In the past, having a megathread to put all the bugs and issues in one spot for the devs to have as a reference was very useful for feedback, and highlighting some fundamentally broken mechanics that need a pass. There is also a thread on the sub reddit that will be referenced here:
*edit* of course, first place for a bug is to report it bug reports forum before talking about it in the main forum!
https://www.reddit.com/r/Stellaris/comments/mriuin
I want to start it up here because I'm noticing that there is a big volume of individual threads that are going to make it hard for the dev team the work through to collect quality data and feedback, and I had trouble writing a specific bug report for a number of things I experienced in my first completed game.
We need some ground rules for the thread to be useful, so please just write the issue down in a succinct, direct way. No rants, and insults about how much you hate the direction of the patch/devs, and please don't fight lol. Also, because it is WAD, debate on the new pop mechanics should probably be confined to: https://forum.paradoxplaza.com/foru...terrible-in-3-0.1467423/page-18#post-27446305 but if you have a good bit of direct feedback on balancing that relates to the new pop growth mechanic and how it interacts with say, the Rogue Servitor civic then add it in, because it does seem like there is some wonky balancing issues for some civics.
... I'll start with my feedback after completing my first game:
1. [bug] Galactic Imperial fleet: I had three separate imperial fleets merge into one mega fleet that went far beyond the command limits, just like how in the past AI federation fleets would become one giant blob. Not sure exactly what triggered this, but it was after using all three fleets together in a small war, and I noticed after it was done, sending all three back to their home starbase resulted in them combining into one mega stack at some point. Note, all three shared the same home base.
2. [bug] AI empire that takes L cluster for themselves won't terraform nanite planets to colonise.
3. [possible oversight] Planetary decision for interdimensional research seems redundant now that the crisis events can be pre-set to a specific crisis or set to random, rather than being influenced but what is happening in the galaxy. I could be wrong on this if I read the patch notes wrong, however.
4. [unconfirmed needs testing] Considering that most of the galaxy resisted the vote, and I had to do a bit of manoeuvring, not having AI empires assigning envoys to undermine the galactic imperium and instigate rebellion under my control felt a bit odd. This could have been down to my specific game, and keen to hear if others have had a difference experience.
5. [AI balance] AI weighting for defence platforms seems too high, and seems to undermine their ability to produce bigger navies. Fleets should be the preference, platforms only at chokepoints. There's also been a thread that reported the AI doesn't build citadels for their shipyards, limiting ability to produce the bigger ships like colossi and juggernauts.
6. [AI balance, needs further testing] AI empires appeared to really struggle with how pop growth interacts with their economy late early/mid game resulting in 'pathetic' empires littering the galaxy on Captain at these crucial points in the game. I haven't played for a while, so was expecting a tougher go to keep up, but I didn't have too much trouble exceeding everyone else and I'm far from a min-maxer and prefer to role play. First game back in about a year was too easy on Captain. Was still able to handily produce an empire with 1000+ pop by 2550 (game end date), and 3x + the score of the next AI.
*edit* of course, first place for a bug is to report it bug reports forum before talking about it in the main forum!
https://www.reddit.com/r/Stellaris/comments/mriuin
I want to start it up here because I'm noticing that there is a big volume of individual threads that are going to make it hard for the dev team the work through to collect quality data and feedback, and I had trouble writing a specific bug report for a number of things I experienced in my first completed game.
We need some ground rules for the thread to be useful, so please just write the issue down in a succinct, direct way. No rants, and insults about how much you hate the direction of the patch/devs, and please don't fight lol. Also, because it is WAD, debate on the new pop mechanics should probably be confined to: https://forum.paradoxplaza.com/foru...terrible-in-3-0.1467423/page-18#post-27446305 but if you have a good bit of direct feedback on balancing that relates to the new pop growth mechanic and how it interacts with say, the Rogue Servitor civic then add it in, because it does seem like there is some wonky balancing issues for some civics.
... I'll start with my feedback after completing my first game:
1. [bug] Galactic Imperial fleet: I had three separate imperial fleets merge into one mega fleet that went far beyond the command limits, just like how in the past AI federation fleets would become one giant blob. Not sure exactly what triggered this, but it was after using all three fleets together in a small war, and I noticed after it was done, sending all three back to their home starbase resulted in them combining into one mega stack at some point. Note, all three shared the same home base.
2. [bug] AI empire that takes L cluster for themselves won't terraform nanite planets to colonise.
3. [possible oversight] Planetary decision for interdimensional research seems redundant now that the crisis events can be pre-set to a specific crisis or set to random, rather than being influenced but what is happening in the galaxy. I could be wrong on this if I read the patch notes wrong, however.
4. [unconfirmed needs testing] Considering that most of the galaxy resisted the vote, and I had to do a bit of manoeuvring, not having AI empires assigning envoys to undermine the galactic imperium and instigate rebellion under my control felt a bit odd. This could have been down to my specific game, and keen to hear if others have had a difference experience.
5. [AI balance] AI weighting for defence platforms seems too high, and seems to undermine their ability to produce bigger navies. Fleets should be the preference, platforms only at chokepoints. There's also been a thread that reported the AI doesn't build citadels for their shipyards, limiting ability to produce the bigger ships like colossi and juggernauts.
6. [AI balance, needs further testing] AI empires appeared to really struggle with how pop growth interacts with their economy late early/mid game resulting in 'pathetic' empires littering the galaxy on Captain at these crucial points in the game. I haven't played for a while, so was expecting a tougher go to keep up, but I didn't have too much trouble exceeding everyone else and I'm far from a min-maxer and prefer to role play. First game back in about a year was too easy on Captain. Was still able to handily produce an empire with 1000+ pop by 2550 (game end date), and 3x + the score of the next AI.
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