[Dev Team] 2.0.2 Beta Patch updated [14.03.2018][checksum 9b47]

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Devanor

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upload_2018-3-16_16-51-45.png


upload_2018-3-16_16-52-4.png


The mysterious disagree-er strikes again:eek:
 

TheRealNiall

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Have you guys fixed the bugs regarding Marauders where they just idle around their planets for 6 years when they are supposed to be raiding.
Or the other bug with marauders when a hostile enemy fleet attacks a marauder raiding fleet and said marauder fleet becomes hostile to players after the battle.
 

Ur-Quan Lord 13

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Not really, remember, you can use gaia terraformation for gain a +10% bonus in your cyborgs.

So: Industrious/thrifty + neuroeletric amplifier + gaia world = +40% for energy and minerals.
If you min-max your original cyborg specie or have luck in galactic generation you can make later a cyborg with industrious + very strong (assimilators cant pick biological ascension path, so, gene points are a real issue here) for a total of +50% minerals.

Assimilator machines can stack +10% machine trait, +20% machine world terraformation, +5% for complete versatility tradition = +35%. So, cyborgs are better for energy and minerals.

I dont known if the new gestalt tech affect both (machines and assimilator cyborgs) but probably the answer is yes.
Hmm, I didn't consider using gaia worlds for my cyborgs, and it would be an extra ascension perk required, but I see the point. I think definitely not worth it just for an extra 5% science/energy, and not worth losing +15% energy from game start to end to get +15% minerals on Gaia worlds only, but could be worth it if you get lucky and find a species with either industrious or very strong and no wasted points, like you said. For me, an issue would be that I like respecting tile resources in most situations. Which means that Gaia world would have some tiles that aren't minerals (for my adopted race at +15%) or energy (for my original race at +5%) but instead research or unity (where my robots work at -10%), but picking worlds with few lab bonuses would help. Seems also like it would be most useful without voidborne or ringworlds, which kinda fulfill the same purpose as those Gaia worlds; you'd want to preserve your actual planets' generic tiles for high efficiency machine world research and unity, and use ringworlds and power+replicator habitats for minerals since your science output there is abyssmal anyway.

(Replicator buffs make them better than astro mining for anyone but slavers, but that's not saying much since astro mining sucked. However, for assimilators, who get a tiny +15% research on habitat labs but can still get +30% energy, while getting +35% on both science and minerals on machine worlds, it may actually be more efficient to do your science on planets and replicate minerals on habitats. I'll do the math later.)
 
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Devanor

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is research_technologies console command still work on newest patch 2.0.2? Or its just me?

It seems it's either broken or changed, as it didn't work for me when I tried using it in the beta. Any other console command I tried worked normally though.
 

Devanor

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Nobburashka

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New patch is always great, but I do not understand why the most major issue - DESYNC - has not been fixed yet.
Literally, the multiplayer game is unplayable and a lot of minor tweaks do not help at all when the core game is broken.
A lot of people at Steam forums report about this issue.

Me and two friends started a 2.0.2 beta mp. game a week ago, a number of DESYNC messages kept increasing with each hour, till they poped up like every 1-2 minutes even after each full restart from the save.
We had to abandon it, hoping that within a week it will be fixed, so that we could go on with our great empires on this weekend.
But the patch seems not to fix any of DESYNC issues, this is quit upsetting, its like cleaning car's windows before the trip and paying no attention to the fact that wheels and motor are missing.

Please DEVS wake up already and fix the major problem which game has since the latest DLC came out.
Thank you in advance.
 

beholdtheflesh

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Same here. It is 2227, and every AI I have encountered is AHEAD of me. I chose scaling difficulty levels for this game.

Not mad, just... really really confused.

Yep, can confirm, I am 65 years into my new game on scaling, and every AI is SUPERIOR. I checked a mineral tile and they are at 33% bonus for difficulty now. I am getting stomped, and this is very unusual, as I am normally ahead of most AIs (especially in tech) at this point when I play on the old HARD mode. My materialist faction is pissed.

Also I noticed that, at least for the empire next to me that I have a sensor link, all their planets are fully built-out. Very unusual to see an AI empire without unemployment. They usually neglect their planets. I will check the other AIs later (those whom I can trade a sensor link since I am on ironman).
 

Defiler99

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The new difficulty settings are bonuses to empire-wide production, rather than specific individual things. Much more powerful.
Grand Admiral + increased aggression is proving to be a good time.
 

Druski

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Do wormholes always link to something on the opposite side of the galaxy? Sometimes you hope that you just get a quick highway in the same region from one side of your empire to the other.
 

Felix_es

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I was testing out the new claim resetting mechanic for liberation wars, and just noticed that rebels that declared (and gained) independence from my protectorate/vassal empires receive all the techs that I have.
i.e. the tech levels of my protectorate empires themselves are "Pathetic" compared to mine (naturally, being protectorates), but the rebel empires that came off of them have all the techs I have.

Is this an intended feature?
I mean, I am aware that rebel empires that came off of the player's empire get all the techs (as do the vassals you release), but why do those that came from vassals/protectorates gain access to techs of the overlord automatically?
 
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Defiler99

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I thought the old bonuses were empire-wide too? Can you clarify what you mean?

Previously the bonuses were to specific costs, like the ship upkeep. Now, they seem to be applied like the Pacifist bonuses are; how much the pops produce on each tile, etc.
+50% now seems to behave roughly like it would if there were a "5x Fanatic Pacifist" ethos that gave you a +50% instead of +10% production bonus.
 

Tale

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I was testing out the new claim resetting mechanic for liberation wars, and just noticed that rebels that declared (and gained) independence from my protectorate/vassal empires receive all the techs that I have.
i.e. the tech levels of my protectorate empires themselves are "Pathetic" compared to mine (naturally, being protectorates), but the rebel empires that came off of them have all the techs I have.

Is this an intended feature?
I mean, I am aware that rebel empires that came off of the player's empire get all the techs (as do the vassals you release), but why do those that came from vassals/protectorates gain access to techs of the overlord automatically?
It's almost certainly a bug. I mean, it even applies to subjects of Awakened Empires. Those rebels end up with AE level tech.
 

Benio69

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It's great that we're getting these small patches. I just really wish they'd address my own pet peeves:
1> A successful vassalization should remove your vassal's claims against you, AND he shouldn't be able to make new ones on you until he starts to rebel somewhere down the road. Right now any vassal/tributary will start to make claims on you, which lowers the relationship, which makes them make more claims on you, and so on until their relationship is beyond repair.
2> In a vassalization war against an empire with defensive pacts, the Occupation percentage is based on the combined territory of all defenders, not just the primary. So, you end up having to occupy most of the allies' territory as well, just to reach a high enough score to end the war with anything at all (since Status Quo won't give you anything, as there were no claims involved). This makes these wars take FOREVER compared to pre-2.0.
3> Threat builds too quickly and decays far too slowly. If I conquer one neighboring empire, it adds so much threat that everyone around me will immediately hate me. No research agreements, no open borders, and so on. This unfortunately means that I have no real choice but to keep conquering, with every empire allying against me, because otherwise it'd take decades for them to forgive me for that first war. At the very least, the amount of threat added should depend on things like ideology (a spiritualist wouldn't care as much if I conquered a materialist empire) so that the empires that were friends of mine wouldn't care much for conquering people they hated as well.

But still good patches.

Adding to this, another major issue with Vassals is that they will make their own claims on enemies you drag them into war with. Oh, you really liked all the resources in the territory of that neighbor of Yours? Well, better not have any vassals when you declare a Tributary War, because your vassals are gonna take all of his shit. It's dumb, vassals shouldn't have the right to make claims on the overlord or anyone else why you their overlords permission (perhaps Vassal rights could become a thing?).
 

Admiral_Obvious

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  • The Showdown Effect
  • Prison Architect: Psych Ward
  • Europa Universalis IV: Dharma
  • For the Motherland
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