[Dev Team] 2.0.3 Patch Released [checksum 6da2]

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MrChoke

Captain
36 Badges
Sep 11, 2016
374
170
  • Cities: Skylines Deluxe Edition
  • Magicka
  • Stellaris
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Season pass
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Surviving Mars: Digital Deluxe Edition
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Stellaris: Ancient Relics
Ugh. Fleet manager is still bugged. I see a little improvement but still I have ships that are in the fleet and not registered in Fleet Manager (one is a titan even).

I have a Sentinel fleet since I am currently fighting (and losing to) the scourge. I can't see a fleet manager for this fleet, yet I can upgrade it. But when the ships come I can't merge them into it!!! They are different class ships that then have to go into one of my created fleets but I don't even have designs for them.

Now I did not start a new game. I am wondering if it will be better if I do. I kind of doubt it though.
 

Voidster

Sergeant
38 Badges
Oct 29, 2011
63
2
  • Sword of the Stars
  • Sword of the Stars II
  • Leviathan: Warships
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • 500k Club
  • Teleglitch: Die More Edition
  • Magicka
  • Cities: Skylines
I went back to 2.0.2 and noticed my save was still fouled up. Ive had one of those 10 hr shifts today so i was..er, brain fog is bad mmk? It took me a few to realize no mods were working, everything was disabled within the launcher for some reason. I re clicked everything and im back in business. Hopefully 2.0.3 will uh..get things figured out. It seemed to introduce several bugs.
 

El Conquistador de Amor

Sergeant
30 Badges
May 4, 2017
58
4
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV
* Subjects will now follow their overlord with all fleets

Hmm I'm not so sure how I feel about this. On one hand, you actually want them to do this when fighting against massive opponent(s), but sometimes you just want them to backcap for you while your much larger fleet does the heavy lifting. Prior to this patch, they seemed to do a decent-ish job of balancing this behavior. Would it be possible implement some way to order them to do certain things? Not as in direct control (otherwise I'd just integrate them), but just a vague "follow me" vs "go cap stuff" order?

This also exacerbates the problem where if you are fighting a total war, your vassals can last-hit starbases and take the territory for themselves instead of it being yours.

On a positive note, I'm thrilled to see Colossus firing times be tuned down to something more reasonable. That's a fantastic and much-needed change.
 

NilusBavarius

The grumpy Hermit
15 Badges
Aug 26, 2008
698
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings II
Haven't updated/tested it yet, but regarding the changelog I am very very happy with the changes!

* Added missing localization for new features added in 2.0.2
Still not sure what to think about the weird numbers in the localisation files or even missing numbering, which are stated as neccessary in the WIKI.
Example (most keys and WIKI): <key>_description:0 "<text>" -> but there are a lot of :1 "<text>" / :2 "<text>" / :3 "<text>" ... and in the 2.0.2 localisations of apocalypse, there are even ones without any numbering at all.
 

Xephos Demonslayer

Captain
43 Badges
Oct 11, 2017
325
67
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
WALL OF TEXT WARNING!!!

Added Will to Power unity ambition that gives +5 influence/month

That. Is EXCELLENT

Increased primitive Sol spawn chance

Increased primitive Sol spawn chance

Increased primitive Sol spawn chance

Maybe Outside Context won't be all but impossible to get, now...

Reduced firing speed on Colossus from 90 to 30 days. Reduced weapon charge time on Colossus from 270 to 90 days

Nice. Sucked having a fire rate of once a year. Especially if the system had more than one world. Gonna make Stay On Target a h*ll of a lot harder now, though.

Raised hard cap on command limit from 200 to 500

Gonna be honest, kinda liked the 200 cap better. Feel like the 500 can get a bit abusive...

Festival of Worlds now costs 5000 energy rather than energy, minerals & influence

Well, there goes my early game festivals. Good move, but still annoyed on a small level

Psionic Shields are now stronger than Dark Matter Deflectors, rather than the other way around

Very interesting...

Master Builders now only gives +50% megastructure build speed (down from +100%) but increases the size of any Habitats owned by that empire from 12 to 15 (retroactively applied on any habitats of size <15 built before taking the perk or later conquered by the empire with Master Builders)

I actually really like that. Makes using the Voidborne --- Master Builders --- Galactic Wonders AP strat much more viable... and habitats in general.

The war summary now shows how many ships and armies were destroyed, as well as the number of systems and planets occupied

Not sure how many people care about that, but I do, so thanks!

Fixed a case where ships trying to find the nearest starbase to perform upgrades would ignore the one in the system they are in

Ahhh.... It's the little things that count the most.

Ships can now properly upgrade at the stations of allies

Gotta love that QOL

Fixed a bug where you couldn't build multiple gateways at the same time

(inhales slowly) THANK YOU!!!

Ships will now use captured enemy shipyards to upgrade during war rather than pathing all the way back to friendly territory

again, QOL is the best

Stay on Target' achievement will now also trigger if the colossus is in the process of charging its weapon

Well, considering you shortened the fire rate of the thing, that actually really helps

Event triggers were reworked to prevent some events spawning massively far away from the player, because the game thought they were close due to a wormhole or gateway

Whoever came up with this particular fix deserves a week off... paid...

Liking this a lot, thanks for dropping it down on us, and see you next DD.
 
Last edited:

Hype

Major
54 Badges
Apr 21, 2017
536
0
  • Cities: Skylines Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris
  • Cities: Skylines - After Dark
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Lead and Gold
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Shadowrun: Dragonfall
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Surviving Mars
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
Princess Stabbity has exactly and concisely broken down the many, many reasons why we cannot do a beta for a patch that is linked to a DLC pack. It is my aim to continue doing them in future for non-DLC related patches, as we've got good results there.

Pushing out broken patches without a beta again, why no beta this time?
 

Incompetent

Euroweenie in Exile
56 Badges
Sep 22, 2003
8.806
7.318
  • Surviving Mars
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Horse Lords
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Nemesis
  • For The Glory
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Warlock 2: The Exiled
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
In contrast to some of the answers, I can understand the Master Builders change:
- For Habitats, build speed is really no big deal, so Master Builders didn't really do anything for Habitat-based growth. Now this perk actually makes Habitats 25% better, which is significant. I think a 15-tile Habitat at 200 influence is still overpriced in most circumstances, but it's a step in the right direction. (At least it's better than Mastery of Nature, which charges you 100 influence for only 1-3 tiles.)
- For other Megastructures, the build speed boosts were getting a bit out of hand. 50% is obviously worse than 100%, but it's still a considerable boost to how many large megastructures you can have by a given year. (Similarly, I thought Executive Vigor was OP with +100% duration, but +50% duration feels about right.) Maybe the base build time of some of the megastructures could be shortened a bit though.

The new +5 influence/month unity ambition sounds like a real game-changer, given how much of a bottleneck influence becomes in the mid-game. For instance it'll let you run 3-5 more influence edicts permanently depending on your other bonuses. Or if you're already loaded up on influence edicts, it'll let you claim systems much faster and maybe finally make Habitats affordable again.
 

eternityrequiem

Sergeant
29 Badges
Mar 31, 2018
67
1
  • Europa Universalis III
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Magicka
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
The issue with the Master Builders change is it renders "actual" megastructures completely useless. A Dyson Sphere or Science Nexus was already an excessive expense you built after you ended the game. And now ring worlds, which you likely spent three ascension perks and years of research to reach, have been nerfed enough that living metal will be the only way you can practically build them before end game. You know, that strategic resource you have to randomly find. Sure, you can now endlessly spam size 15 colonies. If you want the 5% research malus on every single one, as well as dedicating 10k minerals, 200 influence and several years to its construction, when you could've built a few battleships and taken your neighbor's larger planets in the meantime.
 

Ur-Quan Lord 13

General
20 Badges
Oct 30, 2016
1.765
211
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Magicka
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
that living metal will be the only way you can practically build them before end game.

Again, living metal does not have and has not had for a while, any effect on megastructure build speed.

Not knowing that may also explain why you're unaware of the math behind why habitats are beneficial for research speed even at the current size.

Also, ringworlds are 1 ascension perk to get? A second to speed up. Unless you mean getting voidborne and master builders in order to facilitate getting ringworlds faster. In which case, due to the above math you're unaware of, you're refusing to actually use one of the (now even more beneficial) ascension perks you bought.
 

eternityrequiem

Sergeant
29 Badges
Mar 31, 2018
67
1
  • Europa Universalis III
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Magicka
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
Again, living metal does not have and has not had for a while, any effect on megastructure build speed.

Not knowing that may also explain why you're unaware of the math behind why habitats are beneficial for research speed even at the current size.

Also, ringworlds are 1 ascension perk to get? A second to speed up. Unless you mean getting voidborne and master builders in order to facilitate getting ringworlds faster. In which case, due to the above math you're unaware of, you're refusing to actually use one of the (now even more beneficial) ascension perks you bought.

The ascension perk to unlock ringworlds requires Mega Engineering. There is no way to guarantee unlocking Mega Engineering besides taking Master Builders, which requires that you take voidborn. For a tall player, the only practical way to thus achieve ringworlds in a timely manner costs three ascension perks.
 

eternityrequiem

Sergeant
29 Badges
Mar 31, 2018
67
1
  • Europa Universalis III
  • Cities: Skylines Deluxe Edition
  • Sword of the Stars II
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Magicka
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III: Chronicles
Again, living metal does not have and has not had for a while, any effect on megastructure build speed.

Oh and you're quite right. Living metal no longer provides a speed boost. It just reduces the mineral requirements by 1/5. Which for a tall player, who is most likely to be building megastructures, is still significant. Wide players tend to just eat the galaxy before it gets to that point.
 

Ur-Quan Lord 13

General
20 Badges
Oct 30, 2016
1.765
211
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Magicka
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
The ascension perk to unlock ringworlds requires Mega Engineering. There is no way to guarantee unlocking Mega Engineering besides taking Master Builders, which requires that you take voidborn. For a tall player, the only practical way to thus achieve ringworlds in a timely manner costs three ascension perks.
Of which one (voidborne) is itself very useful, despite your assertions to the contrary and refusal to build them, and the other (master builders) still improves galactic wonders though less so and now also improves voidborne.

I agree though. If you don't want to build habitats, despite them being strong, using voidborne as just a stepping stone to ringworlds makes the whole 3 perk combo weak.

Whoda thunk it. Taking an ascension perk you don't actually use, is weak. Weird huh?
 

Frenchie

Corporal
Apr 19, 2018
36
0
Hi,
I'm the only one to not be able to save any spaceship configuration ?
I'm forced to play with the automatic update no matter the option is on or off.
I can't save the spaceship configuration when i change a weapon or any other stuff. This will be difficult to play without change anything by myself, and only with the automatic update.

@ Devs: Also, some texts can't be read in the fleet manager with the french translation because two différents texts are in the same place.
 

Badesumofu

Field Marshal
70 Badges
Dec 1, 2016
4.457
1.000
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Pillars of Eternity
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Imperator: Rome Sign Up
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
Oh and you're quite right. Living metal no longer provides a speed boost. It just reduces the mineral requirements by 1/5. Which for a tall player, who is most likely to be building megastructures, is still significant. Wide players tend to just eat the galaxy before it gets to that point.

As a wide player, I tend to start building megastructures around 2320, or at least that is the aim. I'd be more likely to control about 1/3 of the galaxy by that point.

The wide/tall dichotomy isn't what it once was since wide players should be aiming to develop their space as much as possible, and tall players should be aiming to acquire more systems when doing so is beneficial (which is often). I'm not even sure it makes that much sense to talk about wide versus tall as things stand. If Mastery of Nature was better than it is, then I could see more divergence as you'd choose between Interstellar Dominion (-20% influence cost for starbases and claims) and MoN (make the planets you have better). The problem with that at the moment is that MoN is underpowered. Then as the game progresses there'd be a choice between spending your influence on megastructures or spending it to get more systems. The problem with that, though, is that a really wide empire will just get Colossus Project to expand influence-free and spend influence to build megastructures.

What this all adds up to is that it is entirely possible to be both wide and tall at the same time. So 'playing tall' means something more like 'forgoing wideness because reasons'. Wide is far better at research (and I mean far, far better) and still capable of generating enough unity to fill out traditions quickly and later on keeping multiple unity ambitions up while still all the trees before the endgame year.
 
Last edited:

Acidmetal

Private
30 Badges
Oct 13, 2017
13
0
  • Cities: Skylines - Mass Transit
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Prison Architect
  • Cities: Skylines - Parklife
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
  • Stellaris: Federations
  • Age of Wonders III
  • Stellaris: Distant Stars Pre-Order
  • Knights of Pen and Paper +1 Edition
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Magicka
Just fought against my first automated dreadnought, expected glorious battle with lots of lasers, projectiles and missiles.... but after this patch I saw nothing. No weapons shooting effects at all, just ships flying, hitpoints going down on ships and that's it. No lasers, no projectiles, no missiles... no fun. :(
 

Ninevah

Private
26 Badges
Jul 11, 2012
10
0
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Europa Universalis IV
  • Sword of the Stars II
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Magicka 2
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Sword of the Stars
  • Majesty 2
  • Leviathan: Warships
  • Heir to the Throne
  • Divine Wind
Just fought against my first automated dreadnought, expected glorious battle with lots of lasers, projectiles and missiles.... but after this patch I saw nothing. No weapons shooting effects at all, just ships flying, hitpoints going down on ships and that's it. No lasers, no projectiles, no missiles... no fun. :(

Yeah, a few other posts have mentioned experiencing this as well. I just came here to see if I'm the only one having this issue.
 

nathelbiya

Second Lieutenant
72 Badges
Mar 22, 2013
127
39
  • Cities: Skylines Deluxe Edition
  • Pillars of Eternity
  • Knights of Pen and Paper 2
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Conclave
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Parklife
  • Age of Wonders III
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Stellaris: Humanoids Species Pack
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines Industries
  • Surviving Mars: Digital Deluxe Edition
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Mount & Blade: Warband
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Cossacks
  • Knights of Pen and Paper +1 Edition
Started a new game with 2.0.3 yesterday. Still in the first year got the Grey Disciples event. I never had that before so I don't know if that always started this early? Could be a bit harsh on a new player.
At the beginning of the second year a swarm of Amoeba flew in and attacked my home system. Also never had that before. Even harsher as I had to rebuild my initial fleet.
Not complaining, I can manage especially as it is single player, just wondering whether this is WAD.