[Dev Team] 3.6.0 'Orion' Released (checksum 0028)

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The delay on Precursor material for Shoulders of Giants starts is frankly unreasonably long, given that the default setting for the midgame, which is when the event that allows you to finish the chain can spawn, is a hundred years. That's long enough for Fen Habbanis to be restored to a full Eucamenoplis, Cybrex Alpha to be partially restored, and the odds of finding unexplored and unclaimed systems for the Baol and Zroni to be minimal at best, depending on the settings one uses.

It would make more sense for the delay to be until the initial chain is completed, because it only costs one dedicated science vessel to complete, and doesn't at all hamper the rest of gameplay.
 
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Did i missed something? Did Shroud avatar got some shield hardening or its a meme spaceborn unit?
 
There's an important bugfix that is in the update, but I haven't found any mention of in the patch notes: AI empires will no longer decide to colonize holy worlds as though they have the Head of Zarqlan when they actually don't.
 
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There's an important bugfix that is in the update, but I haven't found any mention of in the patch notes: AI empires will no longer decide to colonize holy worlds as though they have the Head of Zarqlan when they actually don't.

Oh my Zarqlan, does this mean Overlords are literally playable now?
 
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They appear to have made diplomacy with the leviathan enclaves easier by not kicking you out of conversation after a single purchase or inquiry. That's really nice, I hope this trend of standardising features is brought over to the megastructure notifications etc.
 
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I'll forget to ask during the next Q&A so I'll just put it here:
Is the internal market before the galactic market is established effected by federation members?
If no would that be an interesting idea to pursue? Currently playing as an imperial fiefdom and kind of set myself up to act like the Grunts from Halo in this interspecies federation. It would add to the roleplay a bit to have the 'Covenant' I'm in be able to pool resources via the market to an extent
 
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  • Machine name lists now use hexadecimal and 0-based sequential names.
Outrageous!! As a machine empire running a Turbo-Pascal based OS we will not stand for this utterly unacceptable anti-1 bias! :mad::mad:
 
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Since you have edited the file [..\Stellaris\Common\Technology\00_strategic_resources_tech.txt], to implement other mining technologies, could you have had a couple more minutes left to correct the rest? There are technologies that due to a bad definition of [Factor = 0.5] only appear in the final stage of the game when I almost have everything investigated. In case you are interested, I have it corrected as follows to work correctly:

Code:
#Volatile Mote Mining
tech_mine_volatile_motes = {
	icon = tech_volatile_motes
	cost = @tier2cost1
	area = physics
	tier = 2
	category = { particles }
	prerequisites = { "tech_space_construction" }
	weight = @tier2weight1

	weight_modifier = {
		factor = 3	# same as @strategic_resource_ai_tech_factor
		modifier = {
			factor = value:tech_weight_likelihood
			research_leader = {
				area = physics
				has_trait = "leader_trait_expertise_particles"
			}
		}
		modifier = {
			factor = 0
			NOT = {
				any_owned_planet = {
					OR = {
						has_deposit = d_dust_caverns
						has_deposit = d_dust_desert
						has_deposit = d_industrial_sector
					}
				}
				any_planet_within_border = {
					OR = {
						has_deposit = d_volatile_motes_1
						has_deposit = d_volatile_motes_2
						has_deposit = d_volatile_motes_3
						has_deposit = d_volatile_motes_4
						has_deposit = d_volatile_motes_5
					}
				}
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor #important resource
		modifier = {
			factor = 1.25
			research_leader = {
				area = physics
				has_trait = "leader_trait_expertise_particles"
			}
		}
	}
}

#Volatile Material Plants
tech_volatile_motes = {
	cost = @tier2cost1
	area = physics
	tier = 2
	category = { particles }
	prerequisites = { "tech_basic_industry" }
	weight = @tier2weight1

	weight_modifier = {
		factor = 3
		modifier = {
			factor = 0.5
			OR = {
				any_owned_planet = {
					OR = {
						has_deposit = d_dust_caverns
						has_deposit = d_dust_desert
						has_deposit = d_industrial_sector
					}
				}
				any_planet_within_border = {
					OR = {
						has_deposit = d_volatile_motes_1
						has_deposit = d_volatile_motes_2
						has_deposit = d_volatile_motes_3
						has_deposit = d_volatile_motes_4
						has_deposit = d_volatile_motes_5
					}
				}
			}
			NOR = {
				has_technology = tech_mine_volatile_motes
				has_technology = tech_mineral_purification_2
				has_technology = tech_alloys_1
				has_technology = tech_food_processing_2
			}
		}
		modifier = {
			factor = value:tech_weight_likelihood
			research_leader = {
				area = physics
				has_trait = "leader_trait_expertise_particles"
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor #important resource
		modifier = {
			factor = 1.25
			research_leader = {
				area = physics
				has_trait = "leader_trait_expertise_particles"
			}
		}
	}
}

#Exotic Gas Extraction
tech_mine_exotic_gases = {
	icon = tech_exotic_gases
	cost = @tier2cost1
	area = engineering
	tier = 2
	category = { materials }
	prerequisites = { "tech_space_construction" }
	weight = @tier2weight1

	weight_modifier = {
		factor = 3
		modifier = {
			factor = value:tech_weight_likelihood
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
		modifier = {
			factor = 0
			NOT = {
				any_owned_planet = {
					OR = {
						has_deposit = d_bubbling_swamp
						has_deposit = d_fuming_bog
						has_deposit = d_industrial_sector
						has_deposit = d_exotic_mountain
					}
				}
				any_planet_within_border = {
					OR = {
						has_deposit = d_exotic_gases_1
						has_deposit = d_exotic_gases_2
						has_deposit = d_exotic_gases_3
						has_deposit = d_exotic_gases_4
						has_deposit = d_exotic_gases_5
					}
				}
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor #important resource
		modifier = {
			factor = 1.25
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
	}
}

#Exotic Gas Refining
tech_exotic_gases = {
	cost = @tier2cost1
	area = engineering
	tier = 2
	category = { materials }
	prerequisites = { "tech_basic_industry" }
	weight = @tier2weight1

	weight_modifier = {
		factor = 3
		modifier = {
			factor = 0.5
			OR = {
				any_owned_planet = {
					OR = {
						has_deposit = d_bubbling_swamp
						has_deposit = d_fuming_bog
						has_deposit = d_industrial_sector
						has_deposit = d_exotic_mountain
					}
				}
				any_planet_within_border = {
					OR = {
						has_deposit = d_exotic_gases_1
						has_deposit = d_exotic_gases_2
						has_deposit = d_exotic_gases_3
						has_deposit = d_exotic_gases_4
						has_deposit = d_exotic_gases_5
					}
				}
			}
			NOR = {
				has_technology = tech_mine_exotic_gases
				has_technology = tech_basic_science_lab_2
				has_technology = tech_power_hub_2
				has_technology = tech_frontier_hospital
				has_technology = tech_hyper_entertainment_forum
			}
		}
		modifier = {
			factor = value:tech_weight_likelihood
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor #important resource
		modifier = {
			factor = 1.25
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
	}
}

#Rare Crystal Mining
tech_mine_rare_crystals = {
	cost = @tier2cost1
	area = engineering
	tier = 2
	category = { materials }
	prerequisites = { "tech_space_construction" }
	weight = @tier2weight1

	weight_modifier = {
		factor = 3
		modifier = {
			factor = value:tech_weight_likelihood
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
		modifier = {
			factor = 0
			NOT = {
				any_owned_planet = {
					OR = {
						has_deposit = d_crystalline_caverns
						has_deposit = d_crystal_forest
						has_deposit = d_crystal_reef
						has_deposit = d_industrial_sector
					}
				}
				any_planet_within_border = {
					OR = {
						has_deposit = d_rare_crystals_1
						has_deposit = d_rare_crystals_2
						has_deposit = d_rare_crystals_3
						has_deposit = d_rare_crystals_4
						has_deposit = d_rare_crystals_5
					}
				}
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor #strategic resource
		modifier = {
			factor = 1.25
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
	}
}

#Rare Crystal Manufacturing
tech_rare_crystals = {
	cost = @tier2cost1
	area = engineering
	tier = 2
	category = { materials }
	prerequisites = { "tech_basic_industry" }
	weight = @tier2weight1

	weight_modifier = {
		factor = 3
		modifier = {
			factor = 0.5
			OR = {
				any_owned_planet = {
					OR = {
						has_deposit = d_crystalline_caverns
						has_deposit = d_crystal_forest
						has_deposit = d_crystal_reef
						has_deposit = d_industrial_sector
					}
				}
				any_planet_within_border = {
					OR = {
						has_deposit = d_rare_crystals_1
						has_deposit = d_rare_crystals_2
						has_deposit = d_rare_crystals_3
						has_deposit = d_rare_crystals_4
						has_deposit = d_rare_crystals_5
					}
				}
			}
			NOR = {
				has_technology = tech_mine_rare_crystals
				has_technology = tech_luxuries_1
				has_technology = tech_hyper_relays
				has_technology = tech_interstellar_economics
				has_technology = tech_paradise_dome
				has_technology = tech_heritage_site
				has_technology = tech_holographic_rituals
			}
		}
		modifier = {
			factor = value:tech_weight_likelihood
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor
		modifier = {
			factor = 1.25
			research_leader = {
				area = engineering
				has_trait = "leader_trait_expertise_materials"
			}
		}
	}
}

#Dark Matter Drawing
tech_mine_dark_matter = {
	cost = @tier3cost3
	area = physics
	tier = 3
	category = { field_manipulation }
	prerequisites = { "tech_sensors_4" }
	weight = @tier3weight3

	## unlock see dark matter

	weight_modifier = {
		factor = 3
		modifier = {
			factor = 1.5
			research_leader = {
				area = physics
				has_trait = "leader_trait_expertise_field_manipulation"
			}
		}

		modifier = {
			factor = 0
			NOR = {
				has_country_flag = dark_matter_found
				any_system_within_border = {
					any_system_planet = {
						has_resource = {
							type = sr_dark_matter
							amount > 0
						}
					}
				}
				any_relation = {
					is_country_type = default
					has_communications = ROOT
					has_technology = tech_mine_dark_matter
				}
			}
		}
	}

	ai_weight = {
		factor = @strategic_resource_ai_tech_factor #strategic resource
		modifier = {
			factor = 1.25
			research_leader = {
				area = physics
				has_trait = "leader_trait_expertise_field_manipulation"
			}
		}
	}
}

Thank you very much for your consideration.
 
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The delay on Precursor material for Shoulders of Giants starts is frankly unreasonably long, given that the default setting for the midgame, which is when the event that allows you to finish the chain can spawn, is a hundred years. That's long enough for Fen Habbanis to be restored to a full Eucamenoplis, Cybrex Alpha to be partially restored, and the odds of finding unexplored and unclaimed systems for the Baol and Zroni to be minimal at best, depending on the settings one uses.

It would make more sense for the delay to be until the initial chain is completed, because it only costs one dedicated science vessel to complete, and doesn't at all hamper the rest of gameplay.
Agreed 100%. I’ve now completed two playthroughs on default settings without getting any precursor at all (it is made worse if you tend to prioritize exploration early game.) This was a puzzling change.
 
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The delay on Precursor material for Shoulders of Giants starts is frankly unreasonably long, given that the default setting for the midgame, which is when the event that allows you to finish the chain can spawn, is a hundred years. That's long enough for Fen Habbanis to be restored to a full Eucamenoplis, Cybrex Alpha to be partially restored, and the odds of finding unexplored and unclaimed systems for the Baol and Zroni to be minimal at best, depending on the settings one uses.

It would make more sense for the delay to be until the initial chain is completed, because it only costs one dedicated science vessel to complete, and doesn't at all hamper the rest of gameplay.

Agreed 100%. I’ve now completed two playthroughs on default settings without getting any precursor at all (it is made worse if you tend to prioritize exploration early game.) This was a puzzling change.

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