[Dev Team] 3.0.3 Beta Patch Released (checksum 927c)

  • 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.

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
Hmm, the revision to 3.0.3 is definitely a step in the right direction (Crime Lord Deal having real effects is pretty cool), but it's sad to see Clerks left off at "literally worse for being enabled", and it's very worrying to see automigration nerfed, when it already felt kind of slow as a Machine Empire.

On Clerks, the problem is just a lack of scaling bonuses. They can't keep up, and so pretty much only specialized empires would even want them, but every empire has them.
Suggestions (ideally both):
  1. Change Society techs to have percent modifiers to Clerk trade value, including a repeatable to rival Technicians (or just remove the one for Technicians so Dyson Spheres aren't as pointless as well).
  2. Change additive Admin Cap techs in Society to give +1 Admin Cap or Clerk job, and remove the +15 Admin Cap repeatable (so Clerks become important later to stave off Empire Sprawl, rather than research being able to do it itself, and eventually as you grow and grow you do need more Bureaucrat/Clerk jobs).
As for migration...I must bluntly state that Transit Hubs are absolutely stupid because I simply can't spare starbase capacity most of the game for every single planet in my huge empire to have people shuttled away.
Suggestions (ideally one of these, not both):
  1. Make the Transit Hub affect not just planets in the system, but all within so many jumps based on starbase level, so that I can slap one on a trade station or bastion or something that happens to be near many planets to get them all under the effect.
  2. Have a tech that depends on something like Starhold make the first starbase upgrade not count for capacity (or count for half), so we can have little ones to just be Transit Hub/trade starbases peppering our empire.
 
Last edited:
  • 1
Reactions:

TSBasilisk

First Lieutenant
41 Badges
Apr 18, 2021
209
617
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH - Digital Deluxe Edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Warlock: Master of the Arcane
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Impire
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
Carrying over from the other thread, I believe the Doomsday Origin needs some work to be viable without being funneled into a specific build.

Specifically I'm referring to the Influence cost for moving pops off your homeworld. Even with Evacuation Protocols to halve the resettlement cost, you're looking at around 500 total Influence to completely evacuate your world (including the 100 for the Edict and 200 for the abandonment). That's the equivalent of about 13 years of Influence during the period of the game where Influence is even more important than usual.

Prior to the latest update this wasn't as much of an issue as resettlement push was strong enough that you didn't need to manually do so yourself. However the 5% starting value applies across the board, so you'll end up needing to leave pops unemployed for a year or more to get them to resettle themselves which means a lot of lost production early in the game.

The Corvee System civic effectively does an end run around this requirement but I don't think an Origin should be forced to use a specific Civic in order to be functional; the same with using Nomadic as one of your traits just to reduce the cost.

The devs did mention considering removing this Influence cost for Doomsday evacuation in one of the early dev diaries for Nemesis, I believe. Here are some options I see:
  • Modify Evacuation Protocols to remove the Influence cost for resettling off your homeworld - as a potential balance, this could instead cost extra energy, minerals, etc.
  • Modify Evacuation Protocols to significantly increase base resettlement rate off the homeworld - rather than starting at a 5% chance per month, maybe 20%
  • Add a resettlement push to the Doomsday planetary modifier which increases with each tier
  • Add an influence reduction to resettlement on the Doomsday planetary modifier which increases with each tier
  • Reward the player with Influence for successfully evacuating a certain number of pops off the homeworld, with a bonus payout at the end if the entire world is evacuate before it explodes
 
  • 2Like
  • 2
Reactions:

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
Carrying over from the other thread, I believe the Doomsday Origin needs some work to be viable without being funneled into a specific build.

Specifically I'm referring to the Influence cost for moving pops off your homeworld. Even with Evacuation Protocols to halve the resettlement cost, you're looking at around 500 total Influence to completely evacuate your world (including the 100 for the Edict and 200 for the abandonment). That's the equivalent of about 13 years of Influence during the period of the game where Influence is even more important than usual.

Prior to the latest update this wasn't as much of an issue as resettlement push was strong enough that you didn't need to manually do so yourself. However the 5% starting value applies across the board, so you'll end up needing to leave pops unemployed for a year or more to get them to resettle themselves which means a lot of lost production early in the game.

The Corvee System civic effectively does an end run around this requirement but I don't think an Origin should be forced to use a specific Civic in order to be functional; the same with using Nomadic as one of your traits just to reduce the cost.

The devs did mention considering removing this Influence cost for Doomsday evacuation in one of the early dev diaries for Nemesis, I believe. Here are some options I see:
  • Modify Evacuation Protocols to remove the Influence cost for resettling off your homeworld - as a potential balance, this could instead cost extra energy, minerals, etc.
  • Modify Evacuation Protocols to significantly increase base resettlement rate off the homeworld - rather than starting at a 5% chance per month, maybe 20%
  • Add a resettlement push to the Doomsday planetary modifier which increases with each tier
  • Add an influence reduction to resettlement on the Doomsday planetary modifier which increases with each tier
  • Reward the player with Influence for successfully evacuating a certain number of pops off the homeworld, with a bonus payout at the end if the entire world is evacuate before it explodes
The third one is definitely a good idea regardless, but I think they really should go further and just cut out the middle man and remove the edict, and waive (most, if not all) influence costs on resettling pops away from a world that's "doomed" (not just Doomsday homeworld, but also a planet being about to be hit by a Colossus or under Armageddon bombardment). It's absurd there's a specialty edict that exists just for this challenge mode and there's no generic "hey idiot, your planet is literally being destroyed, stop whining politically about being moved off it".
 
  • 1
Reactions:

OgMummbles

Sergeant
On Probation
Apr 27, 2021
56
81
The third one is definitely a good idea regardless, but I think they really should go further and just cut out the middle man and remove the edict, and waive (most, if not all) influence costs on resettling pops away from a world that's "doomed" (not just Doomsday homeworld, but also a planet being about to be hit by a Colossus or under Armageddon bombardment). It's absurd there's a specialty edict that exists just for this challenge mode and there's no generic "hey idiot, your planet is literally being destroyed, stop whining politically about being moved off it".
If your beseiged and being bombarded their definately should not be migration leaving the planet, it's a blockade, those pops are gone unless your fleet saves them. Refugees later fleeing the occupation, but not huge numbers. Definately no forced resettlement while under seige thats just gaming the system and taking resources from the victor that he/she earned.

In Fact, if you want to resettle during wartime, there should be transport ships for the enemy to capture, no way you should be able to empty a planet with a few hundred clicks and deprive the enemy their hard earned booty. Those pops should be vulnerable, this sounds like a huge multiplayer issue.
 
  • 4
  • 3Like
Reactions:

zZander56

Trade League
Jan 4, 2019
787
1.421
Really enjoying the beta patch overall.

The changes to criminals and, consequently, criminal syndicates are much appreciated. There's of course still a few striking issues with syndicates, but this certainly helps.

The buff to trade value that clerks provide *actually* make them into a desirable job to fill. I've now had a game based on clerks and trade value go mostly smoothly, though the scaling issue is still present.
 
  • 2
  • 1
Reactions:

Iosue Yu

Lt. General
47 Badges
Apr 22, 2018
1.324
2.275
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Golden Century
  • Surviving Mars
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Crusader Kings II: Sword of Islam
IMO there should be an ethical flag to make empires more flavourful too
If fanatic militarist always build one fortress, if militarist, 50% chance to build one.
Same goes for spiritualists and temples.
I'd say the same goes for authoritarians and noble estates or slave facilities - but in the latter case they're now used for slave transporting so it should probably be 100% built on every planet, if the planet has any worker jobs at all.
I respectfully disagree.

Fortress should be built regardless of ethics. They should be built when there are rooms for militarisation. AI should even try to build a new City District to just build a Fortress at a certain point in a game. It's called parallel militarisation. So you don't just build more fleets while ignoring completely your lands, especially these Soldier Jobs provide Naval Capacity.
 

Dragatus

Knight of the Toxic God
35 Badges
Jul 29, 2015
6.448
6.234
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • Age of Wonders III
It's a question of effectiveness vs flavor. Do you want AI empires to be a challenge for the player or do you want to be better able to pretend AI empires have values they aspire to and have that reflected in the way they act. Ideally we'd all probably like both, but sometimes the two conflict with each other so it becomes a matter of which one has priority. And there is no right or wrong answer here, we all have our preference on the right balance between the two.
 
  • 5
Reactions:

Jamaican Castle

Lt. General
12 Badges
Jan 27, 2019
1.361
5.197
  • 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: Federations
Aren't they a dangerous tech, seems like you'd want to manually choose wether to break the galaxy or not.
Acquiring the technology is dangerous, but (IIRC) the Unbidden don't actually care if you use it or not. (And your civilian ships and transports will auto-upgrade in any case.) It's not really more dangerous to stock your fleets with jump drives than not.

I don't know if the same applies to sapient combat computers, but I assume it does, since the AI uprising's fleets are prescripted.

but also a planet being about to be hit by a Colossus or under Armageddon bombardment
I'm a little uncertain of the mechanics of a whole pop resettling from a planet being bombarded intensely enough to render it lifeless. Maybe if resettling took time, like purging? So you can grab a few pops relatively easily, but if it's a major planet you might not have enough time.

I agree with OgMummbles that paying a minor amount of energy to pull 40 pops out of the attackers' grasp instantly is probably not great gameplay.
 
  • 1
Reactions:

Cronos988

Captain
24 Badges
Aug 5, 2014
377
910
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Semper Fi
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Pillars of Eternity
  • Stellaris: Synthetic Dawn
So... any chance we'll be getting anything related to 3.0.3 at GOG?

If not, can someone please tell me what values I should change in defines for the 3.0.2 to come closer to the new meta standards?

So, LOGISTIC_POP_GROWTH_CEILING should be set to 1.5

REQUIRED_POP_GROWTH_SCALE should be set to 0.25

REQUIRED_POP_ASSEMBLY_SCALE I'm not sure, I'm guessing 0.25 as well.

What else should I change there? Anyone knows?

Pop growth floor should be 0.1, not 0.01. That should be all.
 
  • 2
Reactions:

Naxirian

Recruit
18 Badges
May 7, 2021
5
7
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
I still think this bug of surveying Primitives is caused by mods.

I got rid of the bug happening by disabling the More Events Mod, and I saw another person writing (on Reddit, or maybe on Steam) that he got rid of the bug by disabling the StarNet AI mod.

So I don't think it's a mod in vnailla per se. Maybe they changed something in vanilla that caused at least two very different mods to begin malfunctioning? But even if so, it's up to the mod makers to update their mods.
Just did some testing and checked with my friends, the bug is still occurring in the vanilla game for us even with fresh installs and all mods removed. Seems to be a vanilla issue. Others are also reporting the same issue with no mods on reddit. Unfortunate but I'm sure they'll fix it quickly.
 

slv

Captain
17 Badges
Nov 21, 2014
389
352
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Rights of Man
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV
  • Crusader Kings II
Just did some testing and checked with my friends, the bug is still occurring in the vanilla game for us even with fresh installs and all mods removed. Seems to be a vanilla issue. Others are also reporting the same issue with no mods on reddit. Unfortunate but I'm sure they'll fix it quickly.
I think whether the bug occurs is determined at the moment when you find the primitive. So if you had a mod that is not 3.0.3-compatible at this point of time, you will get a bugged primitive planet and nothing will fix it anymore.

You can check if you are getting the bug in the new modless games (you can increase the primitive slider to make sure it's quick to check), I don't think you will.
 

Naxirian

Recruit
18 Badges
May 7, 2021
5
7
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
I think whether the bug occurs is determined at the moment when you find the primitive. So if you had a mod that is not 3.0.3-compatible at this point of time, you will get a bugged primitive planet and nothing will fix it anymore.

You can check if you are getting the bug in the new modless games (you can increase the primitive slider to make sure it's quick to check), I don't think you will.
Yeah you're right I just tested it further on a brand new game and it's specifically Starnet AI that's messing it up for me. I can run all my other mods but not that one. I heard there's another mod that can cause it too, I believe it was More Events Mod, though I don't use that one personally.

I've just noticed the author of Starnet AI has a different version of the mod specifically for the 3.0.3 beta which appears to fix the issue. Didn't notice that before as it's not part of the main mod branch. I'll give that a go.

*EDIT* I just tested it and it appears the Starnet AI beta branch fixes the issue.
 
Last edited:
  • 1
Reactions:

RobInconformista

Second Lieutenant
23 Badges
May 12, 2019
193
92
  • Stellaris: Leviathans Story Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
  • Hearts of Iron III
  • Europa Universalis IV
Hello everyone!

As was announced yesterday we have been working on another patch for Nemesis for you all to try out in an open beta. The reason we are doing this as an open beta is to be able to gather some feedback on the changes that we've made so far and make changes where we deem necessary. If you have feedback on specifically the Pop Growth system you can go this thread to post:
https://forum.paradoxplaza.com/forum/threads/stellaris-3-0-3-open-beta-feedback-megathread.1470854/

Just make sure you follow the guidelines that we've set :)

We will continue to fix some more issues internally and update the beta branch as needed until we are happy with a final product that we can release sometime at a later date. If you have any bugs that you think we don't know about, please make sure to post a bug report in the bug forums and we will get some eyes on it!

For now, here's the changelog so far:

....
Great job!! I could see how Dick 3.0 improved Stellaris massively, could live with the growth because I enjoyed adapting strategy and using game mechanics like spawning off autonomous sectors as vassals, that haven't been optimal since bureaucrats were added enabling super-wide super-sprawl pop spam.

The latest patch, at first I worried that my tuned Megacorp Empire would be too OP as my clerks were nearlyt starting technicians for energy +5 with +2 amenities so beneficial to other pop productivity on home world. The only issue was no free job slots, so I built a resource silo quick as soon as I had 100 extra minerals & cleared the sprawl with help of sold energy, gaining a pop and then building other new jobs just in time for the first pop created via growth.

Playing for long and using the technology and resource +1 buildings, I see that a balance has been struck; despite Galactic Doorstep origin I can now develop and seek to use diplo to become secure. I actually even cut the number of clerks down as I had some event caused economic challenges to overcome (which is fun, it shouldn't be too easy).

The decision to add +1 to the base production, rather than percentages is a great simplification, easy to explain and reduces the mental arithmetic deciding if it was good to upgrade or not. Now they give a quick 1 job with popwer up, for a little more upkeep, so are usable earlier.

On the growth, I had concerns that it favoured too much advanced starts (also Xphobe with a free+10% growth modifier), as they could hit faster growth years earlier, because they began with more pops. The game feels like it's building a little slower, the balance between open jobs and pops is far superior.

Of course I have issues, which I shall submit to the bug/suggestions; BUT basically this is by far the BEST Stellaris yet.
 

FireKahuna

Major
73 Badges
Dec 1, 2015
504
530
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Distant Stars
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV

Made a patch for the Primitive survey bug if mods are causing it, needs testing but should fix this on new saves for all mods. For vanilla players, idk.
 
  • 1
Reactions:

OgMummbles

Sergeant
On Probation
Apr 27, 2021
56
81
Acquiring the technology is dangerous, but (IIRC) the Unbidden don't actually care if you use it or not. (And your civilian ships and transports will auto-upgrade in any case.) It's not really more dangerous to stock your fleets with jump drives than not.

I don't know if the same applies to sapient combat computers, but I assume it does, since the AI uprising's fleets are prescripted.
Fairly certain that researching the technology does nothing, using it is what triggers the unbidden crisis to be selected, if it auto equipped to your ships there would be a heavy bias towards unbidden endgame instead of other crisis's
 
  • 1
Reactions:

Hemothep

Colonel
38 Badges
Apr 13, 2007
1.044
3.487
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Stellaris: Necroids
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Victoria: Revolutions
  • Stellaris: Nemesis
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
Fairly certain that researching the technology does nothing, using it is what triggers the unbidden crisis to be selected, if it auto equipped to your ships there would be a heavy bias towards unbidden endgame instead of other crisis's
Fairly certain that the crisis trigger events just check if any country in the galaxy has researched that tech.
And there is a bias towards unbidden.
 

Dragatus

Knight of the Toxic God
35 Badges
Jul 29, 2015
6.448
6.234
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • Age of Wonders III
That is correct. The crisis trigger event checks for technology, not if it's being put to use.
Code:
    trigger = {
        is_crises_allowed = yes
        end_game_years_passed >= 0
        OR = {
            end_game_years_passed >= 50
            default_endgame_early_start_triggers = yes
            any_country = {
                is_country_type = default
                OR = {
                    has_technology = tech_jump_drive_1
                    has_technology = tech_psi_jump_drive_1
                }
            }
            is_active_resolution = resolution_galacticstudies_extradimensional_experimentation
        }
        NOT = { has_global_flag = galactic_crisis_happened }
    }
 
  • 3
Reactions:

Colonizor48

Lt. General
23 Badges
Feb 5, 2021
1.401
1.336
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Darkest Hour
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
Can you add some more espionage features to the base game without DLC? Without DLC the espionage system makes the game barely playable from my experience. Not every operation, but basic ones like recruiting agent and cells, maybe stealing tech. Basicly you should be able to do all the subterfuge operations except for the imperium ones without the DLC. It would still have plenty of content. Just making the base game more playable.
 
  • 4
Reactions:

Diettinger

First Lieutenant
26 Badges
Oct 10, 2018
228
42
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Victoria 2
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
Hello everyone!

As was announced yesterday we have been working on another patch for Nemesis for you all to try out in an open beta. The reason we are doing this as an open beta is to be able to gather some feedback on the changes that we've made so far and make changes where we deem necessary. If you have feedback on specifically the Pop Growth system you can go this thread to post:
https://forum.paradoxplaza.com/forum/threads/stellaris-3-0-3-open-beta-feedback-megathread.1470854/



Please note that 3.0.3 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
Think you guys could squeeze this little observation into the patch as well? Adding weights for job for the AI based on their energy, mineral, etc needs/deficits looks like a really good way to improve the AI's gameplay.... and relatively simple to enact.


M & S
 
Last edited:
  • 3Like
Reactions:

Kommunist Fried Chicken

Second Lieutenant
40 Badges
Feb 20, 2020
114
143
  • Stellaris: Lithoids
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Stellaris
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
You really don't want to improve Espionage? Espionage is supposed one of the feature of Nemesis. At least add some powerful operations that is only available to player, to give players some other options to defeat enemies. Player-only is ok, AI hardly build Judgements or Megastructures, but they are still in the game.
 
  • 5
Reactions: