Beta Patch 1.1.0 (Clarke) Released [checksum ed47] - Not For Problem Reports!

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Qoff

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Isn't in the patch notes but I belive that the spawn rate of Gaia Worlds were drasticaly reduced, since I didn't saw any Gaia World post 1.1
 
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Mike1984

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That's only half of the reason, the second half to limit the players advantage over the AI, even a good AI would be fall behind a human player managing every planet, and the current one, well...

That might be true to an extent but, if so, it's not good game design, because it's simply making it less strategic for human players.
 
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cbas

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K guys I need to share this.. so, this is my 1.1 review.

I was tired of this friendly AI following me BS and I had an Idea:

I'm gonna grind myself to get into a nice militaristic bastard FED, pack all my systems with defense stations and

disband all my fleets.

this is how it turned out:
My FED now owns 50% of the galaxy, 40% of those 50% are under my control. 1/4 of the galaxy is mine now.
with 35 to colonized planets, and 4 vassals,

with no fleets!

I'm materialist(for that tech boost), xenophile(for the extra embassy), individualist(for the extra cash to maintain defense stations)
my pop is intelligent(tech boost), natural engineers(to get that warfare tech as fast as I can) and weak (because: robots)
I'm running science directorate because I like the research alternative and that extra leader for my sectors.
I could have gone plutocratic, it would save me a lot of trouble and a lot of tradings and diplomatic work.
but hey, what would I do then? stare at the screen?

Since I don't have any fleets the AI actually does their job at defending them self, me and/or attacking other civs.
I mostly just need build robot armies to invade planets and thats it, this is my active role on war time.
(besides having a suicide science ship packed with shields scouting the fights)
when I feel like I need to accelerate the war I just build one corvette, do some escort jobs and its done.
It was hard to maintain energy costs since I have like 3 to 9 fortress and some random defense stations in most of my colonized planets,
but with some nasty tradings, edicts and also thanks to the new sector improvements, everything is running sweet.
No fleets means sometimes civs want piece of me xD but they all change their mind when sent to oblivion by my defense systems.
20k fleet is no match to 9 fortress, and if they manage to destroy half of my defenses my FED friends arrive just in time to save the day,
and its time to get those construction ships to work.

And I'm not done here.

I actually saw an ally backstab the FED and form an alliance to kick my ass!
never saw this happen before.
I dont have terror bombing rep debuffs, I'm not a threat, I'm a friendly trading guy xD
With some diplomatic work to keep that rep positive, peaceful civs as well as my vassals love me,
I think its because their military power is 'superior', so I can easily maintain constant trading with them to support my defenses and the FED .
I also make sure to import minerals from my soon-to-be-targets,
so they can't have resources to make a proper defense as soon as trade deal goes off.
My 'enemies' have like -100 rep, and its only like.. 2 civs.
16 of 24 empires have positive rep even when my FED takes half of their systems to my control.
All my extra funds go to the FED allies, sometimes for free, so they can have resources to build 'my fleets' xD


Never had so much fun in this game..
Man.. not even in EU.
'Venice-like war style', or in a more recent approach, 'Oil tycoon style',
making the FED do my agenda.

Still...

You guys know where I am getting to.. another reminder to the most game breaking aspect of Stellaris.

This playthrough was all about testing friendly AI behavior without interference of my ships in war time,
if it actually does his job, see how a proper federation work.. check out their struggles during wars.
and at the same time see if I could survive going full 'Venice' and do my shit through trade and diplomacy.

and it works.

They don't 'doomstack' on each other, not even enemies!
they even split fleets guys... to take out multiple targets.
I saw them flanking, doing ambushes, engaging multiple worlds and fleets at the same time.
Behaving like they should when we fight together.
Like enemies behave when they attack u.
All kinds of crazy stuff I bet no one here ever saw your allies do.

And even though it worked, it only did BECAUSE THEY COULDN'T FOLLOW ME.
I could never take part of an actual fight besides sending armies to invade planets.
Because if I had fleets, they would stack on me...
and all the fun would go away... no more AI flanking, no more AI ambushes...
No more multiple AI invasions and defense wars at the same time.
'Doomstack' wars all over again, because enemies would start 'doomstacking' too.

FEDs and allies fell like assets, reinforcements..
and yes they will stack on you even if u have 1 ship.

I want a FED with civs that dont do shit, like me.. stay at home defending..
See AI defending their friends homeworld when the others are invading the enemy
(Like I saw because I HAD NO FLEET)
See the AI taking an actual role on the wars they demand us to be a part of.
I want to be a part of the core.. not the actual general.
the state of this game now is ME against the galaxy.
no need to make feds or allies if thats what u guys want.

Please do something about this guys, don't let it slide.

on a side note:
1) I edited some of the most militaristic personalities so most of them have 1.5 to 2.0 on military spending ;)
to make sure my allies would spend my money and minerals in fleets.

2) we have custom bios now guys.. time to start creating some cool empires, no more random empire generation on new games!
 
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Ri0Rdian

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K guys I need to share this.. so, this is my 1.1 review.

I was tired of this friendly AI following me BS and I had an Idea:

I'm gonna grind myself to get into a nice militaristic bastard FED, pack all my systems with defense stations and

disband all my fleets.

this is how it turned out:
My FED now owns 50% of the galaxy, 40% of those 50% are under my control. 1/4 of the galaxy is mine now.
with 35 to colonized planets, and 4 vassals,

with no fleets!

I'm materialist(for that tech boost), xenophile(for the extra embassy), individualist(for the extra cash to maintain defense stations)
my pop is intelligent(tech boost), natural engineers(to get that warfare tech as fast as I can) and weak (because: robots)
I'm running science directorate because I like the research alternative and that extra leader for my sectors.
I could have gone plutocratic, it would save me a lot of trouble and a lot of tradings and diplomatic work.
but hey, what would I do then? stare at the screen?

Since I don't have any fleets the AI actually does their job at defending them self, me and/or attacking other civs.
I mostly just need build robot armies to invade planets and thats it, this is my active role on war time.
(besides having a suicide science ship packed with shields scouting the fights)
when I feel like I need to accelerate the war I just build one corvette, do some escort jobs and its done.
It was hard to maintain energy costs since I have like 3 to 9 fortress and some random defense stations in most of my colonized planets,
but with some nasty tradings, edicts and also thanks to the new sector improvements, everything is running sweet.
No fleets means sometimes civs want piece of me xD but they all change their mind when sent to oblivion by my defense systems.
20k fleet is no match to 9 fortress, and if they manage to destroy half of my defenses my FED friends arrive just in time to save the day,
and its time to get those construction ships to work.

And I'm not done here.

I actually saw an ally backstab the FED and form an alliance to kick my ass!
never saw this happen before.
I dont have terror bombing rep debuffs, I'm not a threat, I'm a friendly trading guy xD
With some diplomatic work to keep that rep positive, peaceful civs as well as my vassals love me,
I think its because their military power is 'superior', so I can easily maintain constant trading with them to support my defenses and the FED .
I also make sure to import minerals from my soon-to-be-targets,
so they can't have resources to make a proper defense as soon as trade deal goes off.
My 'enemies' have like -100 rep, and its only like.. 2 civs.
16 of 24 empires have positive rep even when my FED takes half of their systems to my control.
All my extra funds go to the FED allies, sometimes for free, so they can have resources to build 'my fleets' xD


Never had so much fun in this game..
Man.. not even in EU.
'Venice-like war style', or in a more recent approach, 'Oil tycoon style',
making the FED do my agenda.

Still...

You guys know where I am getting to.. another reminder to the most game breaking aspect of Stellaris.

This playthrough was all about testing friendly AI behavior without interference of my ships in war time,
if it actually does his job, see how a proper federation work.. check out their struggles during wars.
and at the same time see if I could survive going full 'Venice' and do my shit through trade and diplomacy.

and it works.

They don't 'doomstack' on each other, not even enemies!
they even split fleets guys... to take out multiple targets.
I saw them flanking, doing ambushes, engaging multiple worlds and fleets at the same time.
Behaving like they should when we fight together.
Like enemies behave when they attack u.
All kinds of crazy stuff I bet no one here ever saw your allies do.

And even though it worked, it only did BECAUSE THEY COULDN'T FOLLOW ME.
I could never take part of an actual fight besides sending armies to invade planets.
Because if I had fleets, they would stack on me...
and all the fun would go away... no more AI flanking, no more AI ambushes...
No more multiple AI invasions and defense wars at the same time.
'Doomstack' wars all over again, because enemies would start 'doomstacking' too.

FEDs and allies fell like assets, reinforcements..
and yes they will stack on you even if u have 1 ship.

I want a FED with civs that dont do shit, like me.. stay at home defending..
See AI defending their friends homeworld when the others are invading the enemy
(Like I saw because I HAD NO FLEET)
See the AI taking an actual role on the wars they demand us to be a part of.
I want to be a part of the core.. not the actual general.
the state of this game now is ME against the galaxy.
no need to make feds or allies if thats what u guys want.

Please do something about this guys, don't let it slide.

on a side note:
1) I edited some of the most militaristic personalities so most of them have 1.5 to 2.0 on military spending ;)
to make sure my allies would spend my money and minerals in fleets.

2) we have custom bios now guys.. time to start creating some cool empires, no more random empire generation on new games!

You sir, just won the internet. Forever. :D

Why didn't I think about this way of play? You avoided the stupid AI hugbot fleets problem perfectly and even managed to turn it into a positive! Now they either have to fix the actual hugfleets or everyone might end up playing your way. I also totally love your one corvette to "direct" AI on what to do approach! Kudos to you! ;)

Just found an important change: the Tree of Life event happiness bonus was nerfed from 15% to 5%. So it's no longer stupidly OP.

That is too much, now the +50 years for leaders is much better (at least for non-democracies, and maybe even for them).
 
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Mike1984

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You sir, just won the internet. Forever. :D

Why didn't I think about this way of play? You avoided the stupid AI hugbot fleets problem perfectly and even managed to turn it into a positive! Now they either have to fix the actual hugfleets or everyone might end up playing your way. I also totally love your one corvette to "direct" AI on what to do approach! Kudos to you! ;)

Well, as a strategy, it weakens your side of the war considerably if one member of the alliance isn't using their full fleet capacity. So, I don't think it's universally applicable.

Personally, I don't think the "hugbox" strategy is always invalid, but I think it needs to be tweaked significantly and, ideally, for the player to be given some level of control over it (by means of an "attach fleet" option). Certainly the AI shouldn't sit around doing nothing when it can't reach your fleet for whatever reason.
 
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myarta

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Well, as a strategy, it weakens your side of the war considerably if one member of the alliance isn't using their full fleet capacity. So, I don't think it's universally applicable.

Personally, I don't think the "hugbox" strategy is always invalid, but I think it needs to be tweaked significantly and, ideally, for the player to be given some level of control over it (by means of an "attach fleet" option). Certainly the AI shouldn't sit around doing nothing when it can't reach your fleet for whatever reason.

Yes. I very much use the Permit attachments [or whatever its precise tooltip is] in EU4 to encourage allies to blob on me when I'm heading into a big battle, or to encourage them to go separate and do other things, e.g. when we're besieging and we have way too many troops and are eating high attrition %. I imagine it wouldn't be too difficult to add this feature since it's already an engine feature in other iterations of Clausewitz, and would go a long way towards helping with hugfleets.
 
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Do sectors replace what you've built? If not, then you can always replace whatever they built, right?

It also increase upkeep, but one of the main problems I have with it is that I tend to just full upgrade my starports at end game anyways and I use the open slots to remind myself what they're used for (I do number my main planets, but still annoying); and if every one of my 90+ planets decide to build upgrades that's costing 10 energy to upkeep per month, I've literally just lost 900 energy, right there.

I don't know whether the sector takes into account their income when they do this, but what if I don't want to spend that 900 energy? What if I want to have a high surplus of income instead for my fleets on activation? I cannot agree with the game taking more control over the sectors as it is, because if it does, we might as well just make them vassals except they're worse because they don't have extra fleets or anything.
 
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Well, as a strategy, it weakens your side of the war considerably if one member of the alliance isn't using their full fleet capacity. So, I don't think it's universally applicable.

Personally, I don't think the "hugbox" strategy is always invalid, but I think it needs to be tweaked significantly and, ideally, for the player to be given some level of control over it (by means of an "attach fleet" option). Certainly the AI shouldn't sit around doing nothing when it can't reach your fleet for whatever reason.

With the hugfleet strategy in a...let's say 4 member federation there will almost certainly only be 1 fleet (stacked like hell). While the enemy 4 member federation will have 4 much weaker but independent fleets. You can't play whack a mole with them, they can be in 4 places at the same time, laying waste to your systems, invading etc. So while generally you would be right, in the current situation we have I don't think so.
 
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Mike1984

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With the hugfleet strategy in a...let's say 4 member federation there will almost certainly only be 1 fleet (stacked like hell). While the enemy 4 member federation will have 4 much weaker but independent fleets. You can't play whack a mole with them, they can be in 4 places at the same time, laying waste to your systems, invading etc. So while generally you would be right, in the current situation we have I don't think so.

But, ultimately, laying waste to your systems and invading are less important than simply winning. I would far rather have one big fleet that wins four battles against their four smaller fleets than four smaller fleets losing four battles against their four small fleets. The game right now is simply too heavily biased towards the strategy of "smash their fleet with your fleet and then do whatever you want after" for it to be a good idea not to have your fleets all stack on top of each other, at least in general.
 

Schatten51

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Agreed, especially since on a larger empire, I'm going to be using more than my 5-9 core worlds to build warships if I'm caught off balance or just desiring a rapid force buildup. There should be a choice to hand starbases over to the sector governor, even if it's on a sector-by-sector basis. Because I do like not having to manage them 24/7/365, but it seems like they're too useful to let the sector governors mangle them if I need them for something specific.

I like that Sectors now build Constructor Ships and actually build and level up Spaceports but the Modules in Spaceports is a different thing. Paradox should make a Option where you can pick the Modules that Sectors allowed to build..like no problem with Solar but Orbital Defense not allowed, only manually by you.
That would be perfect so Sector dont waste Energy at usuless Modules over 20 Planets.
 
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aazo5

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Isn't in the patch notes but I belive that the spawn rate of Gaia Worlds were drasticaly reduced, since I didn't saw any Gaia World post 1.1
Gaia worlds spawning (like most other things in this game) are subject to chance. Just because you rolled a dice 20 times and never got a 5 doesn't mean that the dice is missing a 5.
 
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Atlantians

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Should make it a bigger reward for Xenophile races, and an Influence penalty for Xenophobes! Discourage Xenophobes from contacting people! :)

You are gaining influence for identifying threats early!
 
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Gaia worlds spawning (like most other things in this game) are subject to chance. Just because you rolled a dice 20 times and never got a 5 doesn't mean that the dice is missing a 5.

Here is the proof:

They decreased the chance of spawn Gaia Planets by 5 times and didn't put in the changelog.

pc_gaia = {
entity = "gaia_planet"
picture = pc_continental # there's no unique gaia_planet picture
tile_set = pc_continental
entity_scale = @planet_standard_scale
icon_frame = 8

atmosphere_color = hsv { 0.58 0.3 0.7 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_tropical.dds"

min_distance_from_sun = 60
max_distance_from_sun = 95
spawn_odds = 0.1

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.2

planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }

colonizable = yes
ideal = yes
starting_planet = no

pc_gaia = {
entity = "gaia_planet"
picture = pc_continental # there's no unique gaia_planet picture
tile_set = pc_continental
entity_scale = @planet_standard_scale
icon_frame = 8

atmosphere_color = hsv { 0.58 0.3 0.7 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_tropical.dds"

min_distance_from_sun = 60
max_distance_from_sun = 95
spawn_odds = 0.5

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.2

planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }

colonizable = yes
ideal = yes
starting_planet = no
}
 
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Deronium

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But this is seems right. For me atleast. gaia must be extra rare. maybe with 25 tiles always, with more resources, but rare. It must be something like ultimate goal to wars. Now it isnt. On map always are 5-10 gaia. 1-2 is holyworld, ok, but still too many. And after some tech gaia just dont needed now. I mean after i have my world type with 95%... well i do not care about gaia.
 

aazo5

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Here is the proof:

They decreased the chance of spawn Gaia Planets by 5 times and didn't put in the changelog.

pc_gaia = {
entity = "gaia_planet"
picture = pc_continental # there's no unique gaia_planet picture
tile_set = pc_continental
entity_scale = @planet_standard_scale
icon_frame = 8

atmosphere_color = hsv { 0.58 0.3 0.7 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_tropical.dds"

min_distance_from_sun = 60
max_distance_from_sun = 95
spawn_odds = 0.1

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.2

planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }

colonizable = yes
ideal = yes
starting_planet = no

pc_gaia = {
entity = "gaia_planet"
picture = pc_continental # there's no unique gaia_planet picture
tile_set = pc_continental
entity_scale = @planet_standard_scale
icon_frame = 8

atmosphere_color = hsv { 0.58 0.3 0.7 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5

city_color_lut = "gfx/portraits/misc/colorcorrection_tropical.dds"

min_distance_from_sun = 60
max_distance_from_sun = 95
spawn_odds = 0.5

extra_orbit_size = 0
extra_planet_count = 0

chance_of_ring = 0.2

planet_size = { min = @habitable_planet_min_size max = @habitable_planet_max_size }
moon_size = { min = @habitable_moon_min_size max = @habitable_moon_max_size }

colonizable = yes
ideal = yes
starting_planet = no
}
Then why didn't you give the evidence to begin with?
 
Last edited:
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Adyen

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But this is seems right. For me atleast. gaia must be extra rare. maybe with 25 tiles always, with more resources, but rare. It must be something like ultimate goal to wars. Now it isnt. On map always are 5-10 gaia. 1-2 is holyworld, ok, but still too many. And after some tech gaia just dont needed now. I mean after i have my world type with 95%... well i do not care about gaia.

Gaian planets don't always spawn with 25. I've had a 9 space Gaia before (and 25 Gaias are generally Holy Planets...)

I like that Sectors now build Constructor Ships and actually build and level up Spaceports but the Modules in Spaceports is a different thing. Paradox should make a Option where you can pick the Modules that Sectors allowed to build..like no problem with Solar but Orbital Defense not allowed, only manually by you.
That would be perfect so Sector dont waste Energy at usuless Modules over 20 Planets.

It's actually worse than that. While I don't think this happened to me, but what if they build spaceport upgrades that require strategic resources? That's even worse because you'd want to use them somewhere else but you suddenly don't have them anymore!

Edit: And having 900 popups telling you that your starport finished upgrading is Annoying.
 
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Schatten51

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Gaian planets don't always spawn with 25. I've had a 9 space Gaia before (and 25 Gaias are generally Holy Planets...)



It's actually worse than that. While I don't think this happened to me, but what if they build spaceport upgrades that require strategic resources? That's even worse because you'd want to use them somewhere else but you suddenly don't have them anymore!

Edit: And having 900 popups telling you that your starport finished upgrading is Annoying.

Actuall it has happen only after the Patch (all Spaceports at once)
And so far i must revoke what i said, the AI builds Spaceports and builds Modules but, at last till now, only such that dont cost energy to maintain, also Solar Panels and Crew Offices.
Even in Spaceports that are lv 5 or 6 and have other Module Spots free.
If that stay so so im fine with that.
Also Sectors dont have build and Buildings or Modules that requires spezial resources so far, i use them all exclusivly in my Core Worlds Buillding and Spaceports,
Since im in middle game atm. it looks that it stays so. And if than its perfectly ok.
 
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