problems that 3.0 didnt fixed

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.144
3.239
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Localizations.
Some localizations looks like not finished mods of one who used google translator... Its a shame for such company... Especially that i have shown You exact words and places where bugs appeared (in my native localizations, but i read bug forum sometimes and i know there are more than this one issue) and wrote how to change it so You dont even need to have any translator.

Invincible fleet bug.
Its annoying when 500 power fleet destroyed 50k power fleet just because the second one did not opened fire for some reason....

Pre-sapients not showing in species list (even tho popup of them being able to be uplifted is showing)... How old that is?

Weird land distribution while in total war with allies... Why conquered systems cant go to one whos borders are closesed (Wormholes and gates not included)? Its annoying to have points of other empire in a middle of mine just because they were first to destroy starbase.

Useless vasals.
Its not a problem while playing normally. But Feudal society civic is usless because of this.

Shroud RNG
Why the ....?

Federations cannot merge

This are main reasons i havnt buy nemesis yet.
 
Last edited:
  • 4
  • 3
  • 1Like
  • 1Love
Reactions:

MasterOfGrey

Lt. General
97 Badges
Jun 16, 2011
1.261
755
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Majesty 2 Collection
  • Age of Wonders III
  • Crusader Kings II: Reapers Due
  • Stellaris: Megacorp
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • PDXCON 2017 Standard Ticket holder
  • Age of Wonders: Planetfall
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Dharma
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • PDXCON 2018 "The Emperor"
  • Europa Universalis IV: Rule Britannia
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Age of Wonders: Planetfall Season pass
  • Victoria 3 Sign Up
  • PDXCon 2019 "King"
  • Europa Universalis IV: Golden Century
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall Sign Up
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Age of Wonders: Planetfall Premium edition
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Age of Wonders: Planetfall Deluxe edition
Also, Necrophages still don't produce vassals with the Necrophage origin if they break of vassals of their primary species.
 
  • 1
Reactions:

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
That's all? I could go on for days. Here's some of the big ones, though:
  1. Habitat spam is ideal even with tons of planets.
  2. AI is terrible at fighting crises, mostly because it's seemingly unable to not split its fleets into tiny pieces that don't do any good (hilarious to become fed president and actually tell the fleets to merge and find that there are two that can each single-handedly kick the Unbidden's ass after it's been rampaging uncontrolled).
  3. The AI is way too stubborn about accepting defeat in war because of poor weighting of the factors that go into war goal acceptance.
  4. Fleet manager gets spammed with 0-ship fleets.
  5. Clerks and maintenance drones are awful jobs to have, so you need to manually disable most of them. The job priority is also messed up for the latter, which you actually need (no entertainers among robots), and thus you end up with having to do even more stupid things to micromanage them.
  6. Fleet battles in general are just giant balls of death going at it ad nauseum.
  7. Strategic resources are basically never things to actually fight over, because they're too common as deposits and it's easy to produce them on random garbage habitats.
 
  • 4
  • 2Like
Reactions:

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.144
3.239
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
You are complaining about AI, which is completly separated thing. But i agree AI have to be better, tho i see that on 3.0 they are a little better, do something changed, also:
Clerks and maintenance drones are awful jobs to have, so you need to manually disable most of them. The job priority is also messed up for the latter, which you actually need (no entertainers among robots), and thus you end up with having to do even more stupid things to micromanage them.
I cant see a problem here, perhaps its more subjective than an issue.
 
Last edited:

Ixal

Banned
77 Badges
Apr 5, 2008
2.730
4.605
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife
  • BATTLETECH - Backer
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Distant Stars
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Art of War
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • King Arthur II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
Might be a subjective experience but I have never encountered the invincible fleet bug (or one fleet does not enter combat bug, however you want to call it) as I have now.
 

Foxosaur

Major
20 Badges
Aug 3, 2020
576
659
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines
  • Europa Universalis IV
  1. AI is terrible at fighting crises, mostly because it's seemingly unable to not split its fleets into tiny pieces that don't do any good (hilarious to become fed president and actually tell the fleets to merge and find that there are two that can each single-handedly kick the Unbidden's ass after it's been rampaging uncontrolled).

I wanted to understand if that had been improved but apparently not then? How do Alliances/Feds of AI deal with an imperium state - are they any better in wars? Its a major stumbling block for me to buying Nemesis - as in single player games I like to work with the AI to defeat stronger empires/crisis/federations.
 

MrMess85

First Lieutenant
90 Badges
Feb 2, 2010
230
265
  • Crusader Kings II
  • Sword of the Stars II
  • Heir to the Throne
  • For The Glory
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Conclave
  • Victoria 2
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Campus
  • Stellaris: Federations
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • 500k Club
  • Stellaris: Ancient Relics
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall
  • Europa Universalis III Complete
  • Stellaris: Lithoids
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars
The invincible fleet bug has always been in the game. Unsure what that continues to exist - but not seen it so far in 3.0.

Federations not merging is just a small problem around diplomacy. Game would value having some EU4 diplomacy mechanics. Diplomacy feels very static.

War is just sad. Nations just try to obliterate each other and the weakest then gets gobbled up by another. This most ruins xenophobic, hive devourers etc. They don't know what to cut their loses or wins.
 

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
You are complaining about AI, which is completly separated thing. But i agree AI have to be better, tho i see that on 3.0 they are a little better, do something changed, also:

I cant see a problem here, perhaps its more subjective than an issue.
The AI is most certainly not separate, it's due largely to buggy code (bad priority logic especially; see info on Glavius' AI mod), not intentional dev choices (like not implementing something like Starnet AI which actually makes the AI more complex).

There is nothing subjective about clerks being bad, they aren't "bad" because of flavor reasons or whatever, but because they literally produce energy currently at half the efficiency of technicians, and there are less possible ways to improve their output; most other jobs are on par with or better than technicians in terms of conversion to energy at standard market rates as well.
They are of course preferable to pops being unemployed and with nowhere to go, but the bug involved with them is that the job assignment logic will prioritize them over those technician jobs and other good jobs, even when amenities aren't low.
 
  • 2Like
  • 1
Reactions:

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.144
3.239
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
The AI is most certainly not separate, it's due largely to buggy code (bad priority logic especially; see info on Glavius' AI mod), not intentional dev choices (like not implementing something like Starnet AI which actually makes the AI more complex).

There is nothing subjective about clerks being bad, they aren't "bad" because of flavor reasons or whatever, but because they literally produce energy currently at half the efficiency of technicians, and there are less possible ways to improve their output; most other jobs are on par with or better than technicians in terms of conversion to energy at standard market rates as well.
They are of course preferable to pops being unemployed and with nowhere to go, but the bug involved with them is that the job assignment logic will prioritize them over those technician jobs and other good jobs, even when amenities aren't low.
I was talking about AI being whole subject on its own. I was posting smaller issues.

And clerks may be usless for You, or empire that is going utopian abundance, because they have more usage from unemployed pops.
But for Antoine else clerks are much more productive than unemployed pops, and their existans is to not create uneployement events. So either build less city districts, or invest on commercial zones, or deal with unemployment.
Also, clerks produce amenities, not all empires have too much amenities, and use clerks to stabilize planets.
Also trade builds that highly increase trade valu, especially with gc resolutions, and trade federation. Their clerks produce lot of trade value, take that every pop produce some value, and clerks produce both passive trade, and job trade.
So no, they are not usless. But they may be for certain builds od playstyles.

Unity and spiritualists are still useless.
They are, but less with 3.0. now robots increase req amount od growth to make new pop, so spiritualist empire without robots can keep up. This is why i havnt includ it in this list.
 
  • 1Like
Reactions:

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.441
38.787
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
The invincible fleet bug has always been in the game. Unsure what that continues to exist
Because they haven't been able to reliably reproduce it. If i remember rightly, it's one of those glitchy edge cases that goes away when you reload the save.
 
  • 4
  • 2Like
Reactions:

Nebbie Zebbie

Captain
21 Badges
Nov 16, 2020
476
1.369
  • Stellaris - Path to Destruction bundle
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Cities in Motion 2
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines
  • Sword of the Stars II
  • Sword of the Stars
  • Magicka
  • Crusader Kings II
...

And clerks may be usless for You, or empire that is going utopian abundance, because they have more usage from unemployed pops.
But for Antoine else clerks are much more productive than unemployed pops, and their existans is to not create uneployement events. So either build less city districts, or invest on commercial zones, or deal with unemployment.
Also, clerks produce amenities, not all empires have too much amenities, and use clerks to stabilize planets.
Also trade builds that highly increase trade valu, especially with gc resolutions, and trade federation. Their clerks produce lot of trade value, take that every pop produce some value, and clerks produce both passive trade, and job trade.
So no, they are not usless. But they may be for certain builds od playstyles.

...
You are completely misunderstanding the issue. The game logic has rules on how to assign jobs based on what jobs are available, and it is choosing clerks over jobs that provide more resources in a wide variety of situations, nothing to do with build or playstyle or exact empire configuration. This is a literal bug, not preferences.
Also, on Machine Empires in particular, Nexus Districts are required to unlock building slots, making an excess of maintenance drone jobs unavoidable.
 
  • 2Like
Reactions:

Alfray Stryke

Stellaris Game Designer
Paradox Staff
QA
136 Badges
Feb 21, 2014
2.699
13.192
  • PDXCON 2017 Gold Ticket holder
  • Hearts of Iron IV: No Step Back
  • PDXCON 2018 "The Emperor"
  • PDXCon 2019 "Emperor"
Hey folks.

Firstly, great initiative on putting this thread together. Feedback like this is really appreciated! I'll be keeping an eye on the discussions here and passing on feedback to the rest of the team, but I'll also start with addressing some of the issues raised.

Localizations.
Some localizations looks like not finished mods of one who used google translator... Its a shame for such company... Especially that i have shown You exact words and places where bugs appeared (in my native localizations, but i read bug forum sometimes and i know there are more than this one issue) and wrote how to change it so You dont even need to have any translator.
If you come across things like this please file a bug report.
Invincible fleet bug.
Its annoying when 500 power fleet destroyed 50k power fleet just because the second one did not opened fire for some reason....

Because they haven't been able to reliably reproduce it. If i remember rightly, it's one of those glitchy edge cases that goes away when you reload the save.
Yup, as mentioned this is one of those awfully sneaky issues that can disappear if you load a save in which it is occurring. If anyone has a save where the issue can be reproduced, we'd be grateful!

Pre-sapients not showing in species list (even tho popup of them being able to be uplifted is showing)... How old that is?

Necrophages still don't produce vassals with the Necrophage origin if they break of vassals of their primary species.

Fleet manager gets spammed with 0-ship fleets.
All of these should be logged on the bug report forums please :)

Otherwise anything that I haven't directly commented on is, AFAIK, an intended design, but (constructive) feedback on these sorts of things is invaluable.
 
  • 6
  • 1Like
Reactions:

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.144
3.239
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
You are completely misunderstanding the issue. The game logic has rules on how to assign jobs based on what jobs are available, and it is choosing clerks over jobs that provide more resources in a wide variety of situations, nothing to do with build or playstyle or exact empire configuration. This is a literal bug, not preferences.
Also, on Machine Empires in particular, Nexus Districts are required to unlock building slots, making an excess of maintenance drone jobs unavoidable.
I have never seen a clerk being assign before any other job (unless planet was lacking amenities), so maybe there is my missunderstanding... But if so, then its a bug that i havnt encountered
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.144
3.239
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Hey folks.

Firstly, great initiative on putting this thread together. Feedback like this is really appreciated! I'll be keeping an eye on the discussions here and passing on feedback to the rest of the team, but I'll also start with addressing some of the issues raised.


If you come across things like this please file a bug report.



Yup, as mentioned this is one of those awfully sneaky issues that can disappear if you load a save in which it is occurring. If anyone has a save where the issue can be reproduced, we'd be grateful!






All of these should be logged on the bug report forums please :)

Otherwise anything that I haven't directly commented on is, AFAIK, an intended design, but (constructive) feedback on these sorts of things is invaluable.
Bugs i wrote in oppening post ARE reporter, and some for a long time now. They are still not fixed, not even adressed, this is a reason why i started this post
 
  • 4
  • 1Like
  • 1Haha
Reactions:

SirGardakan

Private
28 Badges
Feb 24, 2018
12
13
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • Magicka
  • Stellaris: Synthetic Dawn
  • Cities: Skylines Deluxe Edition
I can confirm the problem with passive fleet.
I had the bug yesterday on 3.0.2 (with a game launch in 3.0.1)

Did they resolve the problem with ground army disappear when you have too much troops?

And for the problem of traduction. In french "the Unbidden" in "spontanés"(the spontaneous... yeaaa google trad.)
Make them the"les éthéré " (ethereal)
 

Gali77

Sergeant
82 Badges
Mar 24, 2009
72
191
  • Victoria 2: Heart of Darkness
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Crusader Kings II: Conclave
  • Age of Wonders: Planetfall Premium edition
  • Victoria 2
  • Age of Wonders III
  • Warlock: Master of the Arcane
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Age of Wonders: Planetfall Deluxe edition
  • Europa Universalis IV: Cossacks
  • Stellaris: Nemesis
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Shadowrun: Hong Kong
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: No Step Back
  • Stellaris: Lithoids
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis 4: Emperor
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Age of Wonders: Planetfall
  • Crusader Kings II: Holy Fury
  • Shadowrun Returns
  • Europa Universalis III Complete
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis III Complete
  • Age of Wonders: Planetfall Season pass
I continually have clerks while having open jobs in multiple other fields. maybe that is due to promotions but its is just a symptom of the horrible job selection system. I would love to genetic engineer but there is no point as jobs are randomly assigned. I tried to run a syncretic evolution game but stopped because it kept growing the wrong pops leading to increased micro was so annoying and I am no min maxer.

Alsop can I day that spiritualist lost its primary weakness, lost growth due to robot spam, and STILL placed as a part of the weakest ethic choice in this patch. What a joke buff it already
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.144
3.239
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
I continually have clerks while having open jobs in multiple other fields. maybe that is due to promotions but its is just a symptom of the horrible job selection system. I would love to genetic engineer but there is no point as jobs are randomly assigned. I tried to run a syncretic evolution game but stopped because it kept growing the wrong pops leading to increased micro was so annoying and I am no min maxer.

Alsop can I day that spiritualist lost its primary weakness, lost growth due to robot spam, and STILL placed as a part of the weakest ethic choice in this patch. What a joke buff it already
I have to say that IM SURE, because i have checked it, my clerks are not assigned before ANY other job unless planet have no amenities
1619093794431.png

I have disabled mortal initiates because they have extremally high weight, other on that, as you can see, pops have filled only 3 clerk jobs to produce few amenities, if i would do this manually, i would assign more of them to get 20% hapines bonus, but for now i need more minerals.
If your pops behave other way - you should report it as a bug.
1619093953721.png

This is how it looks after restoring closed jobs.
 
Last edited:
  • 2
Reactions: