[Dev Team] 3.0.2 Hot Fix Released (Checksum 91c1)

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mial42

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The S-Curve has the nice effect to stop growing when the planet is "full" without you needing to use the "stop pop growth" that diminue happiness and is only 75%. I had several games in 2.8 when I had 50 planets that each produced a pop regularly and I had to build oecumenopolis after oecumenopolis just to find job. With each planet the issue being worse.

So the S-curve is nice for that. You actually need fresh world to keep growing as your old worlds get filled.

But that currently doesn't matter because you never fill a planet with the Empire Wide Penalty anyway.
The thing is, auto-resettlement means you don't need "full" planets to stop growing anyways! Logistic growth is (doing a very, very poor job) fixing a problem that was already fixed by another part of the update.
No, you dont play cheese if it is implemented well. The overall capacity is not dependand on free housing or jobs, its the actual size of the planet. To be clearer: How many districts are left to build, for example. The only thing you do with housing and jobs is manipulating the migration factors. Free districts on a planet have a potential for growth. Free housing and jobs attract imigration from already populated worlds. Growth itself should NOT be affected by that, its dependand on how many pops are there and how full a planet is. When a planet fills up, growth slows down and emigration mechanics kick in, helping to populate new colonies.
See, this is a good implementation of the "S-Curve," where actual growth on the planet is dependent on pop/capacity ratio, but it doesn't change the total empire's growth at any point; just reshuffles growth between your planets with the immigration system (which at this point is basically vestigial). Too bad the actual S-Curve that in the game works nothing like this.
 
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Medu Salem

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I think you should finally consider letting people manually edit the build lists for automatic build for each planet dedication. At least so much as to allow/disallow certain buildings.

Because today I played a slaver guild, eventually synthetically ascended with the entire population. Obviously I don't need the gene clinics afterwards, but just robot plants. But NOPE... the automatic planet AI desperately WANTS to have gene clinics even if there are NO biological pops to grow at all, wasting one of the now already much more limited building slots.

And that's just one of the major examples where I facepalmed while trying the automatic build.

I know you tried to do your best with improving the AI, but I am honest... in a lot of cases it still doesn't work the way a player might want it to. And I know even if you'd spend another 6 months perfecting the predefined lists there'd still be some strategies of some people it simply wouldn't satisfy. So it would be best if you just let people decide which buildings/districts are allowed and in which priority they are build.



Also btw there seems to be a visual? bug with the slavery type selection screen in the species rights for the main species. I can click indentured servitude, but it seems like it doesn't remember the choice when closing the window and opening again. Even though I wonder why I am even able to select anything there at all, because shouldn't the main species always be free except if you pick slaver guilds civic (and therefore maybe have to maintain 40% slaves, which may hit your main species). Definitely weird.


Another thing I noticed is... that when I play necrophage origin with slaver guilds... It seems like it doesn't always want to fill the enforcer jobs, even though there'd be enough free pops to do it,... leading to huge amounts of crime, unless you take the easy route out with negotiating with the crime lords.
 
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Willy Waggler

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People complain about how once somebody snowballs they can't be beaten, and that's exactly what this would be, just moved to a different aspect and specific civic. Build a fast-breeding empire and just pump out pops and you can just starve the rest of the empires so they're too weak to stand a chance when you eat them, and get stronger in the process.
If you care about snowballing, introduce something like eu4 revanchism. Core economic part should not be the subject to some weird mechanic.
 
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npc1054657282

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The thing is, auto-resettlement means you don't need "full" planets to stop growing anyways! Logistic growth is (doing a very, very poor job) fixing a problem that was already fixed by another part of the update.

See, this is a good implementation of the "S-Curve," where actual growth on the planet is dependent on pop/capacity ratio, but it doesn't change the total empire's growth at any point; just reshuffles growth between your planets with the immigration system (which at this point is basically vestigial). Too bad the actual S-Curve that in the game works nothing like this.
I think things get contrary. The dev diary said that the resettlement is not a function that the dev hope players to use frequently. Now resettlement is abused because the pop number can be arbitrarily controlled by the resettlement (no matter automatic or force).
There is a detail that, while an army on a transport ship moves between two planets, it takes several months to finish the action. But resettlement between two distant planets is just instant. Obviously resettlement is so easily to be abused now.
I think the S-curve pop growth solve the unemployment problem and automatic resettlement try to solve it repeatly. The thing that should be restricted and punished is the resettlement abuse, but not the S-curve planet growth.
 
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npc1054657282

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I think you should finally consider letting people manually edit the build lists for automatic build for each planet dedication. At least so much as to allow/disallow certain buildings.

Because today I played a slaver guild, eventually synthetically ascended with the entire population. Obviously I don't need the gene clinics afterwards, but just robot plants. But NOPE... the automatic planet AI desperately WANTS to have gene clinics even if there are NO biological pops to grow at all, wasting one of the now already much more limited building slots.

And that's just one of the major examples where I facepalmed while trying the automatic build.

I know you tried to do your best with improving the AI, but I am honest... in a lot of cases it still doesn't work the way a player might want it to. And I know even if you'd spend another 6 months perfecting the predefined lists there'd still be some strategies of some people it simply wouldn't satisfy. So it would be best if you just let people decide which buildings/districts are allowed and in which priority they are build.



Also btw there seems to be a visual? bug with the slavery type selection screen in the species rights for the main species. I can click indentured servitude, but it seems like it doesn't remember the choice when closing the window and opening again. Even though I wonder why I am even able to select anything there at all, because shouldn't the main species always be free except if you pick slaver guilds civic (and therefore maybe have to maintain 40% slaves, which may hit your main species). Definitely weird.


Another thing I noticed is... that when I play necrophage origin with slaver guilds... It seems like it doesn't always want to fill the enforcer jobs, even though there'd be enough free pops to do it,... leading to huge amounts of crime, unless you take the easy route out with negotiating with the crime lords.
Exactly. Rather than make an total AI policy that can always not meet the players' satisfaction, a "blueprint" design to make players to predfine the buildings and districts they need is much better.
 
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Brael

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I think this is a pretty good idea. The core problem is mathematical in nature:
  • Growth scales by having excess housing
  • Moving out is based on not having jobs
  • Thus, you want excess housing with no jobs so people get made but move right away indefinitely
The only way to solve this is to either make growth care about having jobs, or moving out care about housing. The former would mean that running out of jobs slows growth, while the latter would mean that running out of jobs doesn't mean immediate moving out due to still having housing.
I suspect having both is a good idea. High amenities would actually probably be a bad idea, since it's already the meta play to make amenities barely higher than 0, so an extra pop would drop them down and thus move out fast still.

The trick right now is that you basically want very specific planet builds to maximize growth. Get about 30 jobs on the planet and 60 capacity (for regular planets that's unbuilt districts * 4 + available housing)/ I've been using planets that would be admin centers. They get 14 city districts in order to open up all building slots. Give one building to medical workers for extra growth. Then, give all other jobs that leave the planet functioning, to admin cap with the admin center planet designation. Ideally you do this on Gaia Worlds or other worlds with +pop growth, but it's not required.

Close all other jobs, so that every time you grow another pop, it will be unemployed and resettle. If you need additional admin, build up capacity and fill in the remaining buildings with admin centers. Once you start approaching 50 pops or so (if you ever get there), tear a few buildings down and replace with refiner jobs or non job buildings like bio reactors if you have them.

Nothing specific requires admin planets to be your growth worlds, but with the way things scale, you can keep most of the growth in just a few worlds, to get 95% or more of the potential growth, for just 10% of the resources. And high specialist count worlds work really well for this. So infrequent specialist worlds are an easy way to figure out what your growth planets are by designation.

On a seperate note. Everyone who is saying a galaxy wide modifier will be better. Consider the fact this is all the more easy to abuse. This will wildly benefits hiveminds and early bloomer empires, whilst slapping lithoids, necroids, and machines (excluding assimilator and rogue. At least with the S curve.) As these groups will amass a grand number of pops before the negative growth modifier starts to hit.

Conquest will be more powerful than ever before too, as any pops stolen are incredibly hard to replace past the early game.

Currently, Lithoids don't have any effective hit. Slow Breeders is a free trait, Lithoid penalty is non existent, Rapid Breeders is basically wasted points. With the way it scales, there's very little difference between all of them. I just finished a Psionic Lithoid game with an Aerowhatever Engine at 2370. My final population was about 1200. Approximately half of that was home grown (I owned the entire galaxy at this point through vassals, with the exception of one Awakened Empire).

To my understanding, that's a rather messy calculation to make. That said, it kind of has to be done or else traits that change housing requirements are basically pointless.

The biggest benefit to housing requirements I think would be that it lets you maintain slightly higher capacity. But it's not by enough to be really impactful unless you're on Habitats and struggling for space.
 
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npc1054657282

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Hello, the dev. I'm happy to find that the dev is willing to fix the pop problem sincerely.
I hope the planet S-curve growth can be retained because it is a reasonable and cool concept. But the empire pop penalty should be removed totally, since it cannot be explained reasonablly.
There is a breeder planets exploit issue about S-curve planet growth. I reflect on some of my plans to solving it, and now I get some detailed ideas that make a reasonable punishment on a breeder planets.

1. In the reality, happiness will affect people's fertility desire. With too much pressure, people will be not willing to marry and breed. In East Asian countries it has become a problem which result in the low fertility rate. So, introduing a happiness pop penalty on the planet scope is rational. (I do not like the ideas about empire scope plans that influence the pop growth, because in the game the pop growing unit is a planet, and different planets have very different ecology. Now the pop and job system is designed micro, so lump them together is not appropiate).
My design is very easy:
planet_pop_growth_rate = planet_S-curve_growth_rate * planet_average_pop_happiness
Different from the stability, the average pop happiness needn't to be related about political right weight. Just the average of every pop on the planet.
So, now happiness is a more important thing to be considered. Though slaves are always very productive, now they may slow down the pop growth, and a Thrall-World may make up it to some degree. Factions should be paid more attention to because they influence people's happiness a lot, while in the past players can just ignore the factions.
2. The critical problem about the breed planet is about resettlement. Because players can exploit the resettlement system to decide how many pops should be on a planet arbitrarily.
In fact, we can find distinct features of the planets which are chosen as breed planets by the players. I will describe it with a modding language to make it clear(But all the idertifiers are fabricated by me lol):

Code:
is_breeder_planet = {
    AND = {
        is_not_fully_developed = yes
        has_modifier = planet_too_many_people_move_out
    }
}

is_not_fully_developed = {
    AND = {
        NOT = {is_crowded = yes}
        OR = {
            has_jobs_turned_off = yes
            has_empty_jobs = yes
            districts_remained_unconstructed = yes
            building_slot_unbuilt = yes
            has_blocker_can_be_cleared = yes
            AND = {
                has_technology = tech_basic_science_lab_2
                has_building = building_research_lab_1
            }
            AND = {
                has_technology = tech_alloys_1
                has_building = building_foundry_1
            }
            ...... # has buildings can be upgraded
        }
    }
}
Well, if a planet is not fully developed, but but a lot of pop have moved out(every pop moved out triggers an event and level up a planet modifier, and when the planet modifier get to lv4, we believe there are too many pops move out from this planet), it means that the gonvernment does not constrct the planet for a long peroid and leave it undeveloped.
Of cource it is reasonable to trigger an event, which add a planet modifier to harshly decrease the pop happiness by 70% on the planet for 10 years because of people's disappointment about the lack of their colony construction. The theatres can only provide 20% happiness which are not enough to save the happiness on the breeder planet.
Combining the happiness punishment targeted on the breeder planet with the planet happiness pop growth penalty concept, now the "breeder planet" gets only 30% pop growth speed. And when the threatres lift the happiness up to 50%, then the "breeder planet" gets half pop growth speed, neutralizing the S-curve buff. It makes the breeder planet an unattractive choice to farm pops.
Fully developed planets or crowded planets will not trigger the punishment events. It requires the players to turn on the clerk jobs or the planet will be considered not fully developed.

This is my upgraded scheme to punish the breeder planet. Inroducing the planet happiness pop growth penalty makes the events more logical. And happiness itself makes more sense, and players need to attatch importance of it, which is good for gameplay.

EDIT:
I think more about the consequence that happiness pop growth penalty will bring. Are there any traits that influence happiness? Trait "Charismatic" can be a more pratical trait to increase happiness indirectly. It needs more test. It seems that it has the similar effct on pop growth compared with trait "Rapid Breeders", if so, "Charismatic" need to modify the trait point to -3.
Trait "Serviles" brings more happiness. Many players hate the species with serviles triat, and the origin "Syncretic Evolution" is not attractive at all before. So it does need to be modified.
"Psionic" bring more happiness. In 2.81 the ascension path "Transcendence" are defeated by the other two path because it has no pop growth advantage. The happiness may buff it a little.
"Loyalty Circuits" is a robot trait, while I design the happiness to influence the organic pop growth, it does not affect pop assembly. But since now the planet pop growth is easily decided by the average planet pop happiness, it may influence the total organic pop growth, which is not very logical.
So maybe the happiness pop growth can be optimized, now it is a bit roughly. There are two alternative schemes:
1.the specific species' pop growth on a planet is influenced by the specific species' happiness on the planet. Players can specify a high happiness species to continuously grow. To some degree it can be considered as exploit, but it can be tolarated.
2. Just distinguish the organic pop's happiness and robots' happiness. Pop growth is influenced by organic pop's average happiness. Players then pay less attention to robots' happiness than organisms' happiness. And that's why robots can have traits to influence their happiness directly.

For game balance, pop assembly should be restricted in other ways too. It is quite a headache because I cannot find some reasons to make the assembly slow down. So I can only give some ideas about organic pop growth.
NEW SUPPLY:
I find a detail that maybe make some players not that comfortable with my design. Though A planet is fully constructed, maybe players will want to reconstruct some buildings on the fully developed planet. As players rebuild a building, there are always pops getting unemployed, because players may rebuild a lv1 building from a lv 3 building. And then the planet is checked not fully developed now(because of the building not fully upgraded), and the unemployed pop may move out automaticly, which may trigger the breeder planet punish, though it is not what the player intends.
So, I get a new idea about this special issue. The automatic resettlement would just not happen on a planet which is "not fully developed", then when players see an unemployed pop appear on a planet, players should build new buildings and districts, instead of waiting the pop moved out, except that the planet has no new room for development.
I have meet the situation in 3.0.1 Stellaris like:

When a 10th pop growed on my planet, it is an unemployed pop, and then I upgrade my centre building to planetary administration.
"It will provide new job for my 10th pop", I think.
However, suddenly my upgrade was cancelled, that is because my 10th pop moves out automaticly.
It is just an example, to show that usually normal players do not hope the pop to automaticly move when the planet is not fully developed. Only the players try to exploit it will love it.
So when a pop is automaticly moved away, adding a check about whether it is a fully developed planet just makes sense.

And a punishment on too much force resettlement is still needed.
 

ReshyShira

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As i read the constructive and non-constructive feedback regarding the pop issue i think you guys should embrace the history of BIG reworks in Stellaris and maybe change it as a whole.
I would like to suggest to try out to remove individual pops all together and convert them to a resource. The Modifiers that pops have based in traits could stay and be applied to the Outputs.
This would remove the entire Lag-Check situation in the endgame and bring a more wider and bigger feel the whole empire management aspect to it.
I see that the RP focus will be lost with that change because there is an argument that it add to immersion if each pop is visible and fills out a specific role on each planet. But i would rather see a much bigger empire that is wide spread and has real sectors with individual cultures and internal struggles to add the RP than have to struggle with individual pops on planets and their individual struggles.
I do think this is the solution, simplying the pop system so that there's less checks and numbers that need to be tracked. Nobody likes some of the mechanics attached to pops, like the demotion time and the pop remembering the type of job they have. Nobody likes that pops take forever to resettle elsewhere, and that number has to be tracked as well. Stuff like that should be a much higher priority of getting rid of to simplify the pops so that they don't eat up so much time consuming time. Realistically pops should just be a 'capacity' you have to fill jobs, and you assign that capacity and it shouldn't need to re-check it unless a new pop is added, a new job is added, or a pop/job is lost, etc. Like they alreayd did something similar with the trade routes only updating each week rather than each day.
 
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Kaoru Sen'nin

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I do think this is the solution, simplying the pop system so that there's less checks and numbers that need to be tracked. Nobody likes some of the mechanics attached to pops, like the demotion time and the pop remembering the type of job they have. Nobody likes that pops take forever to resettle elsewhere, and that number has to be tracked as well. Stuff like that should be a much higher priority of getting rid of to simplify the pops so that they don't eat up so much time consuming time. Realistically pops should just be a 'capacity' you have to fill jobs, and you assign that capacity and it shouldn't need to re-check it unless a new pop is added, a new job is added, or a pop/job is lost, etc. Like they alreayd did something similar with the trade routes only updating each week rather than each day.

Hey I like the demotion and stuff :(
It makes sense that the ruler have a hard time going back in the mines.
Granted it is not very usefull but that is a little touch that makes the immersion better to me.

I'm not too much attached to it but saying that nobody likes it was a bit off :p
 
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grommile

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Rather than make an total AI policy that can always not meet the players' satisfaction, a "blueprint" design to make players to predfine the buildings and districts they need is much better.
they have to write the AI policy anyway, because the AI needs to know what to do when AI empires conquer planets mid-development from someone who has access to building types they don't.

but the blueprint thing would be neat.
 
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Alfray Stryke

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Bug report: Empath is no longer removing the opinion penalty.

Can you please post bug reports in our bug report sub-forum and attach save files and/or screenshots that demonstrate the issue to the report. Thanks! :)

 
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Yanzihko

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I understand everything, crunch, people in CEO, quarantine, but initial release of 3.0 was a dissapointment. As well as nemesis. Lots of bugs and issues, more than usual. Hope it all be fixed within a month.

About crisis ships. Why pirate shipset, lol? They look so awful for a galactic threat. At least make them use an appearence that you've choosed for your empire. You really can't commission a 3d artist, even for 10 grand to make textures for you?
 
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SeraphAscending

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I also feel there needs to be some way to ensure the empire growth limiter doesn't just turn farming other smaller empires/vassals for pops the new meta.
Yeah, that is kind of my concern. Conquest is more powerful than ever, because you just snatch all those premade pops, when it is harder to get some of your own.
Pacifists are really screwed with this considering how essential pops are to a thriving empire.
Currently more pops is always better than good pops + high stability - And that is kind of an issue. (It's always been like this to an extent, but it did get more extreme)
 

Ketrai

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I don't see any problem with that. Hiveminds are supposed to have numbers logically. And before this update almost everyone considered them weak.
They can't integrate pops until much later too.
Hiveminds were never weak, just needed the know-how on how to abuse their mechanics and growth. They have an especially good mid-game, and can snowball out of control with hive worlds faster than machines can. They're especially strong this update because 25% growth increase on 6 base growth isn't exactly balanced.
 

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Currently, Lithoids don't have any effective hit. Slow Breeders is a free trait, Lithoid penalty is non existent, Rapid Breeders is basically wasted points. With the way it scales, there's very little difference between all of them. I just finished a Psionic Lithoid game with an Aerowhatever Engine at 2370. My final population was about 1200. Approximately half of that was home grown (I owned the entire galaxy at this point through vassals, with the exception of one Awakened Empire).
This isn't the case in practice. If you have 6 base growth on a min-maxed planet, rapid breeders will add an extra 0.6 growth. If you have lithoids, you will loose 1.5 growth, or 2.1 if you measure the gap between lithoids and a normal fast breeder empire. Especially early game that's pretty devastating.
 

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Also, regarding the intel system... It's a bit dumb I can't see how many pops the other empires have, granted usually demographic info isn't very hard to find. I can get military numbers being more obscured, but demographics? really? On top of that, when I have VISION of said planets, with the exact number of pops... there's no point hiding information from me that I already have. This last case seems like a massive oversight, and it's frankly a headache having to count the pops to see when I can harvest an AI again as a despoiler/assimilator.
 

Ixal

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Also, regarding the intel system... It's a bit dumb I can't see how many pops the other empires have, granted usually demographic info isn't very hard to find. I can get military numbers being more obscured, but demographics? really? On top of that, when I have VISION of said planets, with the exact number of pops... there's no point hiding information from me that I already have. This last case seems like a massive oversight, and it's frankly a headache having to count the pops to see when I can harvest an AI again as a despoiler/assimilator.
When you have a despoiler/assimilator as neighbour I would hide demographic numbers, too.
 
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