libra” Unity Open Beta branch.

Since we initially put it up, there have been over 216,000 games played in the Open Beta, and we’ve gathered fantastic amounts of feedback from the community - some of which was taken into account during the first update to the Open Beta, and more adjustments will be coming before the actual 3.3 release.

The first update included the following changes:
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# Feature
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  • Unity Ambitions and Campaigns now function like Toggled Edicts and last until canceled with upkeep rather than costs.
  • Planetary ascension now also reduces the effects of empire sprawl from that planet

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# Balance
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  • Empire Sprawl has no effects (except for edict costs) under 100 rather than 50.
  • Removed Machine Intelligence increased size penalties, replaced with -15% size from pops and +50% size from colonies.
  • Megastructures no longer have a unity upkeep.
  • Increased Unity production of Bio-Trophies from 1 to 3.
  • Reduced the costs of higher tier edicts and campaigns.
  • Leaders have a base cost of 100 unity and cost 50 additional unity for every owned leader, this value starts increasing once you own more than 6 leaders.
  • Reverted Citizen Service, it now provides unity just like it used to.
  • Distinguished Admiralty now gain +2 starting level to their Admirals and Generals.
  • Zombies are now less likely to seek jobs that produce resources.
  • Servile pops should no longer retain the trait if they become zombies.
  • Spiritualists are no longer allowed to take Byzantine Bureaucracy since they don't have Bureaucrats.
  • Trade value is now affected by AI difficulty bonus. This will make non hive mind empires more competitive on higher difficulty settings compared to hive mind AI empires.

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# AI
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  • AI can now create more specialized planets by switching place of buildings on two different planets with each other
  • AI is now much more likely to pick cheaper research options when all else equals
  • AI will now favor the trade policy which generates consumer goods over the default wealth creation policy
  • Fixed a bug where the AI would sometimes try to replace one lost science ship with an excessively high number thereof.
  • Fixed an issue where repeatable tech were getting an extra chance to be researched as if they were rare techs
  • Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template
  • Improved AI construction ship behaviour, construction ships will now prioritize tasks that are close to them and avoid going to another system that already has a construction ship in it. Heavily increased priority of building starbases in systems with planets.
  • Reduces AI willingness to take a lot of planets with very low habitability

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# UI
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  • Added a textbox for Cost in Edicts UI. Also rearranged neighboring elements to align better.
  • Added column for upkeep (entry as well as sort button) in Leader recruitment UI.
  • Hid Empire Sprawl impact from top of Edicts UI. Put Edict Fund in its place to keep neat alignment.
  • Improved legibility of approximate job output indicators on districts and buildings, and made those on buildings also show country modifiers
  • Optimized elements for leader upkeep and age to fit localization better and avoid UI overlaps.
  • Technologies which let you clear blockers now give a tooltip which says how many such blockers are on your colonies

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# Bugfix
###################
  • Ascension Tiers on planets are set to 0 whenever a planet changes owner
  • Bio-Trophies now cost Unity to resettle instead of Influence.
  • Fixed modifiers for Police State civic
  • "Synths Scuttle Starbase" now refers to the starbase orbiting a star, rather than a planet.
  • Fixes to grammar and punctuation.
  • Added a missing line break in the Take Point button's tooltip
  • Added missing description for "Precognitive Interface" and "Psi Jump Drive" components in the Technology menu
  • Added missing description for "The Sentinels" planetary feature.
  • Added missing galaxy settings tooltips to the galaxy creation screen, both in Multiplayer and in single player.
  • Added missing header in the description of "Omega Theory" technology
  • Added missing header in tooltip description of "Defense Platform" and "Habitat".
  • Added missing information about required DLC for the corporate authority
  • Rogue Servitors now have access to the correct Unity producing buildings.
  • Clarified the tooltip for automatic development for when you had it turned on or not
  • Deluging primitives now removes the observation outpost
  • Fixed "Tebri" and "Tebiron" (prescripted empire planet and system names) being untranslated in Chinese
  • Fixed Criminal Heritage Galactic Emperors
  • Fixed Curators retelling the wrong info when asking again about the Scavenger's origins
  • Fixed Memorialists seeing that some techs unlocked buildings they could not build
  • Fixed Planetary Unification tech description overflowing the box
  • Fixed Sociocultural History tech showing it unlocked the Bounty Sacrifice twice
  • Fixed a Galcom resolution tooltip saying that the empire was already supporting the resolution when in fact it was meant to say it was already opposing it
  • Fixed a bug where you could end up with multiple Zroni homeworld systems
  • Fixed a bunch of issues in various federation law acceptance tooltips (several had missing or hard to interpret and ugly information)
  • Fixed a missing species name in event The Dragon has Landed
  • Fixed an issue where scientists would only get expertise traits based on the fields they were not actively working on
  • Fixed an unlocalised tooltip in non-English versions of the game when hovering over a megastructure's effects
  • Fixed incorrect description of traits "Inspired Researcher" and "Inspired Surveyor"
  • Fixed leader sorting by cost in the leader view sorting by energy instead of unity
  • Fixed some spacing issues in the localisation of the fire event effect in foreign languages
  • Fixed species modification planetary trait list sometimes overflowing
  • Fixed the tooltip of Integrated Preservation tradition
  • Fixed the tooltip of Open Border policies sometimes helpfully telling you that your country was default (in a way that isn't translated to other languages)
  • Fixed various living standards incorrectly providing unity instead of a happiness penalty for unemployed pops.
  • Fixed wrong color of font used in the Alien Box event in Brazilian Portuguese
  • Fixing missing line break for the alert about Necrophyte Shortages in Chinese
  • Life-Seeded Permanent Employment Megacorps will no longer all be zombies.
  • Posthumous Employment Centers can now be seen even if you can't build them yet.
  • Revolts in systems with enclave stations will no longer be granted ownership of the enclave station (it will remain in the hands of the enclave)
  • Sacrifices now have a unity cost.
  • The Caravaneers will no longer turn Gestalt Rulers psionic.
  • The Materialist faction is now happy that you discovered the secrets of the precursors even if those precursors are the Baol or the Zroni.
  • The project for reanimating Hrozgar now uses the correct art.
  • Void Dwellers no longer start with a broken Posthumous Employment Center.
  • Zombies can no longer colonize planets.

###################
# Modding
###################
  • Added error logging for when a window uses a scroll bar but does not have a background
  • Enabled the use of the "distance" trigger in script maths (e.g. export_trigger_value_to_variable)
  • Fixed a tooltip crash from firing a nonexistent event
  • Renamed election cost modifier country_election_influence_cost_mult to country_election_cost_mult to not reference influence, as it now costs unity.
  • You can now use script values in ships' empire_limit

Some additional changes and fixes that we've made based on the Open Beta and will be in the release to live include:
###################
# Balance
###################
  • Edicts can now have a cooldown before they can be manually disabled, but are now cancelled if an empire can not sustain the upkeep.
  • AI Megacorps should spawn half as often as before now.
  • Leaders now only stay in the active pool for 1 year, hire them quickly before they leave!
  • Telepaths now give +5% planetary output and get bonuses from planet administrator modifiers
  • Empire Size effects on edicts, campaigns, and ambitions now directly affect the base costs of these, so bonuses like Spiritualist ethic's cost reductions now reduce costs and upkeep by the full percentages.
  • Increased Spiritualist discounts on edict cost and upkeep to -10%/-20% from -5%/-10%. Cutthroat Politics now grants -20% edict upkeep.
  • Reduced campaign costs and ambitions costs significantly, re-added Edict Cost Reduction to spiritualists for Unity Ambitions and Sacrifices
  • Removed the penalty to trade value from low habitability due to it not working properly with pops that were of a species other than the empire founding species

###################
# AI
###################
  • AI will no longer instantly buy ever single slave pop on the slave market.
  • AI empires are now more likely to pick the mind over matter ascension perk when available
  • AI empires are now much more likely to finish their ascension path
  • AI will no longer destroy superfluous buildings and districts during a temporary occupation of a planet.
  • Added AI budgeting for habitats
  • Fixed Lithoid Tree of Life food building and destruction loop
  • Fixed an issue where the AI would not budget to use ship boost edicts
  • Life Seeded AIs now always want the World Shaper ascension perk
  • Updated AI tradition tree selection to align better with the current state of the game
  • The Ship Auto Designer will no longer add a nanite repair system module when the empire does not have access to nanites

###################
# UI
###################
  • Clicking the fleet size icon in the top bar now opens the fleet manager

###################
# Stability
###################
  • Fixed a crash that would occur if a timed modifier element in the expansion planner was hovered after the modifier expired

###################
# Bugfix
###################
  • Fixed Shared Burdens not providing unity for unemployed pops
  • Reduced Unity gained from the Trade League trade policy.
  • Scientists assigned to research can now gain new traits.
  • Colony designations that increase unity from Administrator jobs now have weighting for spiritualist, hive and machine empires.
  • Tidied up the tooltips for various civics
  • Rogue Servitors can now upgrade their Simulation Centers
  • Blocked ascension tier upgrade on unowned planets
  • Chronicle Drones now care about photosynthesis
  • Citizen Service Soldiers now produce their unity.
  • Do not resume a save if the required dlcs are not available
  • Edicts are now cancelled if an empire can not sustain the upkeep. Activating an edict now requires one months upkeep cost worth of stockpiled resources.
  • Enhanced the memory of Memorialist Hive Minds (they can now correctly build the special Memorialist buildings)
  • Fixed Defense Grid Supercomputer not immediately applying its effect upon construction
  • Fixed a bug where system wide auras sometimes persisted after leaving a system
  • Fixed an issue where a ghost Unbidden Portal would continue spawning ships
  • Fixed clicking top bar influence icon opening the edicts view
  • Fixed expired timed modifiers being visible in the expansion planner
  • Fixed it being possible to get unlocalised "Greetings!" in other languages when you opened diplomatic interactions with other empires for the first time
  • Fixed it being possible to upgrade the ascension tier of planets not owned by the player
  • Fixed looping checkbox clicked audio in the Apply Species Template view
  • Fixed missing localization for PLANET_ASCENSION_TIER_EFFECT_DESC in the tooltip for planetary designation
  • Fixed order of Galaxy Size options in galaxy setup not being ordered based on the number of stars
  • Fixed reinforcements not arriving to the target fleet and instead showing up at the station when an evasive path was needed in order to get to the target fleet
  • Fixed reinforcements not using evasive path
  • Fixed some building requirements
  • Fixed some faction demands
  • Fixed trade UI showing negative values for Collection Range and Protection Range under some circumstances
  • Fixed unlocalised text "UNKOWN_ORDERS" in a certain tooltip in the fleet interface
  • From Beta: Chronicle Drone and Death Chronicles now have the same production.
  • From Beta: Chronicle Drones are now Administrators
  • Great Khan will no longer turn hostile towards their own satrapies
  • Masters Writing of War and Politics now also cost unity.
  • Nanite repair system will no longer be picked by the ship auto design if you do not have nanite income
  • Removed references to edicts and factions from influence tooltip
  • Station modifier applying on building/module construction
  • Taking "The Flesh is Weak" no longer makes your species lose its gender presets
  • The description for the Imperial Navigation System no longer speaks of the Community of old
  • The tooltips giving estimated job upkeep and production are now better at dealing with stuff like rogue servitors (where it would previously estimate based on an organic pop which could not work the job, sometimes giving the tooltip a food upkeep instead of a minerals one)
  • Updated tutorial screens and tooltips according to the Unity system rework.
  • Updated various job weights
  • You cannot drag and drop ships in someone else's fleet anymore

###################
# Modding
###################
  • Added resource_revenue_compare and resource_expenses_compare triggers
  • Fixed station_modifier and triggered station modifiers on starbase modules or buildings, not immediately applying their effects upon construction
  • You can now again specify that a leader made with clone_leader is an event leader (or immortal)

Thank you for all of the suggestions, opinions, bug reports, constructive criticism, and observations. While the feedback threads have closed, you can still play on the Open Beta branch. To opt-in to the Steam open beta branch, right-click Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop-down.

1644402592481.png


Nearly a hundred years have passed and war has broken out across the galaxy as ten teams desperately struggle to keep up with Normal Speed. (Have we mentioned that there have been performance improvements in 3.3?)

The Dev Clash teams were revealed here, and you can view the first two sessions here:
Session 1 - The Act
Session 2 - The Heart

Join us for Session 3 (and beyond) every Monday at 1500 CET (UTC + 1) on http://twitch.tv/paradoxinteractive!

We’ve gathered statements from the Empires:


Tag_team1.png

Having heard that there were a bunch of cyborgs nearby, Heavy Metal, Inc. Party Fleets™ completed a complementary grand tour through the periphery of QA Core space to bring the noise to the local Jira-Goblins. We made a quick pilgrimage over to the black hole they had (because it's cool!), then on the way home ended up doing an impromptu encore tour (with a surprise stop at their homeworld!) when they asked for more.

Pour one out for our little Groupies. They wanted to be free, but the pyrotechnics show near the Dashboard seem to have given the QA Core a taste of the party life, and people say they're planning on a bash so huge it'll blow up the galaxy.

Metal.

Tag_team2.png

Qua|ity Assur@nc£ C0re §t@tus:
> Intr0duct|on of Me7al(tm) to Jirα-G0b|ins
> Prιmary Qu4|ity Assur@nc£ algorithms corRupt£d
> Reboot to firmware engaged
> Restoring from Backup
> Backup not found...
> Attempting repair of primary algorithms
> Repair Completed Failed Successfully
> ®u¦7is_ A§su®anc£ C0re boot sequence engaged
> Crisis Assurance Core θn|in3


Tag_team3.png

We are pleased that you can join us for our latest earnings call. Profits are steadily climbing with the acquisition of new Platypi Doughnuts, and we are making progress on forming the Great Galactic Torus. As you no doubt remember, our projected profits for completing the Great Torus is enough to purchase the three closest galaxies, which would allow us to spread the beauty and bounty of our Doughnuts throughout the universe.

Tag_team4.png

We remind all of our organic friends to remain in their safety cocoon at all times. (If you do not have a safety cocoon, you will be provided with one shortly.)

Thanks to Witch_Streamer for the image.

Tag_team5.png
We in the Horticulturist Commonality are very pleased with how things are starting to look in our own garden now, never before have we seen so much immense beauty outside of our home Protea. We are also overjoyed that we have found new fluttering friends that share our passion for gardening! Together with the Rhopalocerans of the Great Cocoon, our gardening projects will reach a much larger scale through the newly established Gardeners of the Galaxy. We hope that we will find the rest of the civilizations in the galaxy to be just as cooperative with letting us tend to their planets. After all, who would wish for anything but perfection and beauty?

However, it has been difficult getting through to our neighbors, the Church of Gainz, as they seem to refuse our envoys' attempts of diplomacy. We will look into other ways to tend to the planets that they have within their borders. We have also heard unpleasant things about the Human Game Developers and the Quality Assurance Core, that we will need to look closer into. Whether you are biological beings or machines, we seek to eventually open everyone's eyes to the beautiful potential of the galaxy.

Tag_team6.png

Blessed are the gains, when one may reap the rewards of physical labour and enjoy the rewards afterwards! Though they (power-)walk a different path from us: we of the Strict Observance of Our Lady Trappistine are grateful to have found new friends in our neighbours, the Church of Gainz. So too do we wish the Doughnut Corporation well — may your quest for the divine torus be a peaceful and nourishing one.

It has been especially pleasing to see our produce so warmly received at the other end of the galaxy: eat, drink and be merry, Human Game Developers! As it is written upon our scripture-ledgers, so shall it be: all who dwell within this galaxy shall be enriched by Our Lady's offerings. We work, that the future of our galaxy may be safely assured through acts of divine merriment and gluttonous joy. [Bing, bing!]

Tag_team7.png

Peaceful nations of the galaxy, you might have seen we've conquered a bunch of systems despite our declared peaceful politics. You see, we are pacifists by our nature, and this is why we started to PANIC when our federation decided to start a war and we made a lot of hurried actions.

Now, when there is a huge not-that-friendly looking federation has formed just next to us we are NOT PANICKING AT ALL and would like to apologize for any hostilities in the past. Also, our beautiful ocean worlds are very machine-friendly and will not cause any corrosion to their metal housings!

Let's make some high-quality friendships now and forever.

Tag_team8.png

The most beautiful aspect of Humanity is what we can accomplish together. With the recent creation of the United Human Game Developers Federation we, The Humans, will together with the ASU and the QA Core strive to create the most perfected Product on the market for all Humans to enjoy. We welcome all Customers to witness as we enter the Galaxy into a new era of prosperity, peace and safety.

All customers that preorders our new product will receive an invitation to enjoy our beta program on our newly repaired Ringworld Segment “Also Also Earth”. Here all Humans can enjoy the perfected experience brought to you by us, The Human Game Developers.

By Humans, For Humans.


Tag_team9.png

The Church of Gainz was suddenly and deliberately attacked by a neighboring nation with which we've been in peace with. Although tensions had been rising, the aggression of our neighbor truly shows the vileness and unhinged hostility that they are capable of. This will be remembered as a day of infamy, one to be recorded in the annals of the Swolephin people, and not soon forgotten.

Tag_team10.png

The Rhopalocerans have discovered their true calling: gardening. As members of the Gardeners of the Galaxy alongside the delightful Horticulturist Commonality, we adhere to a simple motto: all planets will be rendered beautiful. Unfortunately, it seems like some planets will have to be pruned... alongside the mechanical infestation that inhabits them.



Will The Groupies be avenged? Are the QA Core going to succeed in "clearing the bug database"? Can the Human Game Developers be stopped? Can the vision of the Great Torus be fulfilled?

So, who are you rooting for? And why is it Heavy Metal, Inc.?

See you next week!
 
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Something I'm not clear on is if the leader cost will go down as you lose leaders and go below 6, or if it just goes up.
As far as I know, it stays at 100 until you go over the starting leader amount and from there on, the cost is relative to how many leaders you currently have.
 
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Good stuff!

Hopefully "AI Megacorps should spawn half as often as before now" applies when playing a Megacorp too? IIRC the chance of spawning AI Megacorps was increased for that case. Rationale being to make the game more interesting, practice being that among gestalts, megacorps and purifiers it was hard to find an AI empire that could accept a branch office.
It applies always.

As far as I'm aware, there was never any bias when the player was a Megacorp (apart from the player itself not affecting the randomization).
I personally believe it's that players are more aware of the amount of Megacorps in the galaxy when they themselves are a megacorp.

Their spawn rate was quite high overall though and I think this was a side effect rather than random weight balancing issues.
 
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Hey, pretty important issue I just noticed. A lot of enforcer jobs for the AI are remaining unfilled even when a planet is in complete chaos from high crime.
Bug reports should go into the bug reports forum, or they are likely to be missed by QA :)
That being said, are you on the latest beta?
I have a vague memory of a colleague fixing this one already.
 
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With Influence becoming a strictly external affair, the Influence bonus should be moved to Xenophile. It is the ethic that makes the most sense for a bonus to (external) Influence, it would be a nice boost to the ethic, and it would synergize very nicely with the extra Envoys (not to mention that it would make a nice mirror for the reduced outpost cost for Xenophobes). It would solidify Xenophile as the "diplomatic power" ethic.

Which influence bonus? And what, specifically, would be the Xenophobe/Xenophoble compensation/rebalance? Especially when the primar


As is, there is a cohesive Authoritarian/Militaristic/Authoritarian trinity on 'more and more efficient use of influence to dominate other polities.' Xenophobe gets bonuses to early expansion influence, militarist gets bonuses to cliams in occupied territory later, authoritarian gets a bonus to influence in general. All three factions are generally compatible with eachother (bar xenophobe-aliens, which are pacifistic), work in a basic gameplay loop focused around the capture/exploitation of pops,


Moreover, Xenophile already has a defacto early game influence bonus in its first contact capacity, and is entirely compatible (and faction supports) Federation play, which is basically reduced diplomacy influence costs anyway. What more does it really need?
 
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For the whole tall vs wide thing, still feel the core sector mechanic interacting with sprawl is probably going to be the best way to pull that off. Probably could expand on that where sprawl malus gets worse for every sector or jump (got to have that so people don't try gaming the whole frontier thing) further from the core sector one gets.

Influence is tricky because if you do get tall down as reasonably viable, that's going to typically be the type of empire that is going to get swamped with the stuff because currently there aren't really any good sinks for it. Megastructures no longer use it for initial construction. These are the empires that aren't making claims. The GC can't really work well in this regards and the amount of influence it will use is going to scale with empire numbers (smaller numbers mean player probably uses more influence if they participate in the GC, where max number mean player spends less). I'm aware that calling in favors uses influence, but more often than not the big influence drain the GC has is from resolution proposals. Espionage would definitely be a good sink, but that only really works if people want to use the system. Another option is that given most tall empires probably want to play the diplomatic game be that an alliance of cooperation or a hegemon where they throw their weight around. So maybe there is room for the use of influence in regards to the new internal crisis thing that is coming up, where an empire could burn their influence to help an ally out because if a rebellion or some other nasty thing happens, you as a player probably don't want that crippling your federation. Also with tall, since those might be the types of empires that carve out puppet states or vassalize other empires, maybe the creation of client empires should have an associated influence cost and maybe that has some sort of scaling to reign in other problematic playstyles (like creating vassals that are pop farms).

Wide probably is the easiest to do something about influence with. The claim system is a hot mess. One, it shouldn't be possible to achieve zero influence claims and frankly, it shouldn't be cheaper to claim systems that others own, than it is to claim unowned systems. Having claims expire would probably also be a nice touch and maybe again, this is another system that should scale with sprawl. The bigger you get, the more expensive it is to claim systems.

Complicating things on the influence front is habitat heavy empires and megacorps because those can constantly find new things to spend influence on. The former has the issue where it could be a major contributor to both performance drop and just making some aspects of the game awful to deal with. The latter is more impacted by how many colonies exist, but I've had times where I've been annoyed by how expensive my first branch office ends up being because of how the galaxy spawn went. Both are probably good candidates to impacted by sprawl. With habitats that would mean it becomes less viable to constantly spam them because after a point, both the player and the AI will be waiting years to stockpile enough influence to build the next habitat. Also would greatly influence how both tall and wide approach habitats, with the latter likely building them less and using them more as lynchpin sector capitals to connect colonies into larger sectors. With branch offices that would mean being able to get the first few up quicker, rather than finding out the nearest viable empire for them is on the other side of the galaxy, a large one at that, and you're spending well over a hundred influence to get it.

Now the downside to all of this is that it makes map painting harder and normally this would be a good thing, but as we saw with the pop growth changes. The game really needs to offer players more to do in mid and late game years other than mostly painting the map and microing pops.
 
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The launcher is developed by a different team than the Stellaris devs, as the launcher is shared between several (most, I think?) Paradox products. Feedback like this is best left for the launcher devs by opening a ticket at support.paradoxplaza.com, and Customer Support will forward it to the Launcher team. They can likely also help you fix your problem. :)

Hope this helps!
Don't worry i know and don't want to create controversy here. The launcher is by made by other people since it's, i think, for almost all the PDX games. Have read about people having the same problem on the EUIV and CKIII forums too. They have comply too. Sincerely don't know if making a ticket will help since i already saw someone telling that it was a problem not related to the launcher but with the antivirus and i am not well mentally to bother myself with the same answers i already tried. Thanks for the help, just wanted to say that, still not being able to play the game, just like i keep waiting for Runemaster. Don't worry and have a good weekend :D
 
Bug reports should go into the bug reports forum, or they are likely to be missed by QA :)
That being said, are you on the latest beta?
I have a vague memory of a colleague fixing this one already.
Yeah, sorry I'll report it officially. Yes, I'm on the latest public beta, no mods.

It seems to be mostly fixed, but it's still happening with some empires. A handful of empires will start off with their Enforcer job unfilled and they will just keep it that way forever it seems. Even as more enforcer jobs become available they don't seem to fill. I saw this happening to my own empire, a few times, but that may have been in an earlier beta.

If you want to try reproducing it, just start a game with max empires so you get a big sample size, observe the game, and just check each empire's capital world. There will likely be 3 or 4 doing this.

Honestly I have no idea what is causing this. I couldn't find any sort of pattern.
 
Yeah, sorry I'll report it officially. Yes, I'm on the latest public beta, no mods.

It seems to be mostly fixed, but it's still happening with some empires. A handful of empires will start off with their Enforcer job unfilled and they will just keep it that way forever it seems. Even as more enforcer jobs become available they don't seem to fill. I saw this happening to my own empire, a few times, but that may have been in an earlier beta.

If you want to try reproducing it, just start a game with max empires so you get a big sample size, observe the game, and just check each empire's capital world. There will likely be 3 or 4 doing this.

Honestly I have no idea what is causing this. I couldn't find any sort of pattern.
Ah, yeah then we're probably both right :)
Best to make a bug report to show this off. Make sure to get a save game in there and point to a planet where this is happening.
You could also point out that it's been claimed to be fixed, but that the fix only seem partial.
Thanks!
 
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Don't worry i know and don't want to create controversy here. The launcher is by made by other people since it's, i think, for almost all the PDX games. Have read about people having the same problem on the EUIV and CKIII forums too. They have comply too. Sincerely don't know if making a ticket will help since i already saw someone telling that it was a problem not related to the launcher but with the antivirus and i am not well mentally to bother myself with the same answers i already tried. Thanks for the help, just wanted to say that, still not being able to play the game, just like i keep waiting for Runemaster. Don't worry and have a good weekend :D

From my personal experience, most issues with the launcher can be solved by uninstalling Paradox Launcher v2 in add/remove programs, and renaming the launcher-v2.sqlite file in C:\Users\USERNAME\Documents\Paradox Interactive\Stellaris, then relaunching the game. The game will automatically download the launcher. Let the launcher download its updates, and restart it.

Apart from that, another thing to try is: in Settings in the launcher, choose borderless fullscreen or windowed modes. If you have one of those two selected, select fullscreen. :)

If none of those things work, it's past my technical support experience, and you'll need to go through Customer Support or the Tech Support forums for more detailed help/instructions.
 
It'll be nice for psionics to have a production bonus that isn't RNG and doesn't have a 5% chance to kill a whole planet.

...The telepaths don't now have a 5% chance to kill the planet they're on, right?
 
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I also think it's worth considering adding subject empires into the Empire Size at a greatly reduced value. Perhaps 10-25% of the total value. Y
Why would you want to decrease the value of having subject empires? It's already hard enough to encourage players to use them rather than annex them.

Currently the value of subject empires in the sprawl system is that they are entirely outside your sprawl system, so that you can trade with them at great rates for resources while paying none of the admin cost of resource worlds. If you make their resource worlds more of your burden, the relative margin of utility goes down, not up, and when you factor in AI development of the vassals admin efficiency is one of the few real merits left.
 
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Why would you want to decrease the value of having subject empires? It's already hard enough to encourage players to use them rather than annex them.

Currently the value of subject empires in the sprawl system is that they are entirely outside your sprawl system, so that you can trade with them at great rates for resources while paying none of the admin cost of resource worlds. If you make their resource worlds more of your burden, the relative margin of utility goes down, not up, and when you factor in AI development of the vassals admin efficiency is one of the few real merits left.
Because they are not value-less. Just because many people don't appreciate the value of subject empires does not mean they are fine being entirely outside the Sprawl system. Clearly they are not as valuable as having direct control over it, which is why I was suggesting they only count at a significantly reduced rate of 10-25%. Also I'm suggesting you reduce sprawl penalty for the subject empire itself which would be a buff for them.

Making them entirely free in terms of sprawl does not seem balanced to me.
 
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Because they are not value-less. Just because many people don't appreciate the value of subject empires does not mean they are fine being entirely outside the Sprawl system. Clearly they are not as valuable as having direct control over it, which is why I was suggesting they only count at a significantly reduced rate of 10-25%. Also I'm suggesting you reduce sprawl penalty for the subject empire itself which would be a buff for them.

Making them entirely free in terms of sprawl does not seem balanced to me.

People not appreciating the value is precisely why you want them outside of the sprawl system. If people view having subjects as not worth the cost, raising the cost is going to make them less useful except as a means for vassal-annexation.
 
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Because they are not value-less. Just because many people don't appreciate the value of subject empires does not mean they are fine being entirely outside the Sprawl system. Clearly they are not as valuable as having direct control over it, which is why I was suggesting they only count at a significantly reduced rate of 10-25%. Also I'm suggesting you reduce sprawl penalty for the subject empire itself which would be a buff for them.

Making them entirely free in terms of sprawl does not seem balanced to me.
A vassal produces no research or unity for me and cannot, so why should subject empires penalize on tech and traditions?
 
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I also think it's worth considering adding subject empires into the Empire Size at a greatly reduced value. Perhaps 10-25% of the total value. You could give subject empires themselves a similar discount to help give them a bit of a catch-up mechanic.
Plz no, using subject is already suboptimal as is, don't nerf thing that already performing bad relatively furthermore than this.

What need a nerf is highly unrealistic optimal strategy such as wide, not a joke strategy (cuz it's subopitmal) such as using subject empire.
 
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I don't post very often and I know the suggestion and feedback thread got closed but I did want to put my thoughts out here.

I finally got the chance to play the beta and played a full game as a regular hive mind.

Despite having a relatively small empire for quite some time the scaling cost on the Tier Upgrades for planets rapidly outpaced my ability to produce unity, even with an entire planet devoted to synapse drones (~5 planets in the empire total for awhile there). T

The bonuses planets give tend to only effect the ability of planets to reduce consumption of material (forge worlds reduce consumption of minerals and upkeep on the worker, not production output) meaning that you end up reducing your overall cost per material but do not actually increase production. The only option is to expand your planets, thus increasing the amount of empire sprawl you have. It's good for the "resource" planets (Gens/mInes/food) but not very good for the "material" worlds (consumer/alloys).

The way I understand it "tall" empires are supposed to be low-pop, low-size, but high efficiency. That's a cool idea. But I'm not sure it can work given stellaris current systems.

As an aside that game I played as the hive mind finally netted me two achievements I was looking for!
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