Noticed a bug where if you are using Human names and go The Flesh is Weak route, then your species' name list will change to another Humanoid set and you'll have your Humans from earth take names such as Sejess or Tak no Dir or something like that
PDX have noted recently that megathreads, even with all the repetitive driveby line noise, are reasonably efficient for them to read precisely because everything is going into the same thread so they don't have to go looking for it.With this thread getting longer I assume devs won't read everything
Well I think people have wrong assumptions, housing creates capacity the amount is just a number. The idea that housing should be filled is a fallacy.Devs, please study this entire post, especially the in-depth writeups in the spoiler buttons. It's extremely informative and enlightening. With this thread getting longer I assume devs won't read everything, especially since a lot of the feedback is rather throwaway and uninformed. So let's help curate the thread by highlighting the best and most well-researched feedback. And this is it.
3.0 Dick changed a lot, if you approach it with a flexibility and adapt using game mechanics the strategic challenges are FAR MORE interesting, than the ultra-wide landgrab & spam pops crude strategy of 2.6, 2.7 & 2.8 with bureaucrats. Now you ideally think ahead about spinning off regions to be basic producers not tech leaders.
Instead of spending most of the game paused, micro-managing a heap of colonies, now I can manage stuff in real time, a run can take days instead of weeks, it's FAR MORE fun, if you know the game mechanics.
Well, firstly it's not mandatory .. secondly most hated excessive colony management chores to fix messes at the start of sessions .. thirdly, the AI sectors can be very good tax payers when you set them up to succeed as a vassal .. fourthly, honestly people had their limit, some You Tubers say 20 colonies is enough (so actually you play worse than auto-management without pausing the game).This reminds me of the discussion of the mandatory sectors all the way back in Stellaris 1.0. Plenty of people back then also argued how giving up some control is much better, how it's more interesting to have to plan for subdivisions and only focus on a small core.
The problem is that players didn't like it then, and they don't like it now. By and large, people don't want arbitrary punishments that force them to do stuff they otherwise wouldn't do (because they like the micromanagement, or because the AI is so poor, or because they want to RP as the all consuming swarm). The new mechanics aren't unpopular because the game got much harder, they're unpopular because they give the players zero control, instead simply stopping them in their tracks when the game decides they're "big enough".
This is never popular. It wasn't popular with sectors, it wasn't popular with sprawl and it isn't popular now.
Well, firstly it's not mandatory
secondly most hated excessive colony management chores to fix messes at the start of sessions .. thirdly, the AI sectors can be very good tax payers when you set them up to succeed as a vassal .. fourthly, honestly people had their limit, some You Tubers say 20 colonies is enough (so actually you play worse than auto-management without pausing the game).
Game and software design require you to plan for some limits, otherwise your hardware requirements become ridiculously expensive and limit your market, less obviously to non-software engineers are the scaling difficulties present in software. They need to make a mature trade off; no one likes limited fleet sizes and naval capacity .. but without costs to build and limits, the game would crawl.
The new mechanics are popular with a lot of people who can play a whole run in days instead of weeks, but they aren't the ones who are massing to vent on forums.
How many people are really playing 2.8.1 rather than 3.0.2 or 3.0.3beta?
The game DOES give you control, if you use the mechanics, but there's a lot of ppl who want to follow their recipe to success rather than adapt. Now, I reached 990 pops, there was no punishment, it simply meant I was living with slow pop growth, I welcomed refugees regularly and freed slaves to mitigate it.
There's nothing unusual about people disliking novelties. The real problem is that the changes favour production focused military play styles, favoured by prominent multi-player YouTubers who min-max for production and the diplo with AI is not a factor in their games.
The new mechanics are popular with a lot of people who can play a whole run in days instead of weeks, but they aren't the ones who are massing to vent on forums.
How many people are really playing 2.8.1 rather than 3.0.2 or 3.0.3beta?
In one of my runs I resorted to simply renaming the planets to help track this.Something I found myself really missing while playing 3.0.3: some way to tell approximately how full my planets are. Am I done with this planet? Is this a planet I'm trying to optimise for growth? Is this planet one I've recently colonised that I'm waiting to develop a bit more?
Nobody cares.- it is not necessary to have the complete planets of people to win the game
Yeah, pretty much. By applying the pop growth reduction at the empire level, the devs did themselves a disservice. One cannot know while developing if the galaxy will contain 4 empires or 40. The total galaxy population is now controlled more by how many empires the player(s) start with than pretty much any other parameter. How many pops end up inside a single empire can strongly depend on how many are taken from others -- either through raiding, conquest, or if one owns the correct DLC, buying from the slave market. And as the pop count of other empires is reduced, their growth is bolstered in a non-zero-sum way - leading to even more pops in the galaxy.I dont know if anyone agrees but I dont think the problem was ever the old pop growth system. I think the problem was the carrying capacity of the galaxy which it doesnt feel like this patch changed very much.
It is no longer necessary to say "Oh my planet is complete", you can have 7 incomplete (or less) planets and win the game, I think that is what matters. If you have the jobs well distributed according to your character, you can maintain an economic balance at the end of the game that is quite acceptable, if your planets attack your economy will not go to hell at once. Personally, I do not notice the increase or decrease in performance but I know that what I can continue to improve is to make less Pops and more planetary productivity performance.Nobody cares.
People want to be able to look at a planet and say "yes, this planet is complete" without the game permanently lighting up a warning indicator to say "hey buddy you need to finish this planet".