Please be sure to read this post in its entirety before responding to this feedback thread. Posts that do not follow the rules will be removed.
Hello Community!
As discussed in DD#237 and DD#238, we are currently running and collecting feedback on the 3.3 Unity Open Beta! Please keep in mind that this is very much a work in progress, and there may be bugs and other issues that result from playing on a version that is not final. You can report bugs found in the open beta on the bug report forums.
We are mainly collecting feedback on the balance and the overall feeling of how the unity and influence rework plays. To this end, please only offer feedback from games played entirely on the 3.3 open beta branch, and without mods.
You can get all the details about the Unity rework in DD#237 and DD#238.
This open beta version will be available from January 20th to February 3rd, and will likely not be updated. After two weeks, the open beta will be taken down, and we will incorporate any feedback we feel is appropriate into the final release version, which is currently scheduled to be released in February.
Once again, we are looking for directed, constructive feedback on the influence/unity rework as it stands in 3.3 [f622] Unity Open Beta without mods.
There is a thread for open discussion here.
If you encounter a bug in the 3.3 Open Beta, please do not post it in this thread. Bug reports should be made on the bug report forums, and flag for the 3.3 Open Beta. Due to the many changes, 3.3 Unity Open Beta is not save game compatible with existing saves, and may or may not be compatible with the eventual 3.3 "Libra" release.
What we are looking for:
Not Useful replies
Please only reply to this thread once, with your feedback on the 3.3 Unity Open Beta, any other discussion should happen in the discussion thread.
Thank you in advance for your interest and feedback!
Hello Community!
As discussed in DD#237 and DD#238, we are currently running and collecting feedback on the 3.3 Unity Open Beta! Please keep in mind that this is very much a work in progress, and there may be bugs and other issues that result from playing on a version that is not final. You can report bugs found in the open beta on the bug report forums.
We are mainly collecting feedback on the balance and the overall feeling of how the unity and influence rework plays. To this end, please only offer feedback from games played entirely on the 3.3 open beta branch, and without mods.
You can get all the details about the Unity rework in DD#237 and DD#238.
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# Features
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Major updates have been made to the Unity system in Stellaris. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally.
A summary of major changes include:
For additional details and background, see Stellaris Dev Diary #237.
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# Performance
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# Balance
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Civics:
Traditions and Ascension Perks:
Technologies and Buildings:
Origins:
Miscellaneous:
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# AI
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# UI
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# Stability
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# Bugfix
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# Modding
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# Features
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Major updates have been made to the Unity system in Stellaris. In general, Unity is generally more valuable and useful than before and is used for many internal matters, while Influence is used mostly externally.
A summary of major changes include:
- All means of increasing Administrative Capacity have been removed. While there are ways to reduce the Empire Sprawl generated by various sources, empires will no longer be able to completely mitigate sprawl penalties. Penalties and sprawl generation values have been significantly modified.
- The Edicts Cap system has been removed. Toggled Edicts will have monthly Unity Upkeep which is modified by Empire Sprawl. Each empire has an Edicts Fund which subsidizes Edict Upkeep, reducing the amount you have to pay each month to maintain them.
- Unity Ambitions and Campaigns now function like Toggled Edicts and last until cancelled with upkeep rather than costs. Known Issue: Sacrifice Edicts do not show their up-front costs. Or charge them, other than the actual sacrifices, so these two cancel each other out.
- Several other systems that used to cost Influence are now paid in Unity.
- Reforming government now costs Unity. The cost is based on Empire Size.
- Resettling pops that previously cost Influence now costs Unity. Abandoning colonies still costs Influence.
- Suppressing or Promoting factions no longer costs Influence. Known Issue: Unity costs for Faction Manipulation are not yet functioning.
- Most Megastructures now cost Unity rather than Influence, with the exception of any related to travel (such as Gateways) or that provide living space (such as Habitats and Ring Worlds).
- Since Factions are no longer producing Influence, a small amount of Influence is now generated by your fleet, based on Power Projection - a comparison of your fleet size and Empire Sprawl.
- Leaders now cost Unity to hire rather than Energy, and have Unity upkeep.
- Planetary Ascension Tiers have been added to the game. After acquiring three Ascension Perks, Unity can be spent to improve the effects generated by a planet’s Designation by 25%. Costs increase with Empire Sprawl and the number of times you have performed this action. As you acquire more Ascension Perks, the maximum Ascension Tier increases, with an extra maximum bonus once all Ascension Perks have been unlocked.
- More changes can be found in the Balance portion of the Patch Notes.
For additional details and background, see Stellaris Dev Diary #237.
- Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover if you own the respective Species Packs.
- Added an event chain about a mysterious labyrinth.
- Finishing tradition trees now unlocks the ability to select previously locked Federation types.
- Mercantile unlocks Trade League
- Discovery unlocks Research Cooperative
- Unyielding unlocks Martial Alliance
- Domination unlocks Hegemony
- New Megacorp Civic: Permanent Employment added.
- The Hydrocentric AP now allows aquatic empires to flood habitats, making them suitable for Aquatic species.
- New Events! Some are *quite* refreshing
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# Performance
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- Refactored bonus resources that civics grant to jobs.
- Refactored unemployment benefits from living standards. A side-effect of this was better tooltips.
- Refactored Living Standards to use pop modifiers on the living standards script, instead of being checked for each pop category. A side-effect of this is better tooltips.
- Greatly improved the performance of telling a fleet of ships to upgrade. This mainly affects the tooltip of the UI (which was very expensive when hovered over), but also saves some time each time the AI attempts to upgrade its fleets.
- Reduced framerate impact of species view when there are many species in the galaxy.
- Reduced framerate impact of colonisation selection UI when there are many species available to colonise with.
- Reduced frame rate impact of opening planet view.
- Updated ship shader to support empire color in emissive, decreasing the amount of draw calls for Aquatic ships.
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# Balance
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- Fixed unmodifiable traits so that you can now correctly remove special habitability traits, along with various other traits that you were not meant to be able to add but it was fine to remove. Also allowed you to apply existing species templates containing such traits to the rest of the species. (This mainly covers flavour-based traits - there are still some such as Mechanical or Psionic or Necrophage which you will not be able to add or remove via species modification).
- Capital designations now provide production bonuses.
- Many updates to authorities, civics, techs, traditions, and ascension perks related to the Unity rework.
Civics:
- Imperial Authority now gains increased Influence from Power Projection.
- Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity.
- Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity.
- Citizen Service no longer provides +2 unity to soldier jobs. Instead it grants -25% war exhaustion and +2 starting level to your Admirals and Generals.
- Cutthroat Politics now also reduces Edict Upkeep by 20%.
- Merchant Guilds no longer produce bonus unity.
- Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption.
- Subsumed Will and OTA Updates now also grant 25 Edict Fund.
- Feudal Society now also reduces Leader hiring costs by 50%, waives Unity upkeep costs for employed Leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss Leaders.
- Technocracy no longer generates unity. Instead the civic now doubles the chance that your scientists will discover a technology from within their expertise and grants you +1 research slots. The civic only requires you to be partially materialist.
- Pearl Divers now produce one more trade value (3 by default) and will not steal Angler jobs when food is short anymore.
Traditions and Ascension Perks:
- Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity.
- Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity.
- Integrated Preservation Tradition no longer increases admin cap, instead it gives your empire a flat 30% increase to Automatic Resettlement Chance.
- The Void Dweller finisher from the Expansion tradition tree now also discounts upgrading habitats.
Technologies and Buildings:
- Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity.
- All other technologies that increased unity production now instead increase Edict Fund by 20.
- Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet.
- Hive empires can now build a variant of the Autochthon Monument line called Sensoriums.
- Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. Memorialist buildings now replace the Autochthon Monument line.
- Spiritualist empires can now acquire the technologies associated with the Autochthon Memorial and similar buildings, as well as their faith based line.
- Renamed Administrator jobs to Politicians. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category.
Origins:
- The Here Be Dragons endgame trigger now lets Machine Intelligences with the Synthetic Age ascension perk reach it after 4 ascension perks rather than 6.
- The Living Metal technology can now be discovered as long as you have some within your borders.
Miscellaneous:
- Increased political power of ruler and specialist strata under Decadent Lifestyle.
- Increased the consumer goods upkeep of Decadent Lifestyle.
- Increased the likelihood of getting endgame crises that are not the Unbidden.
- It now costs 25/50 influence to upgrade a habitat in addition to the alloy cost.
- Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations.
- Scientists currently researching a technology can now gain new traits as they level up.
- The "Sell to Private Collector" minor artifact decision now grants a flat 500 energy and has a 6 month cooldown.
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# AI
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- AI rogue servitor empires will now build a organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output.
- AI can now balance how many pops it needs that produce amenities better (mostly relevant for Hiveminds, so they don’t put ALL their pops on amenity creating jobs).
- AI tech picking overhaul (f.e. willingness to choose rare tech has been reduced from 400% to 50% and a total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types).
- AI when calculating the economic plan, ai will now take into account what is currently under construction.
- AI empires that require food will no longer build bio reactors.
- AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer planets.
- AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively.
- AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet.
- AI fleets will now follow the player more closely with a follow command when they are in the same system.
- AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
- AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them.
- AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners (no more useless planets with tons of empty districts that just cost energy upkeep).
- AI will now favour researching techs unlocking the weapon type they favour (according to their personality).
- AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan.
- AI will now only build defense platforms if they have maxed out their fleet cap.
- AI will now only upgrade fleets if there would be a substantial benefit (+30% fleet power - this reduces wasting a lot of alloys unnecessarily).
- AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains.
- AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap
- Added support for "is_essential" property on buildings which when added to the AI build queue will remove all non essential build tasks (used to enforce ai to build ancient cloning vats).
- AI budget for alloys will now heavily favour building colony ships if we have claimed planets we want to colonize.
- AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets better).
- Fixed AI construction deadlock in certain cases due to being in deficit of consumer goods and food at the same time.
- Fixed AI often aborting jump drive orders during windup.
- Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs.
- Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice.
- Fixed an issue where hive minds were unable to build the spawning pool.
- Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species.
- Fixed an issue where the AI would not construct buildings to solve unemployment for their slaves.
- Fixed bug that made the AI desire repeatable techs way more than they were expected to (compared to regular ones).
- 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.
- Reactivated "Take Point" Follow behavior for fleets. If you select “take point” in a fleet, your allies and subjects are following this fleet during a war or a crisis.
- Increased allowed budget for alloys on planet construction which prevented AI from building energy grids or other buildings costing alloys.
- Lithoid empires are now more liberal in spending minerals on their colony ships.
- Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build.
- The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering.
- Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets.
- Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible.
- Fixed an issue where the AI were not allowed to build Gaia Seeders
- Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building.
- Fixed an issue where the AI would sometimes revert to obsolete fallback behaviour when deciding what to build.
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# UI
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- Tooltips should no longer show any percentage values with decimals.
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# Stability
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- Fixed a bug where the closest_system effect could cause an OOS.
- Fixed a crash if script tried to change the species rights of a country (e.g. pirates) without species rights.
- Fixed an OOS if you ever use every_system_in_cluster in a tooltip (luckily, we never did that).
- Fixed crash when using pass_targeted_resolution in events.
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# Bugfix
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- Fixed an issue where pops would mass switch from one job to another (for example maintenance drones).
- Trade value from jobs now get a penalty from low planet habitability.
- Added Planetary Automation behaviour for districts that grant Bio-Trophy jobs.
- Added missing custom icon for ship component "Nanite Repair System".
- Added missing description for deposit "Project Cornucopia".
- Added missing tooltip when hovering the shipyard tab of a mega shipyard owned by another empire.
- Blocked building ships in occupied shipyard.
- Colonizing Consecrated planets no longer enables breaking the Consecrated Worlds limit.
- Democratic manadates now check for uncapped rural districts, allowing democratic candidates on shattered rings to usher in a new age of digging too deep and too greedily!
- Ensured that the Arcology Project checks for agricultural districts on Wet Aquatic worlds.
- Fixed "The Library" dig site occasionally granting unaccessible deposits
- Fixed Angler job name not displaying in FR.
- Fixed Megacorp Death Cults not starting with a Sacrificial Temple.
- Fixed Megastructure view description sometimes not reflecting the selected Megastructure.
- Fixed Megastructure view not always using the default image when no structure specific image exists.
- Fixed a bunch of empire names being missing (and therefore displaying in English) in Chinese. Mainly Machine Empires and the Galactic Imperium.
- Fixed a dev comment being present in an event text when you encounter an empire with Here Be Dragons during First Contact.
- Fixed an issue where Medical Workers' habitability bonuses would not affect habitability impacts on pop growth correctly.
- Fixed an issue where only the fleets of the main attacker would go MIA in enemy territory when a new war starts.
- Fixed an issue where the tooltip breakdown for the habitability of an uninhabited planet was missing country modifiers.
- Fixed automatic ship design name generation often generating a design of an invalid name (i.e. one your empire was already using somewhere) on certain name lists.
- Fixed broken localization reference in Doomsday Origin.
- Fixed cases of unlocalised text when the Galactic Community or Empire tried to build too many Titans for its Defense Force.
- Fixed fleet upgrade button telling you your ships were already upgrading telling you your ships were already upgrading twice.
- Fixed gender selection tooltip in empire creation stating that clicking a non selected gender will revert to default gender settings.
- Fixed grammar of adding a single clue to an arc site or insight to a first contact.
- Fixed it being possible to build ships in occupied mega shipyards.
- Fixed missing loc string for Nemma Mining Operation deposit.
- Fixed potential issue where Sentinels (crisis-fighters) used the same global event target as Sentinels (stone soldiers from an arc site).
- Fixed several places where tooltips in the contacts or diplomacy views would mistake guaranteeing and being guaranteed, and supporting independence or having one's independence supported.
- Fixed some inconsistencies with whether Aquatic habitability modifiers were applied and displayed.
- Fixed some megastructures not animating properly.
- Fixed some misgenderings of rulers in German espionage and Galactic Imperium events
- Fixed starbase modifiers not always being properly updated when removing buildings or components.
- Fixed that an empty broken Federation details tooltip would show up if you tried to look at the federation of a country with no federation in the contacts view.
- Fixed the Manifesti faction demanding you outfit your ships with the Gestalt equivalent of sapient combat computers.
- Fixed the species gender selector not having the correct impact on certain Vanilla species' leader portraits.
- Fixed transport ship jump drive cooldown resetting when landing on a planet.
- Increased reward of the "Shattered World" anomaly event from 3 to 5.
- Loading... New Rogue Servitor Planetary Automation Algorithms installed. Bio-Trophy district management for habitats and city worlds updated... Have a nice day.
- Machine Intelligence empires with the Rogue Servitor civic won't be forced to burn organics during the Primordial Soup event.
- Pop job weight for enforcers is now adjusted based on if there is crime or not
- Science ships no longer get a free survey completion when their target system gets taken over by someone else.
- Shorten string SLAVE_MARKET in French.
- Streamlined "Unknown Contact" event chain by turning the "Study the Living Sea" planetary decision into a special project.
- The Nemma World colony event will now actually fire.
- The Rubricator is no longer lost to the player if a non-default empire kills Shard
- The orbital station on New Baldarak (which is rendered useless by the events that create New Baldarak) is now correctly removed.
- The portrait selection view for empire creation now gets a scrollbar if the number of portraits exceed the two visible rows.
- Transport Fleets should handle Landing armies better, notably when in Aggressive stance.
- Venus realized that they were larger than Earth and has decided to shrink to a more appropriate size.
- You can now build a Fleet Academy if you have queued a Shipyard (you don't need to wait for it to complete).
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# Modding
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- Added "random" toggle to scripted loc. If you set "random = no", it will pick the loc key with the highest weight, or the first valid one if no weights are specified, rather than acting as a weighted random
- Added ai_ignore_was_human console command for toggling ai passiveness after taking over a human controller empire on/off
- Added complex_trigger_modifier to mtth functions
- Added complex_trigger_modifier to mtth functions: now you can use complex_trigger_modifier = { trigger = num_favors parameters = { who = from } trigger_scope = owner mode = add potential = { <triggers> } } in places where you could use modifier = { factor = 1 <triggers> }
- Added downgrade_all_buildings and downgrade_buildings_of_type effects
- Added is_starbase_type trigger
- Added script_values, which are like ai_weight versions of scripted triggers. You can refer to them by key to get a number via value:my_value
- Added skip_federation_cooldowns console command
- Easier mod overwriting of objects that dynamically add modifiers
- Enabled further mathematical operations in many modifier = { factor = x } fields. The full list is now: set, mult/factor, add, subtract, divide, modulo, round_to, round = yes, floor = yes, ceiling, max, min, abs = yes (all taking a number on the right, except where otherwise specified)
- Enabled scripted localization for base scopes, meaning that "Root." is no longer needed in some localization strings
- Exposed the default megastructure portrait key as a define
- Extensive defines to modify the math around the planetary ascension
- Fixed a number of potential crashes on startup due to interactions between the load order and a number of effects and triggers
- Fixed a variety of issues with the use of variables as multipliers in triggered resource tables
- Fixed ambient objects' scale_to_size making ambient objects appear a different size the first time you looked at a solar system than subsequent times.
- Fixed crash when closing TweakerGUI
- Fixed issues where mods overwriting objects (e.g. jobs) that dynamically add modifiers would cause issues where the added modifiers would not work
- In value-based triggers where you would say e.g. num_pops > 32, you can now no longer say num_pops > from, but you can instead say num_pops > from.trigger:num_pops. This change was doing for technical reasons, to save on memory usage by not saving two event targets in each trigger
- Often-reused scripted effects and triggers will now no longer show misleading file locations in error logs
- Replaced the modification boolean flag for traits with the additional triggers species_possible_add, species_possible_merge_add and species_possible_merge_remove
- Stopped some weight/chance fields inexplicably returning 1 even when script said the base should be 0
- Variables that accepted "trigger:<trigger>" now also accept "modifier:<modifier>"
- You can no longer use "count" in any_x triggers. You should use count_x instead (which uses much better code)
- You can now use count_x script lists in export_trigger_value_to_variable
The following are some of the known issues in the 3.3 Unity Open Beta. This list is not exhaustive and some issues have already been resolved internally but did not make the open beta build. If you encounter any issues however not reported here please report them via the bug forums
- Sacrifice edicts are not showing their up front Unity costs. Conveniently, they're also not charging them at the moment. Heads still roll though.
- Unity costs for faction manipulation are not implemented yet.
- The Byzantine Bureaucracy and Parliamentary System civics need tooltip updating.
- Depreciated triggers, modifiers, buildings and jobs have yet to be totally removed.
- Influence from Power Projection tooltip is unclear and needs refactoring.
- Planetary Ascension does not have any form of confirmation.
- Fleet reinforcements sometimes create a new fleet instead of joining the fleet it is supposed to.
- Species traits look a bit wonky in the colonisation window.
- Aquatic pop portraits not randomizing properly or applying gender options reliably.
- Void Dwellers with Permanent Employment start with a ruined posthumous employment centre.
- The tooltip informing the player of the cost to reform their government does not explain how the cost is calculated.
- AI implementation for new features is still using hot code.
- AI issue where they are building a lot of buildings that are not using jobs such as luxury housing
- After submitting to the Khan you will quickly just be attacked again, so don't give up!
This open beta version will be available from January 20th to February 3rd, and will likely not be updated. After two weeks, the open beta will be taken down, and we will incorporate any feedback we feel is appropriate into the final release version, which is currently scheduled to be released in February.
Once again, we are looking for directed, constructive feedback on the influence/unity rework as it stands in 3.3 [f622] Unity Open Beta without mods.
There is a thread for open discussion here.
If you encounter a bug in the 3.3 Open Beta, please do not post it in this thread. Bug reports should be made on the bug report forums, and flag for the 3.3 Open Beta. Due to the many changes, 3.3 Unity Open Beta is not save game compatible with existing saves, and may or may not be compatible with the eventual 3.3 "Libra" release.
What we are looking for:
- Feedback on your playthrough from the 3.3 “Libra” Open Beta, regarding balance and overall feeling
Not Useful replies
- Do not reply to other users. Reply to other users in the discussion thread here. Encourage them to change their mind and edit their post, in the discussion thread. Be nice with your replies in the discussion thread. Did I mention the discussion thread?
- Your perception of the changes, without actually playing the open beta
- Posts attacking the Stellaris team members
- Off topic/Not applicable posts will be removed.
- Feedback from playthroughs using mods.
Please only reply to this thread once, with your feedback on the 3.3 Unity Open Beta, any other discussion should happen in the discussion thread.
Thank you in advance for your interest and feedback!
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