To be honest, the changes from 1.9 to 2.0 and also 2.2 could be seen as an entirely different game, a Stellaris 2 within Stellaris. If there is one game I believe everything is possible and up for debate and for change, it would be Stellaris. The devs have shown that they are not scared to overhaul major systems, something I haven't seen them do for, for example, EU4. If one wants to hope for larger changes, their best hope already lies with Stellaris. Cause the devs have shown that they are willing to do it. Something espionage-like is definitely a possibility in future, I think they even had it in their list for what they want to tackle in future. One really don't need to hope for Stellaris 2 to get such a change. We need to put our hope in this one first and foremost.Better hope Stellaris 2 is in development if you want some larger changes.
Check what the law is for war; is it Unanimous, Majority, or simply President Only? (I don't remember the default for research co-ops, sorry). As a general rule, federating with AIs when any law will be "Majority" is a fool's game.I'm playing 2.7.2 beta, and apparently I'm not seeing any war votes in my research coop federation? My fed allies are just going to war without any notice or vote, kind of messing up my plans. Level 2-3 fed with no non-default laws. Is this normal or yet another dumb bug? If a bug, is this new?
nice, glad to see performance's back on the menu
is the oligarchy election bug going to be fixed any time soon?
Check what the law is for war; is it Unanimous, Majority, or simply President Only? (I don't remember the default for research co-ops, sorry). As a general rule, federating with AIs when any law will be "Majority" is a fool's game.
With that said, you should still be getting notifications at the top about what the outcome of the vote was, unless it's set to President Decides. The AI votes instantly, though; if a majority of them vote one way and the law is majority rule, you won't have a chance to influence anything.
I've run into this as well, i end up having to try and maintain my federation leadership and then change the laws to leader only as a crude work around to this problemit just happened again, this is garbage. fed ally declares war on someone without any vote whatsoever
I don't see it in the patch notes, but I just had an oligarchy election after upgrading my 2.7.1 save to the 2.7.2 beta and I now have four candidates from my leader pool, instead of the one choice level 1 rando from before.nice, glad to see performance's back on the menu
is the oligarchy election bug going to be fixed any time soon?
Yes, that's fixed in 2.7.2, I checked it when I first ran it! lol
ship_starting_experience_add
(used on the Military Alliance federation passive, and on the new Fleet Supremacy edict) DOES NOT WORK on country scope. Seems to only work at starbase scope. This has been true since 2.6.0...I've run into this as well, i end up having to try and maintain my federation leadership and then change the laws to leader only as a crude work around to this problem
Nope, I've still got that in 2.7.2, they really need to fix that, its really bloody annoying.So what about ghost recruiting? Will it be fixed or no?
Please tell me that the fleet manager ghost recruiting bug fix be apart of final 2.7.2?
Also "encourage AI allied fleet to follow" seriously needs to be fixed because it doesn't work at all. This is a huge issue and really limits tactical maneuvering , i think this whole system needs to be redone and properly addressed. I think it would be a good idea to have a system where you can assign an AI fleet to dedicate follow one of your fleet or something similar to that. But a total rework and option to implement a joint strategy with allied AI fleets would be very valuable fix and addition.
Also the AI offense is severely lacking in that i have seen the AI attack as it should but then just sits in a system for days on end wasting time when it would make more sense to keep attacking especially when the enemy fleets are all in my land attacking me!