- Status Quo for a Liberation War makes the newly created country a Vassal of the War Leader.
- Any Habitable Planet with any of the following Modifiers will have their planetary features wiped and replaced by a non-minable orbital deposit.
- Ultra Rich
- Mineral Rich
- Asteroid Impacts
- Hazardous Weather
- Strong Magnetic Field
- Buildings of Fallen Empires do not provide jobs for regular countries even after being conquered. They provide jobs for a special Stratum instead of regular Ruler, Specialist and Worker.
- After occupying a Primitive World, it stays that way without switching ownership to the conquerer.
- Special buildings from a Hive or Machine country do not interconvert to regular buildings, and therefore worlds taken from or to these countries will not have the correct Capital Building to function as a regular colony for the new owner.
- There is no way to disassemble Robotic Workers at all. Either purge them, or buy the DLC and sell them as slaves.
- Crises don't purge the last Pop of a planet (this you know).
- Precursor homeworlds no longer give the 10/10/10 Science points. They now have a Country Modifier on that planet, but owning their home system does not apply that modifier onto your country. So the Modifiers have no effect other than just a decoration.
- Rogue Servitors are crippled as now, one single unhappy Bio-Trophy, such as in the case of newly colonising a new world, can bring down Stability to 20% and thus having -30% Resource Production. When AI plays the game, their capital will usually only have 1 single Sanctuary, and therefore 7 unemployed Bio-Trophies make them suffer a great penalty, crippling them.
- Constant stuttering throughout the whole game.
- Migration choices don't make sense. Some Pops just randomly go to a Tomb World even they can't live there. And also minority species should not outgrow a founding species just within 30 years, growing from just 1 Pop into 25% of entire population, and therefore pausing the growth of the founding species.
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