[Dev Team] Le Guin update (2.2.0) Released [checksum 0d1c]

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Hi, I'm a modder and I need some technical support.

In 2.1, the engineering technology "tech_<ship_size_key>_build_speed" (Standardized <ship_size_key> Patterns) used the modifier:
shipsize_<ship_size_key>_build_cost_mult
to modify the cost of building specific class of ship. This modifier worked well with new ship sizes in mods.

Now in 2.2, you guys change this modifier to:
ship_<ship_size_key>_cost_mult
Unluckily, this modifier didn't support new ship sizes. If I use this modifier with a new ship size, there are some "Unknown modifier" error logs in the log file.

Here is the question:
Is this a bug or I just miss something? If it IS a bug, would you fix this?
 
bug: whenever i pan the map around, no matter the zoom level, the game stutters and feels jumpy. it only happens on fast and fastest speeds, never had this issue before in about 400hours of play.
 
[bug] So...my ruler doesn't have any traits. Tried to fix it with an election...none of my leaders have ruler traits. Had to console in ruler traits but there's no way I'm putting in the effort to fix AI rulers as well.
 
No more hotkey for Technology? It used to be F4. Now some Planet & Sector took it.
The most important part of the game, AND YOU TOOK IT'S HOTKEY AWAY?!
I view Technology more than anything else in the game.
And why there's still no option for player to assign keys?
This new update is confusing and annoying.

Yeah, I agree about that. Was kinda shocked when I noticed that had been removed. I'd rather lose the hotkey for, say, the expansion manager. How often do you use the expansion manager compared to the tech screen?
 
Great work on the update and expansion. Applause to the whole team.

Just one small bug I guess:
I cant open Branch offices on Trade League empires worlds even though I have Commercial pact open with them. I have Magacorp expansion and I am playing as one. After reloaded the game there was no icon indicating the ongoing Commercial empire but I did see only dialog option to Break Commercial pact. I have done so and immediately offered it again to see the icon appear. However still no Branch offices.

I have actually found out that they are Corporate empire just like me so no bug there. :)

Actually it feels restrictive why corporations cant open branch offices of each others planets. Is that a balancing thing?
 
Hi, I have had Stellaris for quite a while now and I very much enjoy the game. On hearing of the release of the new DLC, Megacorp, I bought it and installed. However, once I had installed the Le Guin update and the Megacorp DLC, I began having issues with loading games. Understandably, the saves from before the update are no longer compatible, but while annoying, this isn’t the issue.


After the installing the update, I attempted to play an online multiplayer game with 2 friends. I was hosting the game, and the other two players did not have Megacorp. What ended up happening was that loading up the new galaxy, the game got stuck on the loading screen. The loading progress bar stopped moving, and while the loading screen continued to change as it usually does, it did not make any more progress in loading the game.

My first attempt to find the issue led me to create a new single player game (in case the issue related to the multiplayer or the other players’ lack of the DLC). The same issue occurred.

According to those who I was trying to play the multiplayer game with, the game had loaded properly for them, and they found themselves in the game, with me stuck on loading (despite me being the host).

This led me to several attempted solutions: reinstalling the DLC, restarting the steam client, restarting my computer, and finally reinstalling the game itself. Despite my efforts, the issue remained.

It may also be worth noting that all times I had been attempting to play a corporate civilization, and that I have not attempted to load a game with the DLC removed.
 
Hi, I have had Stellaris for quite a while now and I very much enjoy the game. On hearing of the release of the new DLC, Megacorp, I bought it and installed. However, once I had installed the Le Guin update and the Megacorp DLC, I began having issues with loading games. Understandably, the saves from before the update are no longer compatible, but while annoying, this isn’t the issue.


After the installing the update, I attempted to play an online multiplayer game with 2 friends. I was hosting the game, and the other two players did not have Megacorp. What ended up happening was that loading up the new galaxy, the game got stuck on the loading screen. The loading progress bar stopped moving, and while the loading screen continued to change as it usually does, it did not make any more progress in loading the game.

My first attempt to find the issue led me to create a new single player game (in case the issue related to the multiplayer or the other players’ lack of the DLC). The same issue occurred.

According to those who I was trying to play the multiplayer game with, the game had loaded properly for them, and they found themselves in the game, with me stuck on loading (despite me being the host).

This led me to several attempted solutions: reinstalling the DLC, restarting the steam client, restarting my computer, and finally reinstalling the game itself. Despite my efforts, the issue remained.

It may also be worth noting that all times I had been attempting to play a corporate civilization, and that I have not attempted to load a game with the DLC removed.
I've had the same issue with just the Le Guin Update. Gets stuck on the loading screen after attempting to play with any empire. Can load saves and join other people's multiplayer though.
 
in the changelog, there is nothing written about syncretic evolution and changes to the sub species not being able to do leader or specialist jobs.
Please write it in the change log ok?
like:
added forced trait for syncretic evolution making the subspecies happier and better at worker jobs but unable to do specialist jobs and producing leaders

of course mine are now dump and fleeting... eh slow learners and fleeting
 
Running as an Oligarchy. Got to the first election and was prompted to choose which candidate to support. My current/starter ruler wasn't an option. Is that a bug or am I missing some way to endorse my current ruler? Any thoughts?
 
Hey, just throwing this out there, but if you play on fast speed and the traders come through your territory it pops up a notification that you have to silence.. over and over and over again.

I tried a game last night, got about 70 years in and must have closed that box over 2 thousand times.
recommendation here is to drop the popup and just allow the person to go into the contacts screen to start communication. I dunno how that managed to slip by, it must have annoyed the heck out of your testers so badly.

The other issue i noticed was that the rate of alloy to build things is almost certainly not fast enough and needs to be scaled forward considerably. It can be difficult to even outpace the computers star bases with the rates how they are.. If i have to have two metal alloy thingies in the first 10 tiles on every planet just to keep a relatively reasonable pace its a little to slow i think.

Over all i like the idea, but the delivery needed another 3 months play testing. Nothing new for you guys though.. getting to market has always been a priority and you always patch things a week after so please get these two on your list.

some things i do like:
1) Vertical growth of the planets is really nice now.
2) the new corporation type adds a great new dynamic to the game.
3) the changes to the technologies and research is great.

Not sure if its a concern at all but so far it appears to me that trying to build technocracy vertical will never be able to even come close to keeping up with other wider empire types. Alloy's is the major limiter here.. you just cant keep the pace..

Over all i do like the expansion but you need to really try playing a few more games and attack the annoyances that come with playing it how it sits.
 
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Does anybody even encounter this bug where when a Raider fleet enter a system where your Science ship was it, the message "Evading Hostile Fleet" keep on repeating until your ship left the system?

Look at the top section of the screen.
So far, I only encounter this issue one time.

y51dC9r.png
 
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BUG: The expansion trait that gives you 1 extra pop on colonization doesnt work on robots for the terbid homolog.
didnt try the cyborgs because i dont care about them.

Also did you guys forget about machine empires? i mean there is literally NO energy.
Play a regular empire and you get nearly unlimited energy from trade. then do robots and its like yeah..... every planet has to be energy.
 
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Is there a way to keep the rouge servitor's bio trophy population in check? I have to mirco-manage the population controls, which are way too broad. If I slip, then I have a jobless population with no ability to correct it without bulldozing buildings to create sanctuaries.
 
There's a serious exploit involving the market right now. You can sell a large quantity of resources, driving down the value of that resource, and then immediately buy back the same number for a tiny fraction of the price you sold it for. You can repeat this ad infinitum for infinite resources without even unpausing the game.
 
There's a serious exploit involving the market right now. You can sell a large quantity of resources, driving down the value of that resource, and then immediately buy back the same number for a tiny fraction of the price you sold it for. You can repeat this ad infinitum for infinite resources without even unpausing the game.

damn, that is real. i just did it also.. not hard at all to reproduce.. i needed the tradition to reduce market percentage to get it to net properly though.

Need to review the supply/demand curve function and consider making the resources backed by actual sold plots by other players and let them define the price...
 
Can't wait to dive in :)

Starting a 4 player MP Campaign tonight see how that works out. None of us played the game with Le Guin yet, will be fun. Might Twitch it too.

I hear the game fundamentally shifted from Tactical gameplay to Grand Strategy 4x Gameplay. So I am very eager to try all this out, at least it might not be a rush to beggir fleets and ships to conquer the galaxy anymore. Which would be a step forward in my book.
 
Obviously the patch has barely been out for a day and I expect many updates will be coming, but I just want to provide feedback on a few areas that I think need attention.

Jobs:

We were promised that jobs would automatically be assigned to the workers best suited for them, but this doesn't seem to be the case. I have a pop with bonuses to research just sitting there mining, while another pop with no bonuses works at the research lab. This makes me look for a fix, which I found that it’s actually possible to force pops to different jobs by fiddling with turning jobs on and off, but they seem to be assigned back almost randomly. It becomes a huge hassle to get them on the job I want and the intention to make things less micro-intensive actually has the reverse effect.

Please, just let us manually move pops around. Some players don’t mind a bit of micromanagement but what frustrates me is having to jump through endless hoops to fight silly attempts to stop me. Simply add a switch to toggle between between manual and automatic assignment of jobs so that everyone can enjoy their own playstyle. In addition, it wouldn’t hurt to fix the AI so that automation feels like a non-irritating option.

Also, a bar for pop growth in the outliner would be helpful for knowing when I need to construct buildings to provide additional housing or jobs for my pops. This used to exist for robots and I always wished it showed organic pop growth as well.

One more thing is that resource production tooltips only update monthly now. I’m not sure if this was intended, but I would definitely like to see the numbers change instantly as I move pops to a different job.

Outposts:

Overall, numbers seem to be a bit bigger in this patch. Science costs have doubled, with output from research labs increased to compensate. Similarly, planets now hold many more pops and jobs to produce minerals and energy, while also consuming more. Meanwhile mining and research stations still provide the same measly 2-4 energy/minerals/science as before, which can’t keep up in this larger scale of economy. Outposts cost nearly triple what they did before (100 alloys with minerals converted to alloys at a 3:1 ratio) and increase empire size by 2, which still equates to 1% increased tradition costs after exceeding admin cap.

This makes them feel rather underwhelming, and the addition of 10% mining station output techs isn’t enough to compensate. Stations should provide a little more yield, or systems should contain more resources. Alternatively, they could be changed to only increase empire size by 1 and outposts could have their cost reduced to 50 alloys. This would improve balance while pushing more focus onto planetary development, which I feel would fit the theme of this patch.

Machine Empires:

Robots cost too much. 15 minerals/month at 34 months/pop comes out to 510 minerals/pop, which is absolutely ludicrous. A mining drone produces 4 minerals/month, which means it takes over 10 years to earn back its cost. Even in the context of larger numbers as I mentioned before, this is still just too much. If replicators cost 2 upkeep instead of 5, this would put the cost of a pop at a much more reasonable 200 minerals.

Additionally, the fact that new colonies start with only 1 replicator means it takes 100 months to build a second pop, compared to the 34 months of organic empires (27 for hive minds!) and 30 months of machines in the previous patch. That’s 400 months to get up to 5 pops to build a second replicator. This makes colonies useless without resettlement, which is difficult to afford in the early game.

Also a bug to note: replicators are not currently affected by “amenities from jobs” modifiers on the pops working them.

It doesn’t help that my society research options are flooded with food production techs. I don’t know if this is because driven assimilators now use food for cyborgs, but it’s probably just an oversight from the new techs being added.

Finally, one perk of machine empires was rushing robomodding and creating specialized pops for each type of resource output. In this patch, the inability to queue specific species for production (I know you can set it to one species, but I really mean queue) combined with the previously mentioned difficulty in getting them on the right jobs with the abysmal AI makes robomodding worth little more than a single additional trait point. This could be helped by removing the 50% progress penalty for switching species, or just make it start applying on the next robot after the current one.

Overall thoughts:

This is a great patch and outside of some minor changes and quality of life improvements, I have no complaints about playing an organic empire. However, machines definitely need a second look because they feel extremely weak in their current state.