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Enfield_PDX

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Last time devs were "investigating", it took them over 6+months to fix performance issues

Then as long as we do something within 6 months we'll be improving :cool:
(This is a joke)
Waiting for updates sucks, but we are literally in the game looking at the saves right now. Show a little bit of faith.
 
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Waiting for updates sucks, but we are literally in the game looking at the saves right now. Show a little bit of faith.
Ahem, I remember how people in performance Megathred showed devs where stutter and lags came from. With tests and other stuff. with pop job calculation examples. ~Five more months of "looking into it" followed, without hotfixes or minor patches, that may make game at least partially playable.
I am out of failth.
 
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Then as long as we do something within 6 months we'll be improving :cool:
(This is a joke)
Waiting for updates sucks, but we are literally in the game looking at the saves right now. Show a little bit of faith.

Good to hear.

I know you guys are busy right now, but whenever you determine if fast_forward is bugged or not, an explicit statement on that (whether positive or negative) in patch notes or forum would be helpful. I'd like to just do future tests with fast_forward if possible, it's much more convenient.
 
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Then as long as we do something within 6 months we'll be improving :cool:
(This is a joke)
Waiting for updates sucks, but we are literally in the game looking at the saves right now. Show a little bit of faith.
I laughed. But then I laugh at practically everything.

I can rustle up some faith, I might be salty at times, but it adds flavour. One serving of salted Faith burger, coming right up.

Good to hear.

I know you guys are busy right now, but whenever you determine if fast_forward is bugged or not, an explicit statement on that (whether positive or negative) in patch notes or forum would be helpful. I'd like to just do future tests with fast_forward if possible, it's much more convenient.
I'd like to second this. If we can know if fast_forward is bugged or not, it could help to run tests. I only did the one, but it ate into my free morning, more than I'd have liked (admittedly it did get me off my backside and in the kitchen where a mountain of washing up was waiting for me, but I like my spare time being spent on my backside. :))

Being able to run through a playtest and take a look at various things more speedily would be helpful.
 

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I wish they just gave AI infinite resources at some point, scaling does help but it's still not even close to enough

totally disagreed, for five main reasons:

1. the AI loses bonuses when it becomes your vassal, so for that VERY BIG part of gameplay, the AI needs to be reliable enough to manage its own planets
2. these same AI routines may touch on player planet and sector automation, so any fixes to basic AI may make life better for the player empire, too
3. when I conquer enemy planets I want them to not be totally terrible, I want them to be useful
4. if I just wanted AI to have infinite resources, I'd cheat that via console commands and the game would feel very unsatisfying
5. fixing the AI at default no-bonus settings will have a WATERFALL effect of making the game more challenging at all difficulty levels since bonuses just mask problems
 
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I wish they just gave AI infinite resources at some point, scaling does help but it's still not even close to enough

i can already see the swarming of corvets in 2202 , where the AI can expand evry day thx to infinite influence and you have to rush ....


there are already "things" that use a form of infinite resources as a challenge in the game ( aka endgame crisis- khan - L gates events ) the basic AI is there to be a "traveling companion" in your story . it need to be working, but have theyr "problems " too . as players don't always have a perfect economy and sometimes they need something realy badly ( like a planet perfect for producing food , or increasing theyr production of CG \ buy CG ) the AI need to be working, with theyr own small problem\ objectives .

simply giving it infinite resources would just make it extremly fustrating for us .
if i can make an example , in totalwar shogun2 , the AI spawned armyes for free if you lose vision of theyr city for 1 round . almost all mods that increased AI performance that came after it, removed the spawn of armyes. because it was just fustrating and brothersome .

GA is already quite annoying earlygame ( thus the use of the scaling difficulty) because theyr double production of alloys and naval capacity is quite significant early and you can't do nothing about it, because your economy can't afford to double your production of alloys and your naval capacity as soon as the game start.
 
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NexusImperium

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Just joined to chime in. I'm experiencing the same issue with the AI going into a state of collapse. Certain empires throughout the galaxy are experiencing the problem with low stability and breakaway/rebel systems - I assume as a result.

I conquered and vassalized one stable yet small empire who had a relative strength of superior (they were a nuisance). They immediately went into a state of collapse afterward (Aramathi Authority in the attached game). Another empire I vassalized (United Genoggian Alliance) also went into a state of collapse and had a system break away shortly after becoming a vassal.

I had played a prior game on 3.0 and suspected the AI was having difficulty managing their economy. Therefore in this current game I ramped up the number of habitable worlds to maximum to see if it made a difference. My AI neighbors presented a challenge initially (~2250) but by ~2280 I was able to overcome them economically and technologically and began conquest. This is commodore difficulty with scaling turned on. Base game - no DLC (I've stopped my plan to purchase DLC at the moment because the problem with the AI is ruining my experience).

Hope it helps!
 

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I conquered and vassalized one stable yet small empire who had a relative strength of superior (they were a nuisance). They immediately went into a state of collapse afterward (Aramathi Authority in the attached game). Another empire I vassalized (United Genoggian Alliance) also went into a state of collapse and had a system break away shortly after becoming a vassal.
Are you playing a difficulty that has AI bonuses? If you vassalize an empire, they will immediately lose all those bonuses, and since they built their economy around having the bonus, it throws them into a terrible state they can't recover.

Basically, vassalization is broken if you play on any difficulty beyond the base one.
 
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Just joined to chime in. I'm experiencing the same issue with the AI going into a state of collapse. Certain empires throughout the galaxy are experiencing the problem with low stability and breakaway/rebel systems - I assume as a result.

I conquered and vassalized one stable yet small empire who had a relative strength of superior (they were a nuisance). They immediately went into a state of collapse afterward (Aramathi Authority in the attached game). Another empire I vassalized (United Genoggian Alliance) also went into a state of collapse and had a system break away shortly after becoming a vassal.

I had played a prior game on 3.0 and suspected the AI was having difficulty managing their economy. Therefore in this current game I ramped up the number of habitable worlds to maximum to see if it made a difference. My AI neighbors presented a challenge initially (~2250) but by ~2280 I was able to overcome them economically and technologically and began conquest. This is commodore difficulty with scaling turned on. Base game - no DLC (I've stopped my plan to purchase DLC at the moment because the problem with the AI is ruining my experience).

Hope it helps!


even if the dev are keeping an eye on this discussion, i suggest you to make a bug report too with the save .
 
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It seems to me that the AI really needs to be allowed to build at least one holotheatre per planet. Amenities seems to be a recurring issue in a lot of stalled out empires, and holotheatres are the best way to get amenities right now.

I suspect that clerk jobs are also hurting the AI economy quite a bit. I've been finding myself turning off almost all my clerk jobs far more aggressively than I did in the past. The lower pop counts mean each pop has to be productive to keep up and clerks are just terrible right now.
 
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It seems to me that the AI really needs to be allowed to build at least one holotheatre per planet. Amenities seems to be a recurring issue in a lot of stalled out empires, and holotheatres are the best way to get amenities right now.

I suspect that clerk jobs are also hurting the AI economy quite a bit. I've been finding myself turning off almost all my clerk jobs far more aggressively than I did in the past. The lower pop counts mean each pop has to be productive to keep up and clerks are just terrible right now.
I don't know if if was in this thread or another, but the scripts ban AI from building holotheatres at all, which is kinda dumb honestly. I guess they were trying to prevent the AI from building them stupidly, but they are such an easy one-and-done-don't-worry-amenities-again building without even upgrading it past tier 1.

So I'm getting all my amenities handled by two pops, while the AI is stupidly trying to manage it with a dozen or so clerks.

Clerks are basically unemployed pops that the system won't auto-resettle for you. It's harmful to leave any clerk slot open. Of course, this is more of a balance issue than an AI is dumb one. I certainly don't blame the AI for not being programmed to turn off every clerk slot (like any human player should).

The game is full of trap decisions and the AI is programmed to use them. It seems like Stellaris would be much more fun to play if I was just really bad at it.
 
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Admittedly I only play on captain these days but it does feel noticeably worse.

Buffs to anomaly science rewards make it hard for me to get an accurate picture of how fast it falls off the cliff compared to previous patch though.
 
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AI or better the "Scripted code for playing stellaris" was always terrible worse.

You find that out easy in any game, where there is a SETTING where this code uses the same rules, as a human without buffs ... and after a short time, it is helpless !
The more complex a game is, the earlier that happens.

So happy to say, that STELLARIS is now a little bit more complex and for sure a better game, as the human player has to plan in advance , what he wants to do !
But because the "zergling" methode to play this game isn't working anymore , that code sucks terrible :)

Now the devs have to sit down and adapt it to every new possibility they offer human players ... or the code will be worse after every update !

I played before always with a mod , which reduced pop growth down to 20% THAT ALONE was enough that the code failed terrible , even nothing else was changed, because you had to play more strategical and think in advance, because you had to live a long time with your errors ...
so fewer resources , more thinking in advance ! That is now the problem for the "code" runned nations :)

Really hope the stellaris devs, will be able to handle that, but doubt it
 

Matt516

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Then as long as we do something within 6 months we'll be improving :cool:
(This is a joke)
Waiting for updates sucks, but we are literally in the game looking at the saves right now. Show a little bit of faith.
Just wanted to say thanks for engaging with this thread in such an active and constructive manner.

I'm one of those folks who is waiting to see how some of this stuff shakes out before jumping into another campaign post-patch. Don't want to start a campaign and have the pop growth mechanics completely change partway through or have AI rivals who can't do anything due to a bug that'll be discovered and patched in a few weeks, y'know.

Really looking forward to seeing what the next patch brings! Appreciate y'all taking the feedback seriously.
 
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Von Thoma

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So was now looking, if it is amenities , what causes the problem ... 5th planet NO IT ISN'T the AI Nations still sucks :)
I have even given one of my vassals more planets as I have, he is still a joke after 200 years LOL

I have around 400 000 fleetpower (playing with 2x tech, 0,25 planets, all AI with advanced starting, but at normal settings)
he has around 60 000 !!!!!!!!!!!!!!!!!!!!!! LOL

I even built 10 planets for him in perfect way, before I gave them to him ...


This is how a normal planets look from the AI , which I conquered ....
1619551295219.png

1619551787254.png
 
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Olterin

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Wow, precinct houses, commercial zones, AND luxury residences, it's an AI three in one.
In fairness, luxury housing isn't bad in this version - but using it like this very much is. Also, that's the upgraded crimefighting building, on a 48-pop planet with what seems like 0 crime. I don't even ... Was there a criminal megacorp or something? Otherwise this should've never been upgraded, probably not even built.

The less said about AI and clerks the better...
 
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guiskj

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In fairness, luxury housing isn't bad in this version - but using it like this very much is. Also, that's the upgraded crimefighting building, on a 48-pop planet with what seems like 0 crime. I don't even ... Was there a criminal megacorp or something? Otherwise this should've never been upgraded, probably not even built.

The less said about AI and clerks the better...
That upgraded building is the Hall of Justice. Maybe that AI is a huge DC fan...
 
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-Aequatore-

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Anti-crime building spam is a great representative of the AI's lack of understand of how its empire works:

It sees high crime it builds anti-crime buildings. As opposed to fixing the reason there is crime (i.e. its people are starving, lack consumer goods, etc.).

And of course if it happens to get lucky and fix the reason there was crime it will never remove the now useless anti-crime buildings...
 
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