[Dev Team] Stellaris 2.2.6 Released (checksum 8645)

  • 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.

dynalon

Major
43 Badges
Aug 19, 2017
682
281
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Crusader Kings II
  • BATTLETECH
  • Surviving Mars
  • Victoria 2
I don't know if this is a common or at least known issue, but in the earlygame of my current xenophobe/materialist, the automatic job assignment seems out of whack. I'm constructing non-Droid robots (so they can only work farms and mines) and I have a conquered species in chattel slavery. Now, the slaves are prioritizing minerals and food, which is fine - but every time a robot pop is constructed, that pop remains unemployed because the slaves won't change jobs to Technician or Clerk, unless I manually kick them out by blocking and restoring the Miner/Farmer job.

This honestly doesn't seem like something that should happen. I'm pretty sure that new pops can kick old ones out of their jobs (source: hundreds of unemployed Specialists over the course of my 2.2 campaigns), so I'm curious if others have similar issues and if there's other solutions than to put the filthy xenos on Residence.
 

Tech Noir Synth

Lt. General
24 Badges
Dec 15, 2018
1.590
2.611
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
You must be playing a different game from everyone else because biological ascension and hiveminds have been particularly powerful in 2.2.x compared to regular empires. Both can use more flavor but definitely not more buffs.

I'm simply comparing Hiveminds to the Xenophile Synthethic Ascension Empire. 20-30 pop growth, 60% specialist output on Ecumenopoleis, 40% on non-Ecumenopoleis. Hiveminds cannot compete once you get to that point. I won't deny Devouring Swarm is very good, but Hiveminds lacks options in terms of civic choices and lategame efficiency.

It took us some time to find out what the strongest playstyle is. Maybe Xenophile Synth Ascension won't be the end-all be all, but their growth is unrivaled, their specialist output is the best possible in the game so I doubt we will create a stronger builds without those elements. Hiveminds are easier to manage but they are not the strongest. As you can read from the patchnotes, they have got a lot of nerfs since 2.2 But with strong buffs to Synthethic Ascencions and everyone figuring out how easy it is to surpass Hiveminds in growth, they deserve some attention.
 

Fey Warrior

Recruit
40 Badges
Nov 22, 2018
5
0
  • Dungeonland
  • Shadowrun: Hong Kong
  • Stellaris: Ancient Relics
  • BATTLETECH: Flashpoint
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Season pass
Updated to latest release and the nerf (50% to 10% bonus for Mining Stations) to Machine Empire's wasn't as bad as I thought. That might be because I'd given myself a buffer before the update was release - it is so worth reading what's going on in the beta.

A lot of good fixes and I do like the Interface improvements, especially the different ways to manage jobs via favorites or deprioritization, and the Restore Jobs button is a great addition.

However an issue, where the Preemptive Strike Situation Log event timed out for my Machine Empire is still occurring in the 2.2.6 release so I've added my report to the beta report of the issue thread here:
- https://forum.paradoxplaza.com/foru...terranean-civilization.1158863/#post-25280207
Others had mentioned it in a release thread back in 2.2.3 (but they didn't bug report it!):
- https://forum.paradoxplaza.com/foru...s-checksum-1960.1140824/page-31#post-25074224

Now if we could only assign job strata to a particular species or sub-species (too many threads and variations on that theme on that to quote just one) ;)
 
Last edited:

Fey Warrior

Recruit
40 Badges
Nov 22, 2018
5
0
  • Dungeonland
  • Shadowrun: Hong Kong
  • Stellaris: Ancient Relics
  • BATTLETECH: Flashpoint
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • BATTLETECH: Season pass
Is the bug with terraforming to machine worlds deleting deposits of rare resources, interdimensional portals and Numa's Breath fixed yet?
I saw this bug as recently as 2.2.6 test branch (while 2.2.5 was the release version) and mentioned it in the changelog thread for that version, where it was acknowledged by a staff member.

I thought it was a bug too, until I did some investigation.

Apparently it is intended that all Planetary Features are removed when terraforming to either a Ecumenopolis, Machine or Hive Worlds.

What isn't removed is some of the Planetary Modifiers (See: https://stellaris.paradoxwikis.com/Celestial_body) which depends too on the type of world you're terrforming into.

So if you do like a Planetary Feature, don't plan to terraform to a Ecumenopolis, Machine or Hive World
 

Tech Noir Synth

Lt. General
24 Badges
Dec 15, 2018
1.590
2.611
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
...huh what, how do you get such high Specialist Output?

Synths can get 30% specialist output: 20% from synths + 5% from Synth Ruler +5% efficient processors trait. Meritocracy civic adds 10% specialist output (available to standart empires). Ecumenopoleis grant flat 20% ressource output bonus.

I was wondering why people are disagreeing with me when im simply stating facts. Normal empires produce more, grow faster (20-30 growth per month easily thanks to 12 from synths and the rest from organics+immigration) and thanks to ecumenopoleis need a lot less building slots for strategic ressources.

Please reconsider your "respectfully disagree button" or atleast put up some facts of your own. I am simply advocating for better balance overall and thus comparing everything to the best possible build.
 

Defoli Scoyfol

Second Lieutenant
Mar 21, 2019
136
0
Synths can get 30% specialist output: 20% from synths + 5% from Synth Ruler +5% efficient processors trait. Meritocracy civic adds 10% specialist output (available to standart empires). Ecumenopoleis grant flat 20% ressource output bonus.

As far as I've seen, the synth trait no longer exists. Therefore you have this:

Regular Synthetically-Ascended Empires:

+10% resources from robot jobs = Synthetic Evolution Ascension Perk
+5% resources from robot jobs = Synthetic Ruler
+5% resources from jobs = Synthetic Thought Patterns
+5% resources from robot jobs = efficient processors species trait
+10% resources from Specialist jobs = Meritocracy civic

= +35% total resources from Specialist Jobs

Compare this to Gestalt Empires with Bio Ascension:

+20% resources from specialist jobs = Manufacturing Focus Policy (available at game start for Gestalt empires only)
+5% resources from jobs = Collective Production Methods (or Resource Processing Algorithms) technology
+5% resources from all jobs = Robust advanced perk

= +30% total resources from Specialist Jobs

As you can see from the above, both types of empires can achieve a very similar bonus to Specialist Job output except Gestalts (and in particular hive-minds) don't even need to spend a civic point. Therefore it can be considered a wash or perhaps even a slight advantage to Gestalts since these empires don't need to invest anything limited to enjoy all of the benefits.

This is especially true if you consider that Gestalts don't have to worry about consumer goods buildings and can dedicate all the building slots on the planet to forges, research complexes, etc.

Now let us compare planet types:

+20% resource output bonus from jobs = Ecumenopolis, anyone can colonize

Compared to:

+10% resource output bonus from jobs = Machine/hive worlds, only machines/hive minds can colonize

While it is true that Gestalt Empires cannot create a Ecuomenopolis of their own, nothing prevents them from taking over one that is already created (and thus allowing them to enjoy the same benefits). This is not true of machine/hive worlds that cannot be exploited by organic empires in any way.

Ultimately, you're greatly exaggerating the "bonus" that Synthetically-ascended empires enjoy compared to Gestalts and trying to hide the significant bonuses Gestalts enjoy (and how early they are available to the player). Gestalts don't need any buffs.
 
Last edited:

Defoli Scoyfol

Second Lieutenant
Mar 21, 2019
136
0
to chime in on the specialist. egalitarians also gives a bonus to specialist output but i forget how much.

Yeah,
Egalitarian gives 25% faction influence gain, +5% specialist output.
Fan Egalitarian gives 50% faction influence gain, +10% specialist output

You have to live with a bunch of restrictions on resettlement and stuff though and as such it's a bit of a frustrating playstyle, in my opinion.
 

Riftwalker

Field Marshal
96 Badges
Feb 26, 2016
3.575
33
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Apocalypse
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Magicka
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Majesty 2 Collection
  • Leviathan: Warships
  • For the Motherland
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Teleglitch: Die More Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
Yeah,
Egalitarian gives 25% faction influence gain, +5% specialist output.
Fan Egalitarian gives 50% faction influence gain, +10% specialist output

You have to live with a bunch of restrictions on resettlement and stuff though and as such it's a bit of a frustrating playstyle, in my opinion.

you can always just be a xenophobe. :p
 

Heavenly Serpent

First Lieutenant
46 Badges
Jun 15, 2017
262
24
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Stellaris
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
The AI is still pretty maniacal about Crime. I'm currently playing as a Criminal Syndicate, and two out of three of my neighbors have so far rushed two precinct houses as soon as possible to block out my contributions to crime.
 

Arrnea

Meatbag Exterminator
67 Badges
Jun 30, 2008
531
290
  • Stellaris: Necroids
  • 500k Club
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Magicka
  • Prison Architect
  • Prison Architect: Psych Ward
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Age of Wonders III
  • Majesty 2 Collection
  • Shadowrun Returns
  • Sword of the Stars
I thought it was a bug too, until I did some investigation.

Apparently it is intended that all Planetary Features are removed when terraforming to either a Ecumenopolis, Machine or Hive Worlds.

What isn't removed is some of the Planetary Modifiers (See: https://stellaris.paradoxwikis.com/Celestial_body) which depends too on the type of world you're terrforming into.

So if you do like a Planetary Feature, don't plan to terraform to a Ecumenopolis, Machine or Hive World

Actually, darkrenown mentioned in the 2.2.5/2.2.6 beta change log thread that it isn't intentional that machine worlds should lose these features.
 

Miraiteko

Corporal
21 Badges
Mar 22, 2019
33
32
  • Stellaris: Humanoids Species Pack
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV
Hello.I`m now making a mode about pops for Stellaris.
May I ask when we will gain the modifier "planet_pop_growth_add"(just "planet_pop_assembly_add" for robot pop) & "empire_size_add"?
And when will "has_colony_progress >0.1" work well? (it terribly only checks <int> now,:()
THX:)
 

Darkrenown

Star marshal
142 Badges
Jan 8, 2002
24.761
16.975
no
  • Leviathan: Warships
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Wealth of Nations
  • Lost Empire - Immortals
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sunset Invasion
  • Ancient Space
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • A Game of Dwarves
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • East India Company
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
However an issue, where the Preemptive Strike Situation Log event timed out for my Machine Empire is still occurring in the 2.2.6 release so I've added my report to the beta report of the issue thread here:
- https://forum.paradoxplaza.com/foru...terranean-civilization.1158863/#post-25280207
Others had mentioned it in a release thread back in 2.2.3 (but they didn't bug report it!):
- https://forum.paradoxplaza.com/foru...s-checksum-1960.1140824/page-31#post-25074224

If you already had the situation log before updating to 2.2.6, I'm afraid the fix isn't retroactive, but it should work for new games.
 

runforitkyle

Recruit
35 Badges
Jan 26, 2014
1
0
  • Crusader Kings II: Charlemagne
  • Pillars of Eternity
  • Crusader Kings II
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III: Royal Edition
  • Surviving Mars
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • War of the Roses
  • Stellaris - Path to Destruction bundle
  • Magicka 2
Just wanted to update that now no pops are being assimilated in my game anymore at all. :( I am on Iron Man so I can't revert to earlier saves or something, I also really don't have a proper idea what if anything triggered this bug. As I said it worked fine at first during 2.2.6 beta but around the time it stopped working I did a lot of things: 2.2.6 updated to live version, I moved unassimilated pops, I messed with unassimilated species rights, I gene modded (sub)species which were assimilating (to already assimilated cyborg subspecies to speed up the process). It took me couple of years to notice they stopped assimilating at all so I don't really have a timeline.

I guess I'm abandoning this game.

I'm having the same problem, updated from the beta and now no pops will assimilate. Running event action.65 in the console will force assimilation but nothing else will.
 

XT-489

Sergeant
20 Badges
Feb 28, 2018
64
0
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Magicka
  • Stellaris: Synthetic Dawn
This seems like a really game-breaking bug. Are we likely to see an emergency 2.2.7 patch to fix this? I don't want to sound negative, but having ONE version without completely game-breaking bug on a stable branch would really help a lot.