[Dev Team] 2.6.3 Beta Patch Released [checksum ae56]

  • Crusader Kings II Expansion Subscription

    Subscribe to the CK II Expansion and enjoy unlimited access to 13 major expansions and more!


  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

OnyxAbussos

Lt. General
42 Badges
Nov 19, 2017
1.479
779
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Humanoids Species Pack
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • 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: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
I'm in a similar boat, I love the idea of playing Cyborgs, but don't really wanna go full Synth. I wish there were an option to mix and match.. take two of the 'first level' ascensions instead of following one path to rank 2.. maybe just make it so you can take any two ascension perks you qualify for, and then you get cut off. Would love to have Psy-borgs without having to game the pop system.

Flavor-wise, I'm more interested in Gene. Modded psionics. Like the Vorlons. That's just me tho.
 

Jemal

Corporal
13 Badges
May 28, 2016
49
0
  • Stellaris
  • Stellaris Sign-up
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
Flavor-wise, I'm more interested in Gene. Modded psionics. Like the Vorlons. That's just me tho.
Yeah, same idea though. Combining two 'lesser' parts of the ascensions instead of wholly devoting to one.
 

OnyxAbussos

Lt. General
42 Badges
Nov 19, 2017
1.479
779
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Humanoids Species Pack
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Galaxy Edition
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • 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: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
Internally, the Trade League effect was deemed too strong when we set them to have full energy along with the Consumer Goods and Unity.

There were several posts mentioning empires getting crippled economically by suddenly losing potentially significant amounts of EC generation from trade after joining a Trade League, so we're giving them the option to opt out of the policy.

Getting all three at full power is part of one of the later stages, right? Like I think I remember that being the final evolution, right?
 

MrChoke

Captain
35 Badges
Sep 11, 2016
374
170
  • Cities: Skylines Deluxe Edition
  • Magicka
  • Stellaris
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Season pass
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • 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
How about the Sector/Colony Management AI? It is completely broken since 2.6. It does nothing. I don't see this fixed in the patch notes.
 

DarkEye5

Sergeant
43 Badges
Nov 20, 2019
64
80
  • Arsenal of Democracy
  • Imperator: Rome
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Mandate of Heaven
  • 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
  • Shadowrun: Dragonfall
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
* Fixed a bug where casus belli for colossus weren't added.
I haven't used colossi much, but tried it out in my latest pacifist run. Is it on purpose pacifists doesn't get the CB? It would make sense, but thought I would get it.

Getting all three at full power is part of one of the later stages, right? Like I think I remember that being the final evolution, right?
Nope. You get the policy at level 1 but there is no changes to it at later levels.
 
Last edited:

magicbush

Sergeant
60 Badges
Jun 10, 2003
70
11
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Necroids
  • Majesty 2 Collection
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • 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
  • Europa Universalis IV: Call to arms event
  • Cities in Motion
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
When can we expect the AI to start using fleets somewhat properly again in combat so I can play? Better sector AI would be great as well, but not as essential.
 

fodazd

Major
33 Badges
Feb 21, 2018
786
1.868
  • Crusader Kings II
  • Age of Wonders: Planetfall
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Island Bound
  • Stellaris: Necroids
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
My personal opinion: I agree with the decision to leave trade league policy at 0.5 energy. Giving them 1 energy per trade value in addition to consumer goods and unity would make them way too strong. I think it's still really, *really* strong how it is now.
 

Innomion

Recruit
18 Badges
Aug 23, 2019
6
9
  • Age of Wonders
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • War of the Roses
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Magicka 2
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
* Added a trigger "galaxy_size" which returns true if the size of the galaxy is the one tested by the trigger. Usage= "galaxy_size = medium".

I was missing this a few weeks ago, when I really wanted to be able to mod system_initialisers to only spawn on specific map sizes! Very nice, thank you!
 

Duuk

Reformed Badboy
105 Badges
Oct 16, 2001
6.134
1.386
  • Europa Universalis III: Collection
  • Victoria: Revolutions
  • Rome Gold
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Necroids
  • Europa Universalis III
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • 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
  • Deus Vult
  • Hearts of Iron Anthology
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Heir to the Throne
  • Europa Universalis III Complete
  • Majesty 2
  • Majesty 2 Collection
Fleets still start without a home port.
 

von flare

Recruit
Apr 7, 2020
2
0
Can you please change the way populations are selected to grow? It's the biggest flavor fail in the game and completely ruins some playstyle/roleplaying options without modding or extreme micromanagement.

If I enslave a planet with low habitibility for my main species and install a few of my main species as rulers there, and then maybe relocate a few slaves to my homeworld, what populations should be growing? Obviously my main species on my homeworld, and the slave species on their planet. However, the way it currently works is the exact OPPOSITE of the way it should intuitively work. My main species, which only occupies 2 jobs in the ruler stratum and has 20% habitability on the slave planet will be the ONLY species to reproduce on that planet, while on my homeworld which is 90% my species and 10% slaves will have an explosion of slave growth for no intuitive reason.

The only way to solve this is either setting population controls on the slave species (a half measure, since your main species will still reproduce on the low habitability slave planet), setting the reproduction settings manually for both planets (costing you a whopping 20% growth), or doing tedious micromanagement each time they reproduce, moving one slave from your homeworld and switching them for one citizen from the slave world.

Currently the system works exactly the opposite way that it intuitively should. Populations should grow mostly based on their habitability, and the majority pop should be more likely to reproduce, not less. Letting one foreign pop into your homeworld causes it to become a 50/50 split within a few generations, because that one foreign pop will be the only one to reproduce, and it makes no sense.
 

13th Fleet

Recruit
27 Badges
Aug 11, 2016
9
0
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
Did the Interstellar Assembly get changed at some point to no longer require being build in your capital system? I ask because that would be a problematic interference with the Ringworld start no longer allowing major megastructure construction in the system as you would no longer be able to build it without moving capitals.
 

El Caballero Negro

Recruit
15 Badges
Nov 28, 2017
9
6
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
Could you put a federation policy that improves relations between 2 allies that are rivals each other? that is, a potential ally that you want to invite to be a member of the federation, but that the other members do not want in the team.

Also increasing the construction limit of the dayson Sphere megastructures and the matter decompressor, the demand for minerals and energy become overwhelming in the late game, I think that increasing the limit to 3 of each would be enough. in a megastructure that stores an overwhelming amount of resources. Greetings.
 
Last edited:

MrApophenia

Sergeant
33 Badges
Mar 21, 2017
55
2
  • Stellaris: Synthetic Dawn
  • Shadowrun Returns
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Is this list of bugfixes the final version to be included once this patch is out of beta? And then that's it until May?

Because if so, it appears that the way we are leaving this is that 'Federations' DLC breaks the ability to declare wars specifically if you try to... join a federation.
 

Jobbb555

Corporal
84 Badges
Dec 18, 2012
39
8
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Leviathan: Warships
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Reapers Due
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • 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
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Europa Universalis III
  • Europa Universalis IV
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Stellaris: Necroids
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • War of the Roses
Is this list of bugfixes the final version to be included once this patch is out of beta? And then that's it until May?

Because if so, it appears that the way we are leaving this is that 'Federations' DLC breaks the ability to declare wars specifically if you try to... join a federation.



Would love to get a response to this.
 

GeorgieBest

Lt. General
On Probation
47 Badges
Jul 31, 2014
1.291
2.516
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Battle for Bosporus
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
Can you please change the way populations are selected to grow? It's the biggest flavor fail in the game and completely ruins some playstyle/roleplaying options without modding or extreme micromanagement.

If I enslave a planet with low habitibility for my main species and install a few of my main species as rulers there, and then maybe relocate a few slaves to my homeworld, what populations should be growing? Obviously my main species on my homeworld, and the slave species on their planet. However, the way it currently works is the exact OPPOSITE of the way it should intuitively work. My main species, which only occupies 2 jobs in the ruler stratum and has 20% habitability on the slave planet will be the ONLY species to reproduce on that planet, while on my homeworld which is 90% my species and 10% slaves will have an explosion of slave growth for no intuitive reason.

The only way to solve this is either setting population controls on the slave species (a half measure, since your main species will still reproduce on the low habitability slave planet), setting the reproduction settings manually for both planets (costing you a whopping 20% growth), or doing tedious micromanagement each time they reproduce, moving one slave from your homeworld and switching them for one citizen from the slave world.

Currently the system works exactly the opposite way that it intuitively should. Populations should grow mostly based on their habitability, and the majority pop should be more likely to reproduce, not less. Letting one foreign pop into your homeworld causes it to become a 50/50 split within a few generations, because that one foreign pop will be the only one to reproduce, and it makes no sense.

I agree with this.

It should either be based on what species has the highest growth rate, or what species has the highest habitability. Basing it off which species is the minority on that planet is beyond stupid.

I also don't understand why they have a 20% growth penalty for when you want to select the species.


Is this list of bugfixes the final version to be included once this patch is out of beta? And then that's it until May?

Because if so, it appears that the way we are leaving this is that 'Federations' DLC breaks the ability to declare wars specifically if you try to... join a federation.

I will be extremely disappointed if these are the only bug fixes included in 2.6.3. Fixing the federation/CB bug should have been the top of their priority list.
 
Last edited:

Cry_Havok

Captain
44 Badges
Dec 25, 2017
363
33
  • Warlock: Master of the Arcane
  • Stellaris: Humanoids Species Pack
  • Age of Wonders
  • Stellaris: Apocalypse
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Shadowrun Returns
  • BATTLETECH: Flashpoint
  • Victoria 2
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Europa Universalis IV
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • 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
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I agree with this.

It should either be based on what species has the highest growth rate, or what species has the highest habitability. Basing it off which species is the minority on that planet is beyond stupid.

I also don't understand why they have a 20% growth penalty for when you want to select the species.




I will be extremely disappointed if this is the only bug fixes included in 2.6.3. Fixing the federation/CB bug should have been the top of their priority list.

What would be ideal is random draw based on proportion, with a double chance on home planet, and then a modifier based on habitability/breeding rate/citizenship
 

roman566

Colonel
46 Badges
Aug 16, 2008
1.180
85
  • Europa Universalis III
  • Divine Wind
  • Darkest Hour
  • Heir to the Throne
  • Leviathan: Warships
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Stellaris: Apocalypse
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Battle for Bosporus
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Europa Universalis IV: Third Rome
  • Sword of the Stars
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Victoria: Revolutions
  • Magicka
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Stellaris - Path to Destruction bundle
Internally, the Trade League effect was deemed too strong when we set them to have full energy along with the Consumer Goods and Unity.

Disappointing. I was waiting for this to be patched. Without it, I don't see any particular reason to start any trade federations. The 15% energy tax will outweigh any unity gains I will get from the trade policy. This essentially kills the core part of the DLC as trade federations were the only useful ones, everything else is more about RP rather than any actual benefits for the player.