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I noticed in one of the youtuber streams that the planet designation (rural world, urban world, colony, empire capital...) does indeed give bonuses. However, I only explicitly saw:

Rural world : +2% production from worker jobs

Did somebody else see any more info? I would assume the more specialized worlds (research, alloys,...) give a higher bonus?

From what I've seen balanced Energy/Mineral/Food distracts gives the +2% worker you've mentioned as a rural planet.
Going heavy on one of the 3 gives you +5% to that specific job as a generator/mining/agriculture world
Going heavy on the city districts make it an urban planet, which gives +2% to specialists.

Not seen anything beyond that, but anything I've watched only covers the first 100 years or so, so there might be other bonuses.
 
Meritocracy, Pooled Knowledge and Delegated Functions all increase Leader Pool size by +1.

There is no longer a Leader Pool size to increase. Those should get buffed with some sort of Leader Maintenance reduction.

Leader pool size refers to the 3 leaders you get to choose from when hiring, it still exists, and is still handy if you don't want to spend tons of energy trying to re-roll for perfect traits. Leader *cap* no longer exists, and things that used to boost it have been changed into other bonuses from what I've seen.
 
Leader pool size refers to the 3 leaders you get to choose from when hiring, it still exists, and is still handy if you don't want to spend tons of energy trying to re-roll for perfect traits. Leader *cap* no longer exists, and things that used to boost it have been changed into other bonuses from what I've seen.

So you might see 5 instead of 4 to choose from. That is less than impressive. Thank you for the clarification!
 
So if Pacifist gives bonus stability, I am guessing stability above 50 is some sort of production bonus.

If that is true, do we know what the bonus is at 100 Stability?
 
I doubt it. But someone cen send you a request to become your protectorate.

If that is the case, you might want to update the wording on that. Offering Protectorate without the CB to force it through is very specifically not using force.

Alternatively, allowing Inward Perfection empires to acquire Protectorates but prevent them from integration. Something similar to the Soviet Union and its Satellite states. That would be a nice alternative way to play.
 
22:18
robots can be criminals.

Have you noticed how the crime was fluctuating in the end? Want to bet the AI was switching the pops around? I don't want to be pessimistic, but it doesn't look good for late game performance with dozens of planets and thousands of pops being moved every day or two.
 
If that is the case, you might want to update the wording on that. Offering Protectorate without the CB to force it through is very specifically not using force. [...]
I am not even sure why it is inconsistent in the first place.
That being said, I'd guess that the dev team has more pressing matters on its hands right now.

So if Pacifist gives bonus stability, I am guessing stability above 50 is some sort of production bonus.

If that is true, do we know what the bonus is at 100 Stability?
Should be +30% to all job yields (and Trade Value?), plus some extra immigration pull - at least that's what I saw on my Habitats last dev clash session.
:cool:

(Non-final numbers are not final.)
 
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I saw a shot of what Merchants produced by default. It appeared to be 5 Amenities and about 8 or 10 Trade Value. Unfortunately cannot recall WHERE I saw the shot, or I'd attach an image.
 
From what I've seen balanced Energy/Mineral/Food distracts gives the +2% worker you've mentioned as a rural planet.
Going heavy on one of the 3 gives you +5% to that specific job as a generator/mining/agriculture world
Going heavy on the city districts make it an urban planet, which gives +2% to specialists.

Not seen anything beyond that, but anything I've watched only covers the first 100 years or so, so there might be other bonuses.

The Dev Clash also had research worlds and forgeworlds. The stream didn't show of their bonuses but it stands to reason that they would work like rural-agri/mine/generator worlds. City world gives a blank 2% bonus to specialist while the specialized forge/research/?industry? worlds give 5% bonus to their respective resource.
 
Anyone found a stream/video where they have robot production for either non-gestalt or gestalt so I can compare and see how they play out?


No offensive to Wiz but he has been very lazy on showing robot in general assemble mechanics. Which left me wondering did they ever add that empire-wide assemble speed or have robot migrate at all as has been vague at hinted before?
 
Anyone found a stream/video where they have robot production for either non-gestalt or gestalt so I can compare and see how they play out?


No offensive to Wiz but he has been very lazy on showing robot in general assemble mechanics. Which left me wondering did they ever add that empire-wide assemble speed or have robot migrate at all as has been vague at hinted before?

I admit that your wording leaves me a little confused on exactly what you are asking for, but this guy produces robots in a non gestalt empire:
He only ever bothered to build them on his homeworld if I am not mistaking.(I think the mining/farming glitch killed his interest in them, at least in the earlier parts)

Robots themselves do not seem to have any migration, at least I don't see any on planets that are not his homeworld. But this are tier 1 and 2 bots, not synths so I don't think they should have it. Synths probably can migrate. Have not seen any modifiers on empire wide assemble speed, but don't see why it shouldn't exist, its prob just high tier tech.
 
The problem is that as gestalt empire you need to build robot assemble build on each planet or manual move them, which 2.2 is supposed to reduce not increase it, around to fill up planets if you want a single specialized planet dedicated to robot building only. This problem also affect non-gestalt a little less but like you said it affect them as well.

It get worse once all planets are fill with robot/synth then your old robot assemble fabricator jobs become idle and do nothing. At least if robot/synth can migrate around then it would help to mitigate this scenario and manual moving pop issue as well.

It is a rather complicated issue to be sure and Wiz did said something about "empire wide robot assemble speed", his word not mine.
 
I admit that your wording leaves me a little confused on exactly what you are asking for, but this guy produces robots in a non gestalt empire:
He only ever bothered to build them on his homeworld if I am not mistaking.(I think the mining/farming glitch killed his interest in them, at least in the earlier parts)

Robots themselves do not seem to have any migration, at least I don't see any on planets that are not his homeworld. But this are tier 1 and 2 bots, not synths so I don't think they should have it. Synths probably can migrate. Have not seen any modifiers on empire wide assemble speed, but don't see why it shouldn't exist, its prob just high tier tech.

Gestalts have "complex" and "simple" drones, for both organic and synthetic, which is what I'm guessing you mean by tier 1 and 2. There aren't different species of robot anymore, not that gestalts ever had them.

The techs only change what jobs robots can do now, not their species. Therefore, if you get robots from a high tech empire, you can't use them for the same jobs unless you have the associated tech.

The problem is that as gestalt empire you need to build robot assemble build on each planet or manual move them, which 2.2 is supposed to reduce not increase it, around to fill up planets if you want a single specialized planet dedicated to robot building only. This problem also affect non-gestalt a little less but like you said it affect them as well.

It get worse once all planets are fill with robot/synth then your old robot assemble fabricator jobs become idle and do nothing. At least if robot/synth can migrate around then it would help to mitigate this scenario and manual moving pop issue as well.

It is a rather complicated issue to be sure and Wiz did said something about "empire wide robot assemble speed", his word not mine.

I think they scrapped it because the growth numbers got too insane in the late and early game. At least that was the impression I got from the dev clash and associated chatter.
 
Depends if the negative trait is actually a problem. Like Arrested Development leaders go straight in the mincer but if the negative effects of the amount of crime are pretty small you might well keep around the spiv.

Maybe some negative traits could be hidden until discovered by something (event etc). Or maybe criminal megacorp (or heck even normal empire) could blackmail one of your leaders to give advantage to them or disadvantage to you. Maybe the expansion after Diplomacy expansion could be Crusader Kings in Space?
 
2 points for rapid breeders +10% pop growth? That is the same as one level of Xenophobe, or one tech, or the advantage of plentiful food (25% more food consumption for +5% happiness and +10% growth). Can anyone who has played the game comment on that? It seems either not powerful enough, or over priced, at this point.
 
Paradise Domes are no longer a one-per-planet special building unlocked by tradition. They are now an upgrade of Luxury Residences. They provide 7 housing and 10 amenities and require a rare crystal in upkeep. This ensures that any colony is capable of unlocking all the building slots eventually, even habitats.

Source

EDIT (a week later): Now that I actually have my hands on Megacorp, I'd just like to note that the last sentence is misleading. Habitats are not allowed to build luxury housing, research labs, commercial zones, and probably some other buildings that I'm forgetting.

You can still max out a habitat's building slots with housing districts and/or fortress spam, but be prepared to deal with loads of unemployment.
 
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So if Pacifist gives bonus stability, I am guessing stability above 50 is some sort of production bonus.

If that is true, do we know what the bonus is at 100 Stability?
At 50% its 0% penalty/bonus. Every percentage over gives that as a bonus. Eg 67% stability gives a 17% bonus. 30% stability gives a -20% penalty