I know schedules are tough. So I have compiled a list of priority fixes that we really want done. The post has been well received in Reddit so I am putting it here.
- Settling Status Quo in a Liberation War results in vassalising the newly created Empire.
- Expected behaviour: the newly created Empire should not be a Vassal, and it should not adopt all the Civics of the Imposing victor, such as Syncretic Evolution, Life-Seeded should neither be imposed or replaced as a result.
- Hope: If we get a similar Peace negotiation like in EU4, that'd be perfect.
- Expected behaviour: the newly created Empire should not be a Vassal, and it should not adopt all the Civics of the Imposing victor, such as Syncretic Evolution, Life-Seeded should neither be imposed or replaced as a result.
- Ministry of Culture gets removed immediately after building, and we need to buy from the Artisan Troupe again.
- Expected behaviour: Actually unknown. In some versions of 2.2.2, the Ministry of Culture can be built in every planet but its modifier is Empire-wide. So we are unsure if it is intended to be only built once, just like in 2.1 or in 2.2.2.
- Computer players prefer guarding trade routes instead of actually making moves in a war. Sometimes they don't even guard a trade route but sit right in the next star system staring at you. The button for Take Point almost doesn't work at all.
- Expected behaviour: It was not perfect in 2.1 but at least it was functional. Computer-controlled fleets actually moved around and do some damages.
- The option for signing up a Research Agreement is gone if they are your Federation member. So if you have it before forming the Federation, you will continue having it. But if you didn't, well, you won't.
- Expected behaviour: Either Federation should automatically include Research Agreements and Commercial Treaties; or restore the ability to sign it up again.
- Main species stops growing when a planet has more species.
- Expected behaviour: the chance for rolling which species to grow, except for the first Pop of a newly arrived species, should be proportional to both the existing number of Pops on that planet, and their habitability.
- Residents are not affected by Amenities.
- Expected behaviour: Either they simply have a hard-cut of -10 happiness or are unaffected by Amenities, not both.
- Starting ruler will disappear after being voted out for Democracies and Oligarchic Republics.
- Expected behaviour: Return them as Governors just like in 2.1?
- Income Mandates of Democracies can never be fulfilled.
- Expected behaviour: They should be removed entirely from the game, as if this has been fixed, a newly created Monthly Trade in the Market right before the election will be an obvious exploit.
- There is no option to disassemble individual Robot Pops, except by owning MegaCorp and selling them as slaves.
- Expected behaviour: Either remove the pay wall or give us back a way to dissemble individual Robot Pops.
- After outlawing Robotic Workers, existing Robots stick around and thus fulfilling both Materialist and Spiritualist Factions. We have to go out of our way to set Species rights to Undesirables in order to remove existing Robots, which no one would do.
- Expected behaviour: Return to the old behaviours of 2.1, where all Robots are automatically outlawed and purged.
- Newly conquered planets from a purge-only species, like from a Gestalt Consciousness, will be purged before any Pop could Migrate into the planet and thus will almost always abandon these planets, since -35% a month is a really quick speed to purge.
- Expected behaviour: Some leniency to not just destroy the colony when the first Pop is on its way migrating in? Not everyone can use Resettlement.
- Computer players turn on and off Discourage Planetary Growth, or Birth Control when the planet is under bombardment, and they also build City Districts... And they can also somehow recruit new Assault Army on that planet but only seldom do so.
- Expected behaviour: Perhaps come back to the old mechanism in 2.1 where you should simply not be able to do anything when under bombardment? Also, need to tell the computer to account for the loss of Housing due to Devastation, not because its planet needs a new City District.
- Buildings are sometimes sorted when a new Building is complete. But they are not sorted when being replaced. And if we somehow have a decreased number of Pops and thus getting a ruined building, the ruined building will be something just unfortunate enough to be sorted last, not necessarily the one we have built last.
- Expected behaviour: Either we never sort the buildings or we always sort them. And when a building is ruined, either pick the last built, not the last in line, or pick a random one just like in 2.1 when we ruin a building due to bombardment or armies fighting.
- Integrating a Subject does not use Influence
- Expected behaviour: How it worked in 2.1, -5 a month.
- Performance issues and stuttering
- Expected behaviour: Just don't do that. I know it has been addressed so many times but we still haven't seen a breakthrough in performance.
- Computer players don't colonise Habitats after building until very late.
- Expected behaviour: They should colonise at a sensible time, for example, a few months after finishing.
- The Crises are simply not functioning.
- Expected behaviour: Whatever Paradox has decided how they should function, they should actually put it into the code instead of just a TODO, and some drawn concepts on papers somewhere in their design documents.
- Synthetic Ascension requires the player to manually change AI Rights first, or the Founder Species may become Servitude.
- Expected behaviour: This is easy. Change it automatically.
- Psionic Ascension makes the Purifiers purge themselves.
- Expected behaviour: Purifiers should not purge themselves.
- Opinion: Psionic Ascension has been messing up Species Rights for ages. It is just a good time to go through a thorough review instead of just fixing.
- Related: Old bug from the time of 2.1, not sure if fixed, Psionic Assimilation makes the resultant Species Full Citizenship regardless if they were Residents or Slaves beforehand. Even if you had 9 Assimilated Residents, finishing converting the 10th will change the whole Species Right into Full Citizenship.
- Expected behaviour: Purifiers should not purge themselves.
- Sectors usually just have one single planet, and it bloats management.
- Expected behaviour: Each sector should be a bit more meaningful instead of just hold 1 planet.
- Potential solution: Let players move Sector Capital.
- Expected behaviour: Each sector should be a bit more meaningful instead of just hold 1 planet.
- Alloys can be exploited infinitely.
- Expected behaviour: Downgrade refunding should only be issued once. Do more security checks.
- Robots mess up Egalitarian agenda.
- Expected behaviour: Whatever agenda they are having, they should not count in the Robots and Synths.
- Computer players don't repair ruined buildings.
- Expected behaviour: They should.
- Synthetics are not relevant to the game. Quoting a comment "there is no reason to research synths right now. They have no bonus over normal AI, and you can fulfill 90% of jobs with droids leaving your bio pops as researchers and and rulers. This is many times more efficient than actually having synths, since cyborg pops alleviate most habitability concerns while droids and robots have low upkeep anyway. Full synthetic evolution right now only gives you immortal leaders while wrecking your economy in most cases. Never worth it."
- Expected behaviour: Review it.
- Enemies can sometimes close border to you while still having a truce.
- Expected behaviour: Don't.
- Inward Perfectionists and Federation members should not demand signing Non-Aggression Pacts, when it is not fulfillable.
- Expected behaviour: There should be a check for agenda that each demand should be fulfillable.
- [Newly discovered] When we are researching a Special Project, in some occasions, the game may require us to use Science Points to build anything, for example wanting 22 Society Research to build a City District, or 13 Physics to build a Mining Station. But since we don't store Science Points so it says we lack these points. Only reliable fix is to quit to Main Menu, to reload the save, and to wait a day.
- Expected behaviour: A working state like in 2.1. Seriously, why would something so seemingly unrelated would get broken in 2.2 at all?
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