- Dec 26, 2017
I thought there was a growth rework for this patch. So that it would no longer be by per planet basis.
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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.
Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.
It's nice you guys are taking another look at space creatures. However, I can't help but feel like you guys need to turn up the conflict they cause versus normal empires. This is important because right now the game encourages players to essentially skip military spending during the exploratory/expansion part of the game and tech-rush instead.
For example, why do mining drones now only spread into unclaimed systems? As long as you are hostile to them, they should be perfectly willing to jump into an empire's space and take it for their own. Aomebas are the same way. They patrol around, but as soon as you put up a station, they stop going to that system.
Finally there is the issue of Leviathans, which sadly didn't seem to get any attention this patch. They just seem way too static which I think ruins them to an extent. They're supposed to be this big bad early/mid game challenge for the player. However because they mostly just sit in one system the player just ignores them until they have an overwhelming fleet strength. Then they blow them away without any trouble. It would be nice if the mobile ones would actually patrol around to different systems rather than just holing up and waiting to die. It would make them a much greater menace in the galaxy and force empires to want to deal with them ASAP.
Basically what I'm saying is do more to encourage the player to build up an early game fleet and deal with these space creatures. Don't encourage them to sit back until they have overwhelming fleet strength because it's bad for the game and makes those threats feel inconsequential.
Good riddance.* Encourage Planetary Growth decision has been removed from the game
Booo... I want my rationing!* Food Policies removed from game, and Nutritional Plenitude has been changed into an Edict, now unlocked by the Gene Crops tech
Aww...* Nerfed the randiness induced by event-spawned mushroom spores so that the planet no longer turns into a pop factory.
You mean it will die a lot better now?* Added some help for the AI to not die as badly when Doomsday happens.
As in it's disabled or still an option, which will spawn hostile fleets/armies? Because, former is just a lazy band-aid.* Wenkwort Artem is no longer a viable candidate for the Ecumenopolis project if you accept custodianship of its (unpaved) paradise.
Lame.* Hive Minds will now treat hive-minded pops that aren't of their species as full members of the hive, meaning that they must be given full citizenship and can no longer be enslaved or purged.
Finally! It's only been a year or so* Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.
Good, now alter plans based on difficuilty levels: unlike resources, AI won't be able to breed pops faster, keeping itself back because of it* Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.
But still not ringworld pops, huh?* Enclave and Marauder species now have habitat habitability preferences.
Better yet: make them properly-modable - especially, since gestalts can't get rid of them.* Rudimentary Robots are now spawned only when the planet finishes colonisation, solving a number of UI and gameplay issues caused by having pops on the planet during the colonisation process.
Does that mean that defeating vanguard no longer prematurely ends crisis?* You will no longer get rewarded for defeating the Prethoryn if you merely crush the vanguard but the main force is yet to arrive.
You know, making related resolutions wording clearer would help a lot. Currently, you have no idea that by denouncing a single AE, you add focus to fight for opposing AE, instead of against denounced AE, thus making neutrals and League in breach of Law.* Galactic Focuses relating to the War in Heaven will now all only last for as long as the War in Heaven lasts
Now fix the stupidity of habitable planets-only spawns and it'll be great.* Fixed various irregularities that could happen if you started the Zroni precursor chain later in the game: The arc sites are now spawned closer, in systems that you are more likely to be able to access, and definitely not next to a fallen empire.
Including gestalts? Finally. Now add those rights to founder species themselves.* Variants of a country's founder species should now be allowed to have different rights.
Great, but does this mean that we'll still have to micromanage fleets in order for them to be in orbit around starbase, or not?* Ships start in orbit around the starbase (for real, this time).
Only one? Last I checked, it was a three-sided thing.* The Galactic Focus to resolve the War in Heaven is now resolved if one of the combatants defeats the other.
Good, but what about all the other shipyards? Currently, all of them have to be deleted, since replacing does nothing (except wasted alloys and time).* It is now possible to remove the last shipyard from star bases.
Aww...* The Enigmatic Fortress will no longer spawn on choke points.
But Prikki-Ti shouldn't do it by design? There's a communication for purifiers along the lines of "I see that you made tech to understand xenos. We didn't.", after all.* Fixed Prikki Ti, Nomads, Machine Uprisings and Awoken Robots sometimes not establishing communications.
But they are all edible? For a while now?* Adding some invasion weight to non edible pops for swarm AI so it just do not ignore planets with just robots.
What, no more one-person elections aster ascension?* The pool of candidates for oligarchic elections is selected correctly.
Ah, nice one - I'll give that a try next time.You don't need to do this. Go onto the fleet in question, click transfer ships, click transfer all so they all move to a new fleet. Now go to the fleet manager and you will see the old "bugged" fleet is there with zero ships and you can disband it from there.
To be fair, I'd rather they fix the 'upgrades complete' spam when you're upgrading all the defence platforms at starbases. If you have a full upgraded Citadel with the Strategic resource mega structure, you've got about 30 announcements to dismiss!what about fixing little annoying bug like this: https://forum.paradoxplaza.com/foru...n-complete-for-shipyards-and-planets.1358038/ ?
can't be that hard to fix
[IMAGE SHOWING NECRONS]
The ascended because they were weak
They were militarists long before their ascention... then again, every faction in 40K is militarist so...