[Dev Team] 3.1.2 Patch Released (Checksum 6df7)

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Azhcristokos

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This is great! But are we going to get the ability in a future hotfix to peruse tradition trees at will rather than only when we have enough unity to select a tradition? This seems to have been a minor oversight, but it is kind of annoying. If not in the next hotfix (if there even is one), is it something we can get in the next Custodian patch?
 
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EmperorPedro

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* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
Sad that that will be fixed :(

But talking about negative food empires will negative energy be fixed? I can go void dwellers origin and never build energy or mineral extraction, relying on space mineral extraction and alloy/consumer goods/trade(unity)/science habitats only for the early game, then switching to positive energy when I start to colonize normal worlds with other pops, its a bit exploity.

As for the negative energy debuffs you can always sell to an ai for 1 energy for a space battle and I never build mineral extraction, relying on trades with ai if minerals start to decrease.
 

Archael90

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Sad that that will be fixed :(

But talking about negative food empires will negative energy be fixed? I can go void dwellers origin and never build energy or mineral extraction, relying on space mineral extraction and alloy/consumer goods/trade(unity)/science habitats only for the early game, then switching to positive energy when I start to colonize normal worlds with other pops, its a bit exploity.

As for the negative energy debuffs you can always sell to an ai for 1 energy for a space battle and I never build mineral extraction, relying on trades with ai if minerals start to decrease.
No, its not fixed, as machine You will get less alloys without food, but still - if You put drones that suppouse to produce food, to produce alloys instead You will get more (producing only half) than doing this properly.
 
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Alfray Stryke

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Sad that that will be fixed :(

But talking about negative food empires will negative energy be fixed? I can go void dwellers origin and never build energy or mineral extraction, relying on space mineral extraction and alloy/consumer goods/trade(unity)/science habitats only for the early game, then switching to positive energy when I start to colonize normal worlds with other pops, its a bit exploity.

As for the negative energy debuffs you can always sell to an ai for 1 energy for a space battle and I never build mineral extraction, relying on trades with ai if minerals start to decrease.

No, its not fixed, as machine You will get less alloys without food, but still - if You put drones that suppouse to produce food, to produce alloys instead You will get more (producing only half) than doing this properly.

We're well aware that deficits need a more involved solution than what this hotfix provided. However that will take far more time to design, implement, and test.
 
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MadCrow96

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Speaking about void dwellers, Foundrys Station habitat designation is not working with Catalytic Processing. It's a shame really, I was having a blast with void dwellers and the new mercantile tradition strat... good fun don't nerf good strats, but make the others shine !!

so yeah foundry stations must be fixed :/
(I did the bug report already)
 
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Gromit

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* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit.

Mineral-based empires also suffer from an inability to expand without minerals, which I'd say is a pretty hefty penalty.
 
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TealThanatos

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I actually miss the old method of fleet reinforcement where the reinforcements just tried to catch the main fleet, and only gave up if they lost a battle.
Currently it looks like they don't even try to reinforce if there's something in between.

Can we please have reinforcements wait until they are stronger than anything in their way before attempting to join the parent fleet?
 

Tetranet

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False! At least according to Montu's testing, you guys didn't actually implement it this way, and just slapped a -2 on the 4 base output (in contrast to being a normal empire in a mineral deficit, which is an actual -50%). This is a problem because additive bonuses (which exist since 3.0!) are thus completely unaffected and can make non-food catalytic as machines still superior in job efficiency to actually having food.
I'd call that a whoops.

I can't find the deficit myself in the 09_static_modifiers_deficit file. It's identical to the previous version.

Meanwhile, thanks to this tip I found the code that modifies the alloy output for catalytic empires in case of a food deficit, for anyone interested. It's implemented in the actual job entry:

Code:
catalytic_technician = {
    category = specialist
    condition_string = SPECIALIST_JOB_TRIGGER
    building_icon = building_foundry_1
    clothes_texture_index = 3

    possible_pre_triggers = {
        has_owner = yes
        is_being_purged = no
        is_being_assimilated = no
    }

    possible = {
        specialist_job_check_trigger = yes
        owner = {
            is_gestalt = no
        }
    }

    resources = {
        category = planet_metallurgists
        produces = {
            alloys = 3
        }

        produces = {
            trigger = {
                exists = owner
                owner = {
                    has_deficit = food
                    is_ai = no
                }
            }
            alloys = -1.5
        }

        upkeep = {
            food = 9
        }
    }
 
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Archael90

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We're well aware that deficits need a more involved solution than what this hotfix provided. However that will take far more time to design, implement, and test.
Just change -1,5 to -3 production when deficit is involved.
Or better - make it actually 100%

Or better better - make deficit actually working somehow :D
 
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Nebbie Zebbie

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Just change -1,5 to -3 production when deficit is involved.
Or better - make it actually 100%

Or better better - make deficit actually working somehow :D
The first two would cause death spiralling and the last one is far off. An important thing to realize here is that "-50% to alloy production" probably would actually work for nerfing the deficit strategy, it's just not what they implemented.
 

Archael90

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The first two would cause death spiralling and the last one is far off. An important thing to realize here is that "-50% to alloy production" probably would actually work for nerfing the deficit strategy, it's just not what they implemented.
It will not work.
Machines with food deficit will still produce more alloys than they would produce while trying to make 100% performance.
As i have calculated earlier:
you would need 17 machine pops to produce 20 alloys - 12 for food, and 5 producing alloys (to be 100% effective)
But when you would put all that 17 pops to produce alloys then you would have no food production and thus suffer -50% production, but still produce 34 alloys
so being 100% productive you produce 100% alloys.
but being 50% productive you produce 170% alloys xD
Great xD
Isn't this some kind of... paradox?
 

NatureMan97

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Off topic, but is anyone else having this issue? Empires that border me do not like me, even if we have the same ethics. They immediately send envoys to harm relations and are quick to declare rivalry and war. Did something happen that affects the border friction and/or AI opinion? And is anyone else having this issue?
 

CReaper210

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Just FYI, it's better to re-report an old issue on the current version with saves (if applicable) and screenshots. This makes investigating these issues easier for the hardworking folks in our QA department. :)
Alright, I'll make a new post a bit later. Sorry if my comment was annoying, I didn't mean it to be, I know everyone put a lot of effort into all the fixes we've gotten so far.
 

Robokiller2500

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I don't know why, but with recent update new mods stopped being downloaded from steam. I checked the files, as well as resubscribed old mods, but there is nothing wrong with them. Wanted to check mods folder but couldn't find it anywhere (Is it supposed to exist at this point?). Other than that everything is fine.

P.S. There was no problem with CK2 mods, despite being downloaded later that the time the problem with Stellaris began, so it's unlikely that this is steam problem.
 
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AndersT

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Hello, not sure this is just not anecdotal, but since Lem update I have got Gray tempest 4 out of 5 times, and two of my friends around 3 out of 4 times. And awkwardly enough the AI seems over zealous about opening the L-gates as soon as possible.
 

LordIII3

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I am just curious why being in deficit is giving static penalties instead of dynamic ones? I think an empire that is 1 mineral in negative while producing 10\month in total will be more affected by the shortage than one producing 1000/month?

What would be the problem of defining the penalty production rate as (currency produced)/(currency used) with a maximum hardcap at 100% ?

(this question is not meant to be reproachful, I am just curious)