3.3 Unity Open Beta Feedback Megathread

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Harmsway

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The Steam announcement for the open beta concludes with

To opt-in to the 3.3 Open Beta, right-click Stellaris, go to Properties, Betas tab and choose [branch name (do not translate) ] from the drop-down.

Those of us who have been around for previous betas can kind of figure it out, but that placeholder text is a little rough for newbies.
 
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Nyaruko

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In my opinion,3.3 makes 1x research 2250 end game 25x crisis(1525 for short) plays like 5525(5x research).
Player need to expand as fast as possible in order to beat 25x crisis,but with new overexpansion research penalty,repeatable tech no longer worth for 25x crisis.
And recruit scientist now cost unity,Personally i can send 4 research ships to search AIs,in the meanwhile pick supremacy tradition.
But now seems only spiritism can do that.

Most importantly,Machine Intelligence empire now extremely lacks of unity,Maintenance Protocols is a must now.

Exalted Priesthood is now tier 0 civic.Is that balance you want?Research penalties that cannot be removed?
 
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hart30

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I absolutely love, that the dimensional anchors from the unbidden are now marked on the galactic map.
I currently am in total war with a genocidal empire, which I cannot fully kill as it has an area behind closed borders of another empire. I took over like 30 starbase and as I cannot downgrade them during war and nevertheless get the punishment for being over the starbase cap it absolutely destroys my economy. I believe this issue should be looked at.
The l-cluster is still not opened. But a devouring swarm is about to open it while the end game crisis is roaming the galaxy. The AI should not open the l-gate during an active crisis as the crisis is known to use the l-gates as super highway.
 
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Arithmetician

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I think I mismanaged my attempt at a Feudal play through.... ideally one wants tributaries for resources, not vassals, and hegemonies (or any federation really, where subjects are allowed to join) will automatically have released sectors join as vassals, whereupon you can’t really switch them to tributaries.

This leads me to wonder: would it be possible to give players the choice as to whether to release a sector as a vassal or a tributary?

Still, some sort of vassal/tributary strategy will clearly be dominant, especially in combination with the pop growth changes from the previous versions. So I am very much interested in trying feudal again.

To echo what others said here, I think Docile/Fanatic Pacifist will be far better in the beta branch, in a reversal from Docile being almost useless pre-3.3. Pops are a major source of sprawl, and hence penalties, and that combination can reduce them by 40% (30% from Fanatic Pacifist, 10% from Docile).

I’ve of a mind to try a build like Fanatic Pacifist/Materialist, Feudal Society Technocracy. Could go Ocean Paradise, with traits of Aquatic (mandatory with the Origin), Docile, Natural Engineers, and Nonadaptive (one would want to be selective as to which planets one personally colonizes, due to the increased sprawl penalty for planets, and the ocean habitability bonus from Aquatic will cancel out part of the penalty from Nonadaptive on matching planet types). You know, achieve high pop economy on a large planet, have tributaries provide my raw resource needs while I focus on research and alloys. Plus, as I noted in my previous posts, Feudal Society is great for getting out your scientists early.

I’ll let you know how it works later, and what other feedback I come up with from trying different builds.
 
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Lidhuin

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I've been working on tall egalitarian builds, and I've noticed that almost every unity producing job is not worth it:

Consider
Manager: +3 unity and 2 trade for 2 consumer goods + pop upkeep + building upkeep
Death priest: +2 society research, +3 unity, +2 amenities for 2 consumer goods + pop upkeep + building upkeep

Versus:
Unemployed egalitarian: +2 all research (+6), +1 unity for pop upkeep

With 3 unemployed pops, I can produce more research than either of the above (far more important), and get the same amount of unity, for the same amount of consumer goods, and without needing to spend minerals on building anything. I don't foresee a situation where, early-game, I'll want to use either job and that's a shame I think. Later in the game I may want to, as my consumer good production will be worthwhile and I'll have amassed other bonuses, but that's a long time to wait.

In general, I'd like to see jobs that produce unity get a boost to make them actually worthwhile, perhaps by increasing their base unity output by another +1 for every unity producing job.

In a similar vein, it looks like factions don't scale with the game, so they're great unity producers in the first ten years, and then they're completely irrelevant thereafter.
Having played a bit more on the following, without micromanaging a ton, I've noticed the following:

Later in the game, unemployed pops can keep pace with the AI and even exceed them a little, but I suspect I'm at a point where dedicated research labs are now better.

**Between entertainers, politicians and unemployed pops, I don't want bureaucrats, priests or managers for unity. I have more than enough to cover leader upkeep and recruitment, planetary ascension, and traditions.**

I deliberately focused on reducing sprawl (except for docile) and currently have -60% pop empire sprawl reduction. I can likely get at least -10% more from resolutions, and if I went full pacifist I'd then have -85%. This does give me a very nice advantage, but also means I have to be a non-materialist, pacifist, egalitarian democracy. Governors do not appear to actually reduce pop empire sprawl, but I need to verify before I post anything about that in the bug reports. Would recommend ruler should reduce empire sprawl - either pop empire sprawl or all sprawl (all sprawl would help with systems, colonies and not allow for -100% pop empire sprawl). Really give rulers some oomph, you know?

I have 3 planets with about 100 unemployed pops between them in the year 2275 (I didn't get to stealing pops as early as I would have liked). As a clone army, my three fleets are superior to my opponents (but not vastly so) and the AI is not retarded in fighting me. Grand Admiral, no scaling, all AI advanced starts.

I think I'm at a stage where I now need to colonize exactly the right number of planets to build research labs, thus carefully managing my sprawl and taking advantage of unemployed pops. So the incentive re sprawl is good for tall builds.

Notice how I have zero interest in producing unity producing jobs? Yeah, because they suck.

This tall build doesn't feel much different than it did pre unity rework, but it works.
 
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Jstanley3

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I love a lot of the changes, especially the higher game speed and fixes to trade empires (merchants are now affected by habitability! great! bio empires should not play like machine empires!)

However machine empires are having a really bad time in the beta.

Robo empires are severely underpowered right now compared to normal bio empires, for these reasons:
1) Robos lost access to capacity subsidies early game (no longer cost efficient) so their energy output is much lower than before and they can afford far fewer scientists/unity jobs.
2) Unity jobs now take much more energy than before
3) Robos can no longer abuse the ability to toggle admin jobs on and off before the end of each month to save energy while mitigating spawl penalties.
4) There is no longer a way to mitigate the +33% sprawl penalty

Previously robo empires were fun for players who loved playing wide and colonizing every planet. Right now we're being punished for using one of the only strengths of robo empires and we don't have a way around it.

I think the safest solution to bring robo back in line might be to reduce their energy costs for scientist/unity jobs, but there are other ways to solve the problem such as increasing the base energy output for technicians.

Some context: I host 20 player "30 year peace" pvp games on the WSC discord
Managing a swarm of inefficient pops can be a fun playstyle but right now they're just too inefficient to be competitive, robos have a really hard time making much more than 4000 fleet power by year 30. Before this patch, they could make 10k, which was still less than bio empires.
 
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Ziiro_

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I think conceptually I like a lot of the ideas in this patch, but there's a lot of playing with numbers that needs to go on. I am really not enjoying being penalized with an additional +33% Empire Sprawl Penalty for being a Machine Empire with no discernable actual benefit. I am four different attempted playthroughs in, and I am just more frustrated than anything. (Plus, looking at other posts, not only do normal empires not have this penalty, they also have a lot more ways to reduce sprawl than Machine Empires do?)
  • The scaling values of edicts, edict fund, and sprawl are currently such that I cannot imagine a scenario where a Machine Empire could run any non-tradition tree edict at any empire size (Such as Capacity Overload). The base sprawl value at game start is too large, and grows too fast to ever fit into the fund and the amount of Unity you generate.
  • Additional to the above: Imperial Prerogative is unusable because it affects the type of sprawl that, numerically, contributes the least to sprawl in general.
  • Influence caps super fast due to being used for less things, and having additional income from Power Projection. Maybe keep the Influence costs for turning edicts on. (but not off)
  • I'm not a huge fan of Unity for Leaders. In general in order to be effective, you need to do some fishing for leaders, and this just completely rules out this possibility - you are stuck with your starting leaders forever.
  • Executive Vigor should really be a multiplier or percentage increase
 
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I'm playing as a F. Egalitarian, Spiritualist Democracy.

Edicts Fund
I found that they quickly lose their meaningfulness, because they don't scale with Edict Costs. Any bonus to Edict Funds, especially from Civics, quickly loses their value, because flat Edict Funds mean very little compared to constantly scaling Edict Costs. Maybe more Edict Costs reduction should be granted, instead of Funds, or maybe Funds should scale throughout the game.

Planetary Ascension Tiers
I found Planetary Ascension to be a rather bland Unity sink. I get it that it's meant to be a place to dump our spare Unity points later in the game, even after we've unlocked traditions, but now that we have Edicts for that, we don't need yet another sink. I suggest looking back to the Prosperity system from EU4. A planet that's producing Unity should passively accumulate Ascension points whenever it's at 0% devastation. This also solves the oddity of a planet dedicated to Unity somewhere in your empire being used to make other planets gain ascension ranks. It should be an effort of the planet towards itself, given what it represents.

Democracies (and Mandates)
The reward for a Mandate is still very underwhelming. It is way past the time for it to be buffed (especially now that Unity is more important. 6 months of Unity for a 10-year presidential term, capped at 1000? That's bad enough in the early game, and super weak in the early mid game.

Influence from Events
Now that Influence is less useful than it was in 3.2, maybe Influence rewards from Events (especially those from opting out of an event chain early) should be buffed, to make them more appealing?
 
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Arithmetician

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It was suggested to me by @Lidhuin, but Fanatic Pacfiist + Egalitarian with Beacon of Liberty and Docile pops is working really great for a one-planet tech boom, with raw resources supplied by tributaries. I have ~ 83 pops on my capital 61 years in, but only in the high 70s sprawl. Though eventually, one does need to build habitats for producing strategic resources to sustain it (or otherwise buy them on the market), so one can’t escape sprawl completely.

Works well enough for single-player... I doubt it’s “meta” for multi-player though.

I shouldn’t have been surprised that reforming my government takes unity now. Then I was suprised by how little it cost. Reforming your government is CHEAP compared to what it used to be. Perhaps this is one area where the unity costs should be greater. Potentially sweeping changes to your government should cost more than a few months of unity. I think it was something like ~760 unity, if I recall correctly.
 
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This patch is an absolute catastrophy and will ruin Stellaris for many players. It's the worst patch ever implemented.

- You can run negative unity economy and activate all edicts in exchange. The Gov.Ethics penalty doesn't matter because factions grant unity which doesn't matter in a neg. economy build and the -20 Stability is well worth what you get out of all edicts.

- Influence is useless. It was the most precious ressource up until now and a great regulator for your expansion until the very late game. After the initial land grab phase it's useless except for some minor things you can do with it. Build a Collossus and not even the claim costs matter anymore. Influence was working perfectly fine and you ruined it.

- Setting Unity up as an alternative to tech is great but not in that way! Think about it: you could finish a game without taking any tradition and it would not even be that hard. But you could never finish the game without taking a tech. So you have your answer: make traditions more meaningful. By that I don't mean higher boni (boring) but unlocking game mechanics that are otherwise blocked. I would actually move much of the society tree to unity so if you want to have your society developed you have to invest in something other than tech.

- It's no fun to be forced to decide between expansion and traditions. "Hey cool in 10 months I get another traditions... oh wait, I have to buy something with unity so it's 30 months again".

- It is also impossible to balance unity upkeep / unity costs with your ever increasing unity generation. The cost is either so high that it is pointless to take (like unity ambitions now) or it is so neglectable that the mechanic's cost was basically patched out of the game (like resettlement).

- Hiring leaders with unity makes no sense and brings problems with the cost balance. It feels too expensive in the early game and too neglectable in the mid game. Have leaders cost 50 influence in addition to energy would have been the right move.

- The new empire sprawl system is a step in the right direction but the numbers are so off that it completely fails to help tall empires like VD who pay 10 sprawl for a habitat. So just filling your home system with habitats is as sprawling as 125 hive mind systems. How does that help tall empires? The only thing you did was having everyone ignore the sprawl mechanic and see it as nothing but a nuissance.

- You want to break the dominance of technology? Well, then simply divide science labs into it's three parts! A physics lab only produces physic points, period. That way you have to build 3x the labs which makes it way harder to spam it. Add a "university" as the starting science building for everyone which generates all 3 science ressources but this building is once per planet only. Or better: move society to unity and split physics / engineering in 2 different research labs. Or change society to biology, add new techs and put all non-biological techs to unity.

- Why did you ruin Merchant Guilds? It's now even better to NOT take it because politicians produce unity and merchants don't.
 
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Absolutely love these changes,

Now find a way to remove the pop growth sliders and get it back to something more universal.

Now that it's unnecessary to go wide I feel the need to pop growth controls seems like a moot point.
 
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Obstsalat

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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.

###################
# Features
###################
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

###################
# Performance
###################
  • 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.

###################
# Balance
###################
  • 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.

###################
# AI
###################
  • 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.

###################
# UI
###################
  • Tooltips should no longer show any percentage values with decimals.

###################
# Stability
###################
  • 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.

###################
# Bugfix
###################
  • 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).

###################
# Modding
###################
  • 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.
To opt-in to the Steam open beta branch, right-click Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop-down.

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!
Spiritualist Ethos gives currently -X% edict cost -> this should probably be -X% edict upkeep cost.

Please dont lock the planetary ascension tiers behind perks, lock them behind unlocked tradition trees instead.
By locking the last 4 levels behind the last ascension perk, you locked the unity scaling mechanism behind a T5 research (ascension theory), making a unity focused strategy locked behind expensive tech. Alternatively, make ascension theory a T3 (?) tech.

Add a "culture" planetary designation which buffs unity producers (managers, priests, etc.).
Since unity is now a resource that should have a designated playstyle around it, a designation to specialice a planet for unity only seems fitting.

Id like Planetary ascension tiers to give more than +25% designation bonus since most designation bonus are not that strong.
Maybe increase the strength to +50% designation bonus and change all designations around to giving +X% output instead of some having -X% upkeep.

I really like edict funds and the new edict system, they provide a good tall niche.
They make a real difference for smaller empires but do not help big empires in a scaling way, providing a strong and necessary niche for tall builds without invalidating wide builds. Really good job on this idea guys :)

The autochthon monument/corporate culture site building seems a little weak right now.
The 5% unity buff is nice, but the 1 unity per ascension perk is miniscule. Maybe make this 3 or even 5 per ascension perk. By the time you got some ascensions perks unlocked, 5-6 extra unity is worth nothing and this still costs a precious building slot.

Id like to see the unity production of death chroniclers buffed.
Increasing the base unity production (base 2) to 4 would help this really flavorfull civic to be somewhat worth a civic slot. Right now the chroniclers are just not good. Alternatively, increase the stability bonus to 3. The 2 stability only provides a real benefit on planets with more than ~90 pops and the 2 social research and unity cant really make up for that right now.

On the note that tech is still king:
Id suggest 2 things. The first is to reduce a big reason tech beeing so important: reduce the tech tiers of ship types (destroyer, cruiser, battleships). They all should be available pretty quickly(t2?, t3 latest). If the larger ships prove to be too strong, reduce their hull and reintroduce that hull as a later tech.
As addendum here, i would suggest enabling X slots for destroyers again so that they can function as a cost effective counter to mono-battleship fleets. Increase evasion for destroyers (to 40%?) and cruisers (to 25%?) and disable tracking from other ship components for X slots, so that they always have 0% tracking. The basic idea is for X slots to be anti capital weapons only beeing effective on battleships and larger.
The second suggestions is adding a soft rubber banding inspired by EU4 or HOI4, where tech that is "ahead of time" gets ever increasing research cost. This could be tied to midgame and endgame starting years.

So far I only played with normal empires and mega corps. I cant speak for gestalt empires.

Over all I really enjoy the update and I think its a big step in the right direction. Good job everyone :)
 
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Arithmetician

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@Obstsalat

You make a good point about the Monuments. I found that, even though they don’t require a job to work them and get the unity, I wasn’t building them because (a) the unity rewards were still quite small and (b) I wanted to have jobs which I could employ my pops in.


On another note, early/mid game performance is noticeably far better than in previous versions, so kudos to the team for the optimizations there.
 
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To Summarize my feeling about this Update, it feels like the wheel has been reinvented, and the overall sentiment is "Unsatisfactory".
The bad part is I had hard time pin pointing what really bothers me about the update.

  • From an Opportunity cost point of view you guys (most likely) spent a considerable amount of time coming up with those changes and retrospectively picking up each "influence cost" that should become an Unity cost and even undid most of the work done in the bureaucrate update, while the game, and especially through the custodian initiative, really need more flavor and stimulating engagement for the player.

  • And because those were former "Influence cost", Unity further embraced the concept of "Influence with extra steps" even more than it already did, something that is still underpowered compared to alloys/research, and thus you keep the amount of pops dedicated to it at a bare minimum. This adds a whole other layer of difficulty, and if I with my 3K+ Hours of play have a hard time wrapping my head around it, I'm not optimistic about potential new players.

  • Speaking of Pops, Amenities for regular empire is Atrocious, it forces you to spend more entertainers, further slowing down the early game

  • The new Edict System would be fine, if it didn't make Imperial cult/ Executive vigor mandatory. I like the part where smaller empire can afford more "subsidies" than their bigger counter part however.

  • I still don't get the reasoning behind the autochton monument. Admitting it used the correct scaling, it would still invalidate the usage of the new bureaucrates/temple, just like those currently invalidate it. Even fortresses can make that building utterly redundant through unyielding traditions.

  • Faction unity is neglectable and it's a headache to even think about how it could work.

  • Ironicly Trade empires are now better fitted for Wide playstyle, as Subsidies edict are better in the hands of tall empire.

  • Megastructure Unity cost is redundant but atleast the resettlement change is a clever way to limit early game shenanigans while having minimum impact late game.

  • Influence caps too easily, promoting wide/conquest.



I think ultimately where "the Unity Update" truly fails is in its Leader and Traditions system.

  • The leader system is still a crippled mess, even an empire that generate a lot of unity is still subject to terrible Rng with no consolation prize when it comes down to narrowing down what kind of leader you want in your empire, whereas a Tech-focused empire would still advance towards the next tech tier and I won't elaborate on what a handful of extra corvettes can do to an empire that decided to make alloy instead. Also I think it's a mistake to just dump the old system, instead of keeping it for a set of civics/origin (especially a megacorp/machine one).

  • The Traditions are still underpowered, although the prospect of "Planet Ascension" was very alluring at first, the impact felt neglectable.

For me, as this update stands, we're almost back to square 1. Unity is still here, you gotta spend a bit into it then move on. I can see the Edict change working in its abilities to promote Tall, but the simple separation of a "Unity" and "Tech" slider could have done just as much good to the game than the mathematical hell that 3.3 is turning into.
The Irony is Tall almost "became" meta lately, empires consolidating on their guaranteed worlds before subjucating or bribing their neighbors to achieve relevancy on a galactic scale, and spiritualist had decent usage in an ever more aggressive meta when the opportunity cost of robot was no longer a go-to.



Empires I played.

Played Feudal Society + Technocracy Remnant.
The reasoning was I wanted to mitigate as much as possible the "Unity" bottleneck while still making research through the clearing of my blockers and using my colonies with cheaper building cost as "fortress worlds" coupled with prosperity/Unyielding early traditions perk. Thus the only unity building I built in the early game was Entertainers. Would probably work better for gestalt, but even with the leader discount I hated my inability to get the leaders I wanted, and I had never built so many luxury residence and Fortresses to keep my precious pops in "usefull jobs". The "Governor generate unity" mechanic is neglectable, and not being able to fire your leader should be a "Noble Estate" mechanic instead/aswell, and you should have better bonuses to make up for that, or not since you can send a lot of those "useless leaders" to their doom. I ultimately narrowed down a quite early Ecu thanks to technocracy. I really wish we had an technocracy equivalent for Gestalt when it comes down to research fields.

Necrophage Spiritualist (traders?)
This start has the most unity output in the game and largely ignore the Unity issues of most playstyles. Play Trade, use necropurging with the appropriate AP, make a trade league potentially, and you've got yourself a playstyle that pretty much ignore this update in terms of firepower.

Haven't played Gestalt, my favorite playstyles overall, yet, it just isn't appealing.

Conclusion.
to "fix" the Unity update :
  1. fix the leader system
  2. give better scaling to traditions
  3. go crazy on autochton building
  4. Introduce new things, don't just reinvent the wheel ( you get a pass dev that made the zombies :) )
 
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Ketrai

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Okay, I've had a look at a bunch of stuff. Right now, the update definitely doesn't hit intended purpose imho.

1. spiritualists are worse for unity now.
Ruler jobs => base 6 unity.
High priests => base 7 unity.

Solution : play VD, spam habitats.

2. case in point, trade > spiritualists.
Merchant => 15 TV => 3.5 unity.
Priest => 5 unity (with exhalted)

Merchants also pay for themselves and other resources. Late game merchants can easily reach 9 unity equivalent. Priests never can. They scale better. Using complete bonus spreadsheets before, estimated numbers.

Merchants : 9 unity.
Priests : 6-8 unity.

3. A lot of unity jobs were heavily nerfed, including niche ones already considered weak.
Noble => 5 stab => 2 stab.
Duelist => 12 amenities, 3 unity => 10 amenities, 2 unity.
Enforcers => 1 unity => 0 unity (unless police state)
Death priests => 7 unity (with exalted) => 3 unity.
Chronicles => 4 unity => 2 unity.

The first three were already extremely niche and widely considered just flavor/weak. There's no point to nerf these jobs further. The latter two have their niche entirely demolished which is bad considering they're civics.

Ways to gain unity consistently : lowered.
Ways to spend unity : increased.

PART 2 : TECH VS UNITY.

1. Planet specialization costs are definitely overrated. When the average bonuses for energy are 100%+ (150%+ with subsidies) with infinity if you get repeatables. Means an extra 25% from upgrading capital or 62.5% from specialized upgrade... that's negligible considering the huge cost in unity and unity jobs, which are not tech-equivalent in the slightest.

2. Exponential scaling can cause unity costs to rise to ludicrous levels for planets quickly. Tech scales linearly, and modestly. There's no reason not to invest in tech bonuses over unity unless you want very specific bonuses like trade bonuses.

3. Sprawl bonuses for tech are lighter than traditions, edicts. Meaning unity devalues rapidly for jobs that already struggle to stay relevant.

4. Ruler jobs being so potent lowers the amount of unity investment required from tech empires even further.

PART 3 : Final notes.

The proposed ideas are good. The numbers/formulas are just too punishing. Trade is likely in a good spot, it's just that unity jobs have been hit too hard in comparison, when trade hasn't. Perhaps either run exponential scaling for tech as well, or get rid of the exponential scaling for some of the unity venues. If there's any scaling like for sprawl, it should affect all affected parties equally. Please balance the base costs instead.

Oh, also this probably shouldn't be a thing.

unkzznown.png


unknowzzzn.png
 
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Nebbie Zebbie

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I don't normally do this, but I'm putting out my initial thoughts before actually trying it out myself, from what I've seen others playing, since there's so much to cover:
  1. Leaders costing unity and unity upkeep. ...do my people hate the existence of leaders or something? Energy made sense thematically as their salaries, and this doesn't. This immediately leads also, with a static cost, to the problem of how they go from expensive to cheap, because we need few of them.
  2. Unity is...too good now. It's the best resource, hands down. This seems wrong, when it's just this magic stuff.
  3. Hiveminds being neglected because they lack factions is infuriating. At the very least, lower their unity costs, but give them a unity sink to swap in some kind of ruler node that gives a bonus so they have something to compete with faction-fueled rulers bringing bonuses.
  4. Planetary ascension is a cool idea, too bad it's garbage and planets already get too strong with large populations and Ecus (which should really integrate with it).
  5. Unity being just this slush fund is weird, instead of something we should be struggling to keep out of debt on (unity debt should mean unrest, pops angry at the empire's decisions/actions).
  6. Related to 5, shouldn't unity upkeep just replace admin cap? Why the hell are we keeping two separate systems to track our empire's internal management, one of which is highly indirect? Yes, I know that unity production means you can just keep up with it, but we can also just make more scientists to keep up with sprawl as is, and sprawl is painful in gameplay feel. Just make unity costs exponential like sprawl is and it'd be fine, and big empires could start suffering revolts if negative unity could do that.
EDIT: With some playing...I think I hate the entire concept of unity as it's implemented now. It's like...what is this +29 a month of unity representing? If it's how cohesive my empire is...is that 29% cohesion? It can't be, because later on I'm making hundreds, and there's no penalty for being low on it. Why not a 0 to 100 scale instead? Being taxed it for sprawl, and being below 100 giving the tech penalties, would work fine. It's hard to even really reason about what a good amount of unity is, because the costs are either static (leaders) or change with time (traditions).
 
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johnnyb

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I played a complete game and had a lot of fun. No big problems, bugs, or balance issues.

Notes:
- Sprawl was managed to the point of being totally minimal with Bacon of Liberty, Fanatic Pacifist, and Psionic Theory.
- Used common ground origin and my federation got ~30% of the map (each about 10% of the map), but early leaders costing influence made me not go nearly as wide, which made for a more interesting game.
- OMG the performance improvement was amazing. Please make sure the final 3.3 release runs the same and i will be happy.

balance issues:
- relic activiation costs for influence don't scale. It was 3K when I got it and stayed at 3K. In late game after all traditions were filled I was still netting 1-2K per month unity so 3 months of unity seems low for relic activation. Maybe it should be 3K plus empire sprawl or 3K plus 5x empire sprawl? I mean - it used to cost 150 influence, which is about 4 year of influence, which used to be extremely valuable. This is mitigated somewhat by the cooldown, since you can only activate one relic at a time with a large cooldown. It just feels less cool when it costs so little.
- not sure if it was just me, but the ascension edicts (the ones you get at the end, that are supposed to cost big unity) could all be activated for free. I activated them all and my unity upkeep was not impacted.
 
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Alblaka

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Very specific Feedback: "Recycling Campaign Edict" is now dead design.

You pay (a fairly high!) amount of energy per months to get a slight reduction in the consumer good consumption.
Consumer goods can be purchased with energy credits.

Therefore, that edict becomes a very simple math equation as to when to toggle it on. That's bad design because it just generates a fake choice (aka, there is no player agenda. It is either a net gain to activate the edict, or it is a net loss).
Also, it's mostly on the net loss side because you would need to be consuming ~300 consumer goods to warrant paying 100 energy for the edict... but at the point where your pops eat 300 consumer goods, you're very likely at a couple x00% of sprawl, thus the edict will cost somewhere north of 300 energy. Which means you will need to be consuming 900 consumer goods (with pops alone) to make it worthwhile...
 
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kronpas

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Tried a grand admiral difficulty scaling campaign (and lost). The game isnt fun anymore:

- I wanted to take psionic ascension path, and built my race accordingly, but due to the research never popped up, the unused ascension point ended up sitting there uselessly until I lost the game. And since the ascension perk was directly tied to planet specialization tier and monument bonus was as well, I was penaltied for something which wasnt my mistake.
- Empre sprawling penalty is too punishing. I dont know if its intentional but my empire cant take more than 2 unity/energy based perks at once. Taking a third, even the usual energy ones, pushed my energy from 300 plus to 50 minus. I ended up not caring about it anymore. A whole aspect of the game completely wholly fully dead.
- Need more ways to spend influence. I threw every influence points into land claims since there wasnt anything else worthwhile.
 
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Pale Blue

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Played a bit more and now that you can't mitigate sprawl anymore an old problem resurfaced. There are systems you never want to claim, because the resources per sprawl is not worth it. Get 1 Sprawl for a system with 2 energy or take the sprawl for a technician and district? The benefit of many resource systems is so bad I no longer want to take systems that don't contain habitable world's. The result is a disconnected mess and cheese like appearance of my empire.

In older versions of stellaris this got solved by a penalty for hyperlines leading out of your space. I don't want that back, but just not claiming most systems shouldn't be the best approach to playing the game. Lowering sprawl for systems/increasing the minimum resources of systems would be my preferred solution.


Also something about job priority is not working correctly. In the last MP game several players had problems with pops being unemployed despite open jobs or new pops filling clerks jobs despite a deficit in a resource and unfilled jobs that would produce the missing resource. Workers are promoted before it checks for unemployed specialists, leading to even more unemployed specialists. I have no idea what causes this new noticeably and worse pop management/shuffling, but it is annoying. Maybe something in the performance optimization went wrong?
 
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