[Dev Team] 3.1.1 'Lem' Patch Released (Checksum 22a5)

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It seems like a mistake that Pleasure Seekers doesn't have any weight added to their political power, because it makes it very odd to combine it with any other living standards across your empire.

It means that a specialist pop on almost any other living standard will have more power that your ruler pops on Decadent Lifestyle and the same is even true for a worker pop on Social Welfare.
Drop this in a bug report please. :)
 
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Greats and very needed changes for the game. I'm just sad that you make the Worm unobtainable right now :( It will become like Nivlac, brain slugs and the titan digsite, events so rare they don't even exist outside console commands.

Understandable for Slugs or Nivlac, but the Worm is a (free) DLC. Anyway, I will console it time to time.
 
Greats and very needed changes for the game. I'm just sad that you make the Worm unobtainable right now :( It will become like Nivlac, brain slugs and the titan digsite, events so rare they don't even exist outside console commands.

Understandable for Slugs or Nivlac, but the Worm is a (free) DLC. Anyway, I will console it time to time.

I have gotten Nivlac and Brain Slugs in 3.0 (separate games), but I haven't seen The Vechtar Zavonia / Paridayda in literal years. I just assume they removed it. Has anyone gotten that anomAly since the district change?
 
Is anyone else having issues with desync issues? Since it launched my housemate and myself cannot play multiplayer. He desyncs the moment I unpause at the start of the game, or when he hosts, I desync when he unpauses. Did not have this issue until the patch. Wondering if it is a known issue and if there is a fix?
 
The new update somehow creates a bug in the Damaged Ringworld Origin: not only a planet appears in the Planet Selection screen when creating an empire (together with a normal planetary landscape instead of a Gaia World lanscape), but the same planet also appears in the place of ringworld section where you supposed would be living. And the rignworld sections are separeted form each other for a small stretch pf space. I think that it must because of the new update being incompatible with the Planetary Diversity mod.

P.S: I will also put this very same message in the Planetary Diversity discussion page in the Workshop. You know, just to cover all bases.
 
Hello,
I let steam run the latest Stellaris update but now I have a red dot showing up next to the launcher settings. If I move the mouse pointer over this point and if I click I have a message that appears:
UPDATE FAILED
A launcher update has failed, check your internet connection and try again.
 
I ran a couple of economic AI tests via long observer games in 3.1, like I had done for many games in 3.0.x.

Results and discussion are posted in this thread and bug reports linked therein: https://forum.paradoxplaza.com/forum/threads/economic-ai-in-3-1-post-your-observations.1491093/

one-sentence summary: better than 3.0, but weird and substantial problems remain that largely impact mid- and late-game (particularly: unemployment, lack of starbase upgrades, and not using the market to handle low/unbalanced resource stockpiles to allow building of things)

tag: @Alfray Stryke
 
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I'm enjoying the new Pleasure Seekers civic. The happiness bonus is nice, but the real benefit is that whatever civic you pair it with instantly becomes creepy and disturbing. Functional Architecture + Pleasure Seekers? Oh my. Citizen Service + Pleasure Seekers? Oh my. Idyllic Bloom + Pleasure Seekers? Oh my.

There are no exceptions.
 
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Greats and very needed changes for the game. I'm just sad that you make the Worm unobtainable right now :( It will become like Nivlac, brain slugs and the titan digsite, events so rare they don't even exist outside console commands.

Understandable for Slugs or Nivlac, but the Worm is a (free) DLC. Anyway, I will console it time to time.

if this is the turn you system to "What will be, has always been" aka Black-hole signal quest start, I am sure a way to trigger it intenionally still may exist. As they only put down that repeated attempts of into and out of a system have been nerfed, which means a short loop is bad and maybe a Cooldown been triggered rolls.

I suspect that you may be able to do repeated Multiple jumps that prevent exploit of the trigger check (or just use more science ships then just one or two)
but to explain, you jump out of the blackhole system, into an adjacent system, then another system AWAY from the black hole system, then back to the previous system, then the blackhole system, repeat.

I am sure some one will figure out how to abuse/min max this chance. (or modders will just add in increased chance or such for your solo playthrough experience)
 
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First and foremost, I have been around since the days of CHOOSING your FTL and starting weapon types.
I have loved this game, and hopefully still will years from now. I actually feel this game has Changed so many things for THE BETTER of the game and its universe it lets you build upon.

I LOVE MOST OF THE CHANGES this Patch, it is good to see a developer care so much about this ongoing love for this game.

Now for my hopefully Constructive Rant, even if its bias in some aspects.

So was this a hidden Nerf/change to hide a good endgame civic????
* Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed.

Before the CHANGE: Functional Architecture was a meh its OK for early game, and a hidden GEM for late game.
Really underrated that cost upkeep reduction was to most, but it was actually really good economy wise.

-Cause Intial district cost reduction is only good for early game when you don't have great income, after about year 90-100 I could care less for even 30% cost cuts on this civic.
That direct cost cut only saves a immediate now cost, End game is about INCOME and upkeep costs. As those are the best to manage to prevent issues and allow a empire some Leeway in flexibility.
Looking at 10% reduction of say your buildings that take Crystals, Motes, and Gas, now that is a really really good thing.
Especially if your limited on access to MOTES, GASES, and CRYSTALS.

Reducing Upkeep the cost of Districts to allow one FREE district per 10. While also reducing costs to GAS MOTES and CRYSTAL buildings/districts.

So those city planets, yeah this bonus feels good to keep those specialized costs down for GAS, MOTES, and CRYSTALS.

This upkeep reduction allowed a LARGE empire to keep a flexible economic plan, and allowed some competitive differences to those that did not utilize this.
Was this game breaking, No it was not, but did I feel rewarded for keeping a civic that makes sense to have the entire game, Yes, yes I did.
Role-play wise picking the civic up late game even makes sense if it reduces upkeep cost/waste. As you look at Function and go yeah that looks good.

Basically this civic LATE GAME was good. Now, its a early game rush civic plan, with NO REAL late game desire.
In fact I would vote it as a civic to change once your main systems are built to a good point, Remove it for something better.

NOTE: Notice how I have not mention the build slot bonuses? Because who cares after early game. You don't need more then 1 or 2 bonus slots anyways, which you get from TECH and even Traditions anyways. I mean early game if you got the income....IF key thing ....you could use the extra slots yeah, but later, it doesn't matter due to how pop growth works, you building those extra housing slots anyways mid game to late game which gives you so many slots anyways.

Personal thoughts:
I really will feel stupid If i am missing something, or if my feel of the numbers are wrong. (going to miss those Gas, Motes, and Crystal upkeep reductions)
If you felt this was secretly too strong or good for a civic to have, then I COMPLETELY UNDERSTAND, BUT still feel SAD anyways.

Speaking of things that are useless end game.........even role-play wise. (fix idea after points of proof)
***Perks: Just like how "Transcendent Learning" is a Trap and a useless Ascension perk. *****
Point of PROOF: -----Level cap is 10 period. You going to get that cap regardless of this perk.
Through Tech and Traditions You will get to the level cap, or you get ONE of your genetic Traits if your going for it/need that extra level cap.

oh and that % exp gain is like a 1% difference in bonuses for 10 years at best average, if you manage your leaders death waves)

WAY TO FIX IT: For it to be worth a PERK SLOT changes are needed.
If this made it so my Leaders START With 2 levels higher at HIRING (aka lv 3 leaders), and i got a 100% (yes double) exp gain rate. Then maybe just maybe this might be worth a slot for a PERK. even then after you do the numbers of leader levels gained vs bonsues it is still.....not worth a perk slot compared to so many others, but this change would make it at least optional and possible to desire.
While KEEPING THE ROLE-PLAY THEME of it alive.

T.T Please fix this useless perk, it hurts to see it every time.

Back to patch note changes.

* Urban World designation now reduces the upkeep of buildings and districts instead of affecting industrial district cost.

---Was this an idea of replacing the missing upkeep of functional Architecture missing upkeep reduction?

I mean I will take it I haven't tried it yet, but I will at least be happy with this change at the moment.
Still I feel Functional Architecture is now a early game civic that should be replaced later in the game.
A Old Civic benefit I actually felt good about is now a common available thing i guess?
Which could be good. Even if the Civic is now not so great, beyond early game rush ideas that is.

* Judgment Corps domination tradition no longer increases crime prevention, but rather makes Enforcers produce 1 Unity.

--Finally Enforcers get something to make them worth...wait only if you get this tradition?.....Well Then Enforcers are still Shiz unless you have a crime Mega-Corp in your galaxy, which should be purged and killed off asap anyways.

Suggestion:
Enforcers really need some love, not to make them spam good, but enough to actually want to have them around.
Yes I know you get Crime/Deviant per pop and such,
but all that does is make you put the bare minimum of enforcers to manage this, which feels like a necessary evil you need to deal with on the special occasion you may need to do more.

Possible Idea: (that really needs some brainstorming to know if bad/good)
A way they increase stability by 1 per JOB but only to a cap of like 10-20 pops you have on the planet
(aka each job can only give 1 stability but you must have 10-20 pops per enforcer to actually get the benefit to apply)

NOTE:
Just like Admin Cap jobs, which should not have base job benefits locked behind a civic and/or Tradition
They SHOULD have a default benefit to unity from the get go as well,
I cant even think of what else they could offer as admin cap itself sort of adds a benefit as a whole but at least adding some basic
gain could prevent this micro management switch thing for research gain exploit. OR at least make it less Desirable to do so.

(where you purposely switch them between research jobs and admin cap jobs, usually to skip about 3-6 months of research needed for a tech.)
As roleplay wise i find this exploit, immersive breaking and also silly, but it works. REWARD people for NOT doing this, Avoid punishing if possible.

* Reworked and re-balanced how some rare events are fired: e.g. repeatedly entering and exiting systems will no longer eventually guarantee certain events.

--This needs clarification, as the worm event that causes a total capital world change, is only good in some situations and 95% of the should be ignored....so its basically a dead event that you get super rarely to the point of non existence?
Note: I am sure even if you don't release the numbers that some one out there will find out a close estimate anyways, just will take them a bit of work.

* Racket Destroyer deal cost increased from 200 Minerals to 2000 Minerals.

--Their ships are still shiz to have and after 50-70 years in game are obsolete for most games. Cruisers would useful on occasion if offered EARLY in game, an at a time of need/have the Resources to buy them. which would still a bad idea to hope for anyways.
As well as your enemies will get access to early tech if they kill these ships and your not a tech empire/they are more tech focused then you. So bad idea in most cases.
Most random ships you get that has BETTER tech then you should grant you some tech insight so that you get the benefit not the empire that kills that ship only.

NOTE ABOUT THOSE "DEALS": in fact when I say NOT INTERESTED in the "deal" with them, I DON'T WANT THE DEAL 2-10 years later EITHER, then ON REPEAT for the next 50 years, if i say no I mean NO its a deal I would rather see disappear forever
Makes me go....Am I able to kill there fleets now or can some one else do it please....cause that deal is not going to change if I see it 4 times in a row, its going to repeat over and over, and I would rather see them dead at that point, even as a Xenophile....
 
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I ran another long observer game as an economic AI test, out to year 2562 and the crisis. New bug report links and observations here:

I am posting this here because I think that, given how "fresh" 3.1.1 is, running games out to the crisis is rare. If any other players want to check out a crisis in 3.1.1 for their own testing or modding purposes, a save game with all expansion/dlc with unbidden owning half the galaxy in year 2562 is available here:

at default settings, the empire AIs are predictably having a "bad time" with the crisis.
 
Just wanted to check if anyone here has noticed -

I believe in 3.0, Manager jobs were buffed to provide 4 trade value. It appears in 3.1.1 they are back to 3 trade value.

I am updating my mod files and noticed this. It's extremely unlikely I would have adjusted the manager's base output without noting this in my change notes, so I'm just checking with everyone here if this change actually happened or not.
 
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Just wanted to check if anyone here has noticed -

I believe in 3.0, Manager jobs were buffed to provide 4 trade value. It appears in 3.1.1 they are back to 3 trade value.

I am updating my mod files and noticed this. It's extremely unlikely I would have adjusted the manager's base output without noting this in my change notes, so I'm just checking with everyone here if this change actually happened or not.

I did not notice Manager changing to 4 TV in 3.0, and that would have made me happy if I'd noticed it.

(Not really conclusive but one datapoint at least.)
 
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