[Dev Team] 2.2.1 Hotfix [checksum bbf4] and stellaris_test beta branch Released

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DaemarHavoc

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So far I have some issues regarding Rogue Servitors:
- Is it intentional that they start out with a nearly borked economy compared with other starts (negative or near negative energy, very little mineral gain, etcetc)? This could be balance for Unity but took a long time to balance economy.
- For Rogue Servitors (and Machine Empires more generally) we definitely need a better way to prioritise certain jobs (drag and drop, or drag them in order). It took a lot of clicking just to get one pop to the right job from the right job without causing a deficit elsewhere (slightly mitigated now by me realising not to build buildings even though the slots are there to prevent new jobs opening up).
- I'm fine with pop-growth being slow, but with aforementioned building slots and micromanaging means never have enough pops for jobs and have to constantly shift them about when one is created.
- The above is particular issue with Rogue Servitors because the Bio-trophies tend to grow at equal or faster than the Drones but can only work one job (bio-trophy).
- It would help if you could have a DECISION to stop or pause pop growth for bio-trophies that is separate from the decision to stop Drone growth. As it is, you basically have to put species-wide controls (even if you want them growing them on other colonies, perhaps). This is especially the case early on in colony growth when you might only have ONE assembly job and so the bio-trophies will always grow faster than machines.

Loving the new economy system generally! It is a huge improvement. But yeah Rogue Servitors at the minute have a pretty large disadvantage in they have to cover the costs of machines and bio-pops (so consumer goods and food and minerals and energy and etc) while only half their pops work. Having access to more building slots doesn't really give a benefit as they generally still need drones to work them.

EDIT:
Oh, yes. And the TUTORIAL or TIPS from VIR (even when set to FULL) do not really show up when playing Rogue Servitors, and when they do they are oddly placed. Can't remember the specifics, but I encountered tips only about 3 times in 100 years of play. One, for instance, starting to tell me about anomalies about 75 years into the game after I had surveyed half the galaxy and even completed the Precursor event chain.
 
Last edited:

Tadeus72

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Nice, thank you for the fast fix.

But it seems it has messed up one small thing. Everytime I get an event or notification and press the camera button, to see where it it, the view changes to the center of the Galaxy.

Before the patch the problem wasn't there.
 

DaemarHavoc

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Isn't gestalt ethics supposed to disable tutorial, whether it's hive, RS, or whoever?
That's what I thought (as an aside: I think ME or Hive are actually an easier start so might be wise to have tutorials), but then they half showed up and at odd times so I wasn't sure anymore.
 

Ant4res

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I've started my game, and I don't understand why you made it impossible to run megacorporation while being a postapocalyptic race. It has nothing to do with balance, but the game doesn't allow me to do so. I mean I want to run a megacorp dominating post-nuclear Earth, and it is really strange that I can't do it. "Postapocalyptic" civic is incompatible with "Megacorp" type of the government.
 

yaranaika

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Thanks to all in your team!
By the way, I have a little question - where's ecumenopolis picture in main menu?
Apocalypsis good too, but he.. a bit outdated, yeah :D
This.
Also I thought every new major expansion after Apocalypse gonna have new themed main menu background. Or even better - ability to chose one of a few avaible in settings, including legacy ones from previous expansions.
 

Crildon777

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A friend and I are also having the desync issue where we play for a little while then the game will act like it is paused for one or both of us and will not proceed. It never reports an error nor does it disconnect. Time / actions simply do not continue for one or both players.
 

Madbadger

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So far I have some issues regarding Rogue Servitors:
- Is it intentional that they start out with a nearly borked economy compared with other starts (negative or near negative energy, very little mineral gain, etcetc)? This could be balance for Unity but took a long time to balance economy.
- For Rogue Servitors (and Machine Empires more generally) we definitely need a better way to prioritise certain jobs (drag and drop, or drag them in order). It took a lot of clicking just to get one pop to the right job from the right job without causing a deficit elsewhere (slightly mitigated now by me realising not to build buildings even though the slots are there to prevent new jobs opening up).
- I'm fine with pop-growth being slow, but with aforementioned building slots and micromanaging means never have enough pops for jobs and have to constantly shift them about when one is created.
- The above is particular issue with Rogue Servitors because the Bio-trophies tend to grow at equal or faster than the Drones but can only work one job (bio-trophy).
- It would help if you could have a DECISION to stop or pause pop growth for bio-trophies that is separate from the decision to stop Drone growth. As it is, you basically have to put species-wide controls (even if you want them growing them on other colonies, perhaps). This is especially the case early on in colony growth when you might only have ONE assembly job and so the bio-trophies will always grow faster than machines.

Loving the new economy system generally! It is a huge improvement. But yeah Rogue Servitors at the minute have a pretty large disadvantage in they have to cover the costs of machines and bio-pops (so consumer goods and food and minerals and energy and etc) while only half their pops work. Having access to more building slots doesn't really give a benefit as they generally still need drones to work them.

Emergency start help for rogue servitors while we wait for a more permanant fix: Take Superconductive (+15% energy) (yeah I know minerals are the problem, but you can trade for it and you sart with 7 energy districts and only 2 mineral ones)
At start, deactivate the job slots for 1 artisan drone, 1 agri drone, 1 coordinator drone, and 2 maintenance drones. You should now have as many drone workers as jobs - verify that all your technician and mining drone jobs are being worked.

Trade 130 energy for 100 minerals in the internal market, and send your construction ship off to build the mineral station available in the home system (can go for energy if you have a 3 and only 2 mineral deposit)
Watch resources as the first month ticks: should be +1 or +2 food and consumer goods, +10 to +12 minerals and +24 to +27 energy (enough to make trading for minerals viable)
Enjoy a starting economy that is merely shaky and fragile rather than totally borked :cool:
 

Agelastus

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Is "STARBASE_CAPACITY_POP_MULT" now supposed to be set to zero? Because the tooltip still says that starbase capacity is affected by number of pops.
 

FiddleSticks96

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The job description for Maintenance Drones for a Hive Empire clearly refer to the "Machine Intelligence," which Hives are not. The job itself is definitely a hive job, but the description is wrong.

WrongJobDescription.jpg


On the subject of Machine empires, is there a reason Machine empires start with an energy deficit? They need to start with at least one more energy district with pops to work them.
 

GreenPhoenix

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Can I have partial victories when trying to vassalization an empire again? It is really annoying when I am trying to vassalize an empire, but it has war buddies who are physically incapable of participating in the war, and since I can't interact with his buddies I can never vassalize them. Only white peace. Heck, it would be nice if empires who have no route to another empire cannot join a war, or at least they don't count as being in the war until they get access.
 

FiddleSticks96

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Is there a reason gestalt empires have CG on display on the top bar when they cannot use or acquire them? Also, job priority really needs to be tweaked. If you are running a deficit in a resource and you have open jobs that produce that resource then those jobs should automatically take priority. It's insane that this isn't already the case.
 
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syren aureola

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Post-Apocaliptic civic gives wrong planet preference trait, it supposted to be one you've picked while creating empire. +100% tomb world habitability and 60% any other type of world is too broken :)
upload_2018-12-9_17-8-53.png

upload_2018-12-9_17-12-49.png

upload_2018-12-9_17-13-28.png
 

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syren aureola

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If you have trade value and anomaly on a same planet, after researching anomaly trade value would be deleted, even if anomaly does not give any modifiers to the planet.

Traditions base cost is too low, by the time you finish your 1st tech, you would already unlock 3 or 4 traditions.

Little suggestion on piracy. Piracy suppression should be based on fleet power too, something like: SHIP TYPE BASE * FLEET POWER
Having naked corvettes patrolling trade route looks kind of an exploit.

Anomalies that give research resources planet modificators seem to be overnerfed, high level 5-6 anomalies give same amount as level 1-3 anomalies.

Good job Paradox, it's a great DLC, but a bit too raw. My empire roleplay would be "find a bug and report" for next few patches :))