Since they have released a patch today, I will just modify this post by adding an arrow to issues they have claimed to have addressed.
First, Criteria.
First, Criteria.
- A major feature widely affecting all playstyles but broken
- A major feature suiting any single valid "non-fringe" playstyle being limited by pathways (If you play XXX empire-type, the ONLY thing you can do is to get this Ascension Perk or you are screwed)
- A major feature that the AI has absolutely no hope of standing upright at all
- A major feature that should have worked in a different way as advertised but it doesn't
- Just balancing issues are not really concerned since we want to talk about really game-breaking problems
- Liberation War creates a Vassal if settled by Status Quo.
- Rogue Servitors are punished by both having low Amenities and by Unemployed Bio-trophies. Not to mention, the Bio-Trophies eat up a lot of Amenities themselves.
- AI have no hope of playing Rogue Servitors as they don't know they need to build a second Organic Sanctuary after their Bio-Trophies have grown past 10 Pops. Unemployed Bio-Trophies means a severe punishment to their Capital's Resource Production, from normally +5% for a Machine Empire, to -5% for each Unemployed Bio-Trophy. <-
- All Purges are treated as Extermination now. Displacement also counts as Genocidal.
- Crime will almost always be 0 unless the player intentionally chooses to ignore.
- Picket Bow of the Destroyer is still under utilised, as its Gunship Bow has 1 M- and 2 S-slots, and an M should not be translated to just 1 P-slot.
- Foreign species are growing out of proportion.
- Xenophobic AI empires sometimes just sign Migration Treaties with each other just because they are friends.
- Ship Manager for Federation Fleets is still bugged.
- Cease Robot Production, the Decision for Robotic Organic countries, is meaningless as the AI should be able to just Deactivate the Robot Assembly Plant instead of having to rely on a Planetary Decision.
- Buildings of a Fallen Empire do not provide jobs for normal empires after being taken over.
- Vassals don't have negative Opinion scaled to relative Power. Feudal Empires get a useless half of its civic as a result. And empires may sometimes answer to Vassalisation requests senselessly. Some empires may just have a minor setback but power calculation makes them Inferior. They can then be declared war on and be vassalised, and immediately when the waves have settled, they are actually Equivalent in power as their overlord but suffers no penalty.
- Power calculation often change in the middle of a combat. Disengaged ships in a combat are discounted from Power calculation so a losing side will become Pathetic in fleet power and would suddenly go up again after the combat engagement is over and their fleet goes back to a "normal" power level being Missing in Action. And therefore empires may fall under threshold for rivalling and suddenly the whole neighbourhood gets some really random diplomatic fluctuations.
- Slaves' political power is minimally capped at 0.5, and therefore problematic.
- Marauders still get stuck when performing a raid.
- Terraforming still makes planets lose features and can cripple economy. <-
- Invading Primitives by Hive Mind is still bugged. <-?
- Some Sectors are still created not according to rules, but according to some random factors.
- Also, Sectors created out of a Total War are very messy, especially from a Machine Uprising.
- The districts and housing of a Habitat are currently too constraining and it is difficult for human players to make the Pops fully employed. But the AI players will spam a lot of it and usually keep most of the Pops unemployed.
- Due to the Pop growth mechanics, the Syncretic species may grow in such abundance that Specialist jobs simply don't have enough primary species to fill up.
- AI seldom use Raiding Stance to abduct Pops even when they can.
- Penalties for resource crises are quite a lot of times broken.
- Economy Model (for +15% Production of Alloy or Consumer's Goods) may offset the penalty of running out of raw resources
- Lack of minerals doesn't penalise Hive Minds on producing Science, while lack of Consumer Goods does to normal countries.
- Alloy and Consumer Goods can be produced out of thin air even the country has absolute 0 Minerals
- Buying just 100 units of the lacking resource within each month resolves the crisis regardless. And therefore, a lack of 2000 units of a resource imposes no penalty if a player just buys 100 units of that resource before the month runs to an end.
- Pops under Social Welfare or Utopian Abundance still produce things even Consumer Goods have run out. And therefore it can be exploited by having a lot of unemployed Pops sitting there with 0 Consumer Goods and they still produce Unity and Science.
- It has been taken a step further that under certain careful management of modifiers, a mixture of Nihilistic Acquisition, Utopian Abundance, Livestocks and so on... can create a working economy without having to produce Energy, Minerals, Consumer Goods and Food at all.
- Replacing Districts will often just Demolish that District (after eating up Minerals and running the timer) if multiple orders have been queued at a time.
- If Synthetic Rights are Servitile, going Synthetic Ascension will lock your species out of jobs for Specialists and Rulers.
- AI Mechanist countries do not understand that Robots cannot work the Generator Districts. When they have excess Robots being unemployed, and they need Energy, they build more Generator Districts but these won't be filled by the Robots. And they will decide to go on building more into a Death Spiral due to paying upkeep for unused Districts.
- Admirals and Ships really don't level up at a reasonable rate. Anything expanding Level Cap of Admirals is completely useless as it is very rarely Admirals can get higher than Level 3 even if warring a lot.
- Quite commonly there are overflows and underflows.
- Relative Strength of Empires may underflow to infinitely high if it is too low, and thus will refuse requests of vassalisation.
- Unity points can overflow into a negative value, if the empire is large enough and the pool gets bloated.
- Something is still messing up Faction happiness of Egalitarian and Authoritarian with Robots and Synthetics. <-
- We can't choose which Robot to build without enabling Population Control on Robots. And we can't use Population Control on Robots without enabling it in empire-wide Policy. This has a large impact on Egalitarian societies.
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