Glitches in 2.2 and suggestions for balancing

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DeadlySoren

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Dec 14, 2018
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So me and my friends have been playing tons of multiplayer now that the new update has come out and its been great for the most part.
There are just a few glitches that I'm going to list here because I want to see if anyone else is having the same problems as us and also so that maybe paradox can take these things into consideration when they release a huge bug patch for 2.2.
I will be coming back and editing this post as we find more, and feel free to add any you find yourself.

List of bugs:
- Joining a multiplayer game as an empire that started off as an AI will cause you to become unable to accept or have anyone accept diplomatic requests or trade requests
- Only one person can use the caravanees at a time and if that person joined in as an originally AI empire then it can sometimes become bugged and then no one can use them until that player leaves and rejoins.
- Caravanees can sometimes be caught in a loop when giving you offers for trade. One friend got a fleet of 1.3k in just a year by only spending a 1000 or so energy because they kept offering him cruisers and destroyers
- Not sure if this counts as a bug but its certainly not meant to be possible but all three FE's were in one fifth of the map on my singleplayer game, all within 4-5 jumps of each other with no other empires in between them
- The old glitch of getting more than 6 precursor artifacts is back
- I've seen a few people mention this already but I'll put it here too; the research labs and a few other buildings have blurry textures.

Suggestions:
- Pops shouldn't automatically turn into specialists when theres a free work spot, early one I ended up with a planet that had 9 specialists and 1 worker ( I've found that this seems to effect non-gestalt empires more for some reason)
- Admin cap should be 50 default and not 30, 30 means that you can only claim about 6-8 star systems before you start getting the penalties and with the new leader upkeep its very hard for robots and empires without extra energy income to get a good footing early game
- For some reason maintenance jobs are prioritized of all other jobs by default. What I mean is that if you don't manually go and use the priority buttons to stop pops from going into them you will end up with 15 pops doing maintenance while you empire starves because no one is work agriculture, all the worker jobs should have equal priority by default


Just to be clear none of this is bashing the new update, this is definitely a huge improvement for the game but it does have some things that could be better and bugs that are completely to be expected for a new update.
 

Morthra

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- Admin cap should be 50 default and not 30, 30 means that you can only claim about 6-8 star systems before you start getting the penalties and with the new leader upkeep its very hard for robots and empires without extra energy income to get a good footing early game

That's why the civics that increase admin cap are BiS and you should always take them. It's also why the Imperial Prerogative ascension perk got nerfed to require one other perk first, because administrative cap is king now. I'd say maybe reduce the size penalty for leader upkeep and cost personally rather than increase the base admin cap.

- Not sure if this counts as a bug but its certainly not meant to be possible but all three FE's were in one fifth of the map on my singleplayer game, all within 4-5 jumps of each other with no other empires in between them

That's just random, I generally see something like that in all of my games.
 

DeadlySoren

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That's why the civics that increase admin cap are BiS and you should always take them. It's also why the Imperial Prerogative ascension perk got nerfed to require one other perk first, because administrative cap is king now. I'd say maybe reduce the size penalty for leader upkeep and cost personally rather than increase the base admin cap.
Admin cap is now kind of the way that empire expansion is soft capped and keeping it so low hard on the early game, with the changes to technology and also now with consumer goods as extra resources that are vital the early game now feels like it takes forever and it sets back colonization by a huge amount. Especially since now planet size doesn't really matter and its all about the amount of districts, you can have only a few star systems and 3 planets and 20 years later you suddenly have +50% to leader upkeep and now it costs more than your starbase upkeep. Even if making the base admin cap higher isn't an option I think that they should add more techs for extra admin cap, currently there is only two and that only gets you to 70 without any traits or civics or ascension perks, even with them you get to about 120 or so. Not nearly enough to have a large sized empire so in the late game you end up with your leaders costing a ridiculous amount every month and traditions and techs that used to be well spaced out now take way to much time.
I could go on and on about the amount of problems this brings in for both early and late game but I'll just say that admin cap needs to be seriously looked at for the next patch.