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.
I've never gotten nivlac before on any empire, hive mind or no. Is it really that important to making an empire competitive?
To be fair, Hiveminds aren't supposed to accept 'outsiders' as they're not connected to the hivemind, which I think is a reasonable justification. Although I agree with your sentiment in general.As long as no one else has it, no. However its an amazing 50% bonus habitability and 50% pop growth bonus or somethign crazy. The worst part is that Rogue Servitor and Driven Assimilator can get the Event. But for Hiveminds, its disabled entirely. So as a DA, you find that species and your text says "Excellent, more slaves!" There is no justification to just disable this event for Hiveminds. All you have to do is copy the text box and make it the same for Hivemind.
To be fair, Hiveminds aren't supposed to accept 'outsiders' as they're not connected to the hivemind, which I think is a reasonable justification. Although I agree with your sentiment in general.
More Pops = less Pop growth = I don't understand.
To be honest, I wouldn't want to tempt the devs into disabling the Baol pops for hiveminds lol given that the devs don't like hiveminds.They do accept the Baol pops from the Baol event chain just fine.
There are some things, like technologies, that mitigate the production reduction to some degree.
I've never gotten impossible organism myself or seen ai gotten it, so hard to comment on that <_<
Logistic pop growth is a real formula used to simulate biological growth. Normally growth starts off very slow since the population is low, then it grows faster and faster until resources start to limit growth, at which point it slows down and sometimes even ends up going negative at times. In our experiments we've modified the curve somewhat so new colonies aren't incredibly slow to grow.More Pops = less Pop growth = I don't understand.
Yes, this is true. They'll have some pretty potent bonuses when it comes to R̵Ę̶͐D̵̩̄A̸͙̓C̶̢͝T̶̩̆Ę̸̈D̴ though, we'll talk more about that in a few weeks.Psionic Ascension will now be the only one without pop growth bonus.
Yeah, should be possible.Does this mean I can finally make an origin where the species is completely infertile and relies on cloning to reproduce?
Espionage will be amazing! I am really looking forward to it. I think the next DD will be the most important one!
I've got high hopes for espionage and internal politics. After all, if we're readjusting how pop growth works (which sounds like a series of fantastic ideas), I'm seriously hoping that step two is then making those pops matter more.
Hello!
This week we’re going to look at some more changes we're planning, as well as a review of how some of the experiments mentioned in the last few dev diaries have evolved.
Thank you for the massive amount of feedback in those threads.
Reduction in Pops
Due to the effects on performance and a desire to reduce the micromanagement burden in the mid to late game, some of the things we’ve been deeply looking into are different ways of dramatically reducing the number of pops in the galaxy.
These experiments have generally revolved around modifying the growth (or assembly required) for pops as an empire’s population grows, with some variants trying a logistic pop growth (where growth follows an S-shaped curve as planets develop, based on a carrying capacity of a planet). These experiments have reduced the end date pop count to somewhere around one half of the old numbers with the expected performance improvements.
Organic pops will follow a curve where they begin at standard population growth, increase growth as the approach a midpoint between population and the planetary carrying capacity, then slow down to zero as they reach the top of the curve. Pop Assembly, on the other hand, is generally slow but consistent. The biggest change is that producing a new pop no longer costs a static amount of pop growth - it increases as the empire population does.
A significant reduction in pops has a cascade of major implications for the overall economy, production, and other gameplay effects. As such, these also require a pass on buildings, technologies, and even seemingly minor ripple effects like what the value should be for the trade value generated by pops.
There will be a lot of patch notes.
Planets currently have thresholds where new jobs are created, automatically resettling below that threshold will remove jobs, potentially deleting jobs you really want to keep when the extra job is worth far more than the unemployment (those Gas Plant Engineers are amazing).
I think this should be 2-3%Wait, just +1% habitability for medical worker?! Are you kidding? It seems too small and useless
And what's for Synthetic Evolution, its Pop Assembly is much faster than other, and will not be reduced by carrying capacity of a planet(What's more, they can grow organic pops and assemble pops at the same time)
I hope the carrying capacity of planets that will influence pop growth now will be bad news for voiddweller pop growth. If not they just went from crazy OP to the ultimate definition of OP with all these juicy traditions on the top of the cake.How hive can kill VD ? mb need boost VD MORE!?