The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
* Brought the way pops ethics chances are displayed and the way they are calculated when chosen in sync.
* Ensure modifiers were properly calculated before calculating Ethics attraction when creating original pops in empires.
The Galactic Community will occasionally send strongly worded letters to empires that are in Breach of Galactic Law, giving them an opportunity to make all adjustments necessary with a single bureaucratic stroke.
Praise be! A new set of resolutions have been added to the Galactic Community that uphold the Divinity of Life. We expect the righteous empires of the Community to support this cause.
Added Expanded Breeding Program edict, that is unlocked by the Gene Crops tech
Encourage Planetary Growth decision has been removed from the game
Greater than Ourselves now moves pops more regularly and more often.
Gestalt Crystal Mining, Gas Extracting, and Mote Harvesting drones are now classified as miners like their non-gestalt counterparts. (This does not alter drones working in synthetic special resource production jobs).
Increased the height of the portrait window in the planet view for the governor so that it does not get cut off.
Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.
AI will always use the best available template when modifying a species (to avoid creating hundreds of species with just a few pops each).
Added a galaxy generation option to completely disable Xeno Compatibility.
Prosperous Unification will now give exactly 4 extra start pops in exactly every case.
Factions now need at least 5 pops to have their ethos before they can be spawned.
Any update/fix on the bug with reinforcing fleets? Checked the notes and tried searching for key words but didn't see anything.
Right now this has got to be one of my personal biggest aggravations with the game, having to constantly move ships to a new fleet or reload a save to fix the issue.
Bug is getting shipyards showing ghosted ships in build and fleets thinking they're empty/full.
Yeah I have been transferring ships to new fleets, then deleting the old fleet but it's such a huge pain, especially if you're in a multiplayer war and you've not lost use of reinforce fleet until you can go and fiddle with it all.To be fair, I've had similar issues to that for ages. I usually just split the fleet up, leaving 1 ship in the old fleet name, merge the rest into a new fleet and then disband the old single remaining ship, creating a corvette for the purpose if need be.
Yeah, nowhere near ideal, but its a quick (ish) work around. The bug is linked with the individual fleet, hence leaving 1 ship in it to then disband it.
I think its something to do with the shipyards changing (i.e. new ones being built or existing ones being removed from stations) whilst you're reinforcing the fleet, it's a weird one, that's for sure.
The reason for habitat spam is due to the starbase upgrade bug - the AI can't figure out how to upgrade their starbases, ends up with no naval capacity, and then has nothing to spend their alloys on other than habitats.It's not possible to limit somewhat the AI habitat spawn with the new patch? With my computer late game always lags and war it not even fun when the AI has like five habitats for system.
It will be a lot less annoying when the AI doesn't spam dozens of subspecies types, which looks to be fixed.Giving the option to disable xeno compability is okayish, but fixing the underlying issue of a annoying to read and navigate species overview would have been better.