Stellaris Dev Diary #208: Nemesis patch notes

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Pellaken

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I've NEVER seen so many awesome and significant changes in a single set of patchnotes.:


* Curator stations will no longer pretend not to understand you and actually pick up when you bother them on the galactic map. (not a change I love, rather a bug they finally caught that makes me less able to "cheat" :p )

* Added a notification for when your federation's leader changes.

* Renamed automatic exploration to automatic survey.

* Significant updates have been made to planetary and sector automation.

* * Pop demotion time has been halved

* * Manual resettlement costs have been increased and (other things)

* Homeworlds now normally range from size 18-21 instead of 16-18.

* Added game setup option to pick which End-Game Crisis you get.

(infrastructure)

(spies)

(new districts)

(diplomacy changes)

* * Simple robots can work all worker tier jobs.

* The Wenkwort Custodian planet modifier now (makes more sense)

* Can now sort and reorder planets in the outliner.

* Released vassals will no longer not have an origin.

* The first ruler, when losing elections, becomes a governor.


I love it
 
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InvisibleBison

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Why do people think hiveminds get shafted.
People think hiveminds are getting shafted because they see a list of bonuses each authority gets, and hiveminds aren't on that list. And I don't think it's appropriate to say that hives' bonuses in other areas make up for that, because normal nations and machine intelligences have bonuses in areas that hives lack. In other words, people see that normal nations get X, Y, and Z, while hives get A and B, and feel that hives are getting the short end of the stick. Whether or not that's actually true I'm not sure, but it sure seems that way.

This change is not good. It takes out a lot of flavor when you are usually no longer in part responsible for the crisis, and it reduces the appeal of "dangerous techs", which now just amount to an edge case of Jump Drives and the robot uprising. There should be more dangerous techs, not less, as they are a really fun concept.
This change also means that you won't be guaranteed to get the Contingency by playing a machine empire or completing synthetic ascension.
 
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DreadLindwyrm

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Whilst not precisely a bug, there is an ongoing modding issue that was broken by an update some time ago, and that doesn't appear to be resolved.

Basically, one of the updates took away scroll bars from the flag emblem and flag background sections of the empire creator, meaning that you cannot access emblems or backgrounds beyond the basic number (24 emblems in a section or 16 flag backgrounds). This causes a problem if you have mods that provide extra flag options. It could be resolved by re-adding a small amount of padding that is then used to host a scrollbar like with the flag emblem category section at left.

Can this be picked up and resolved, or does it need to be re-raised as an issue?

And yes, for those wondering, I am using a mod to get more colour options for the backgrounds.

20210408184539_1.jpg
 
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Saviour of Galaxy

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" The first ruler, when losing elections, becomes a governor."

At last! The Paradox shroud creature answered to call of out psychics.
 
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Xenith_Shadow

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I do hope the custodial fleet is not deleted when the custodians term ends. Assuming that the custodian can be re-elected during a later crisis it would be conveinent to still be able to use the fleet that was created.
I would like federation fleet to not just disappear when a federation colapses but not really sure wheer they should go. Potentially just idle in the home system of the previous federation leader until they join another federation in which case the ships get added to the new federation fllet
Will the federation fleets get merged into the Galactic emporors fleet, when the imperium is formed or do the fed fleets explode.
 

Mitchz95

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DreadLindwyrm

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I do hope the custodial fleet is not deleted when the custodians term ends. Assuming that the custodian can be re-elected during a later crisis it would be conveinent to still be able to use the fleet that was created.
I would like federation fleet to not just disappear when a federation colapses but not really sure wheer they should go. Potentially just idle in the home system of the previous federation leader until they join another federation in which case the ships get added to the new federation fllet
Will the federation fleets get merged into the Galactic emporors fleet, when the imperium is formed or do the fed fleets explode.
Perhaps the federation fleets should be divided amongst the members of the federation in ratio to the strengths of the federation members if it is dissolved in some way?

With the possible exception of when the Custodian/Emperor dissolves the federation fleets, when they should be commandeered for the Custodial/Imperial navy.
 
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Chant

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As mentioned, ringworlds can produce consumer goods via industrial districts and buildings. Have a screenshot of the district:

View attachment 701960
Will factory and foundry buildings boost those job counts in increments of 5?

Same question for the job shift from factory and foundry designations. (Will ringworlds have those now?)
 

Tannhäuser Cake

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I'm hoping it's somewhere in the patch notes, but as of 3.0 the crises capture starbases instead of destroying them, as if they were waging a total war on you. Which means that they don't need to work out when to send in constructor ships quite as often, alleviating a major bottleneck to their expansion.

Will this apply to marauders as well?
 

Andy_Dandy

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I like most of it but Dictatorship new bonus is so insanely weak.

If you manage correctly your bureaucrats it literally does nothing because you have no empire sprawl penalty

And if you don't, 10% does nearly nothing

I think even 50% less wouldn't be that good

I don't see any reason to take it instead of imperial
What about getting the perfect candidate elected, and then he rules for life? Dictatorship is good, don't worry.
 

The Founder

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* Gateways in enemy systems cannot be used by the occupying side.

* Gateways in enemy systems cannot be used by the occupying side.
I think I understood you the first time you said that ;)

Sure! Basically, when you research the Sapient AI tech, a check box in the research interface is unlocked. Checking that checkbox lets your research be handled by the same algorithms as if you were an AI, letting you focus on other matters, like blowing up your neighbours :)
IIRC, the AI does not actually follow the mechanics for drawing but can just pick stuff based on AI weight.
Will that also be the case for this Automation setting? Or did I get that part wrong?

Four extra pops, two extra districts, and a boost during the one of the most important phase of the game.
There is this small group of people that somehow think it does not mater when you get something, as long as you always end up unlocking it eventually (particulary when talking about traditions).
He might have been one of them. They are a wierd people that I can not understand. :shrug:
 
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WhiteRaven0303

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Quick question, but will selecting a particular crisis disable Ironman, or will we be able to pick while still being eligible for achievements?
 
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Dragatus

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For first contacts with the same species - regardless of lost colonies or otherwise - the process is sped up and a lot easier to make contact.
Will there also be a unique greeting?
 

DreadLindwyrm

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I like most of it but Dictatorship new bonus is so insanely weak.

If you manage correctly your bureaucrats it literally does nothing because you have no empire sprawl penalty

And if you don't, 10% does nearly nothing

I think even 50% less wouldn't be that good

I don't see any reason to take it instead of imperial
Let's see how it manifests in the actual release. It could be handy for empires that are continually on the edge of having their sprawl under control, depending how a few other numbers balance with the new planet building system.
 

DreadLindwyrm

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IIRC, the AI does not actually follow the mechanics for drawing but can just pick stuff based on AI weight.
Will that also be the case for this Automation setting? Or did I get that part wrong?
I thought it drew cards and then picked based on weight?

Even in that case though, I wonder what the weighting will work as, considering we're human, not AI, and won't have an "empire personality" contribution to weight.
Still, after a point being able to go "I don't care what you research, just research me things" would be useful to me, just to stop the back and forth of having to reset research every couple of months as one or other of the categories finishes.
 

Alfray Stryke

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Will factory and foundry buildings boost those job counts in increments of 5?

Same question for the job shift from factory and foundry designations. (Will ringworlds have those now?)
Yup, as expected +5 or +10 jobs of the relevant type depending on the tier of the building. I can't remember if we added foundry/factory designations for ringworlds.
Will there also be a unique greeting?

We've tried to cover a range of cases with how first contacts play out. :)
 
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Dekent

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Am I the only one who gets all excited for these little changes?

"Buildings now use a position priority system instead of the simple "add first" that they used to have."

Yes pleaaaaaaaasse thank you! I swear it used to work this way then they changed it and no one seemed to know what I was talking about.
 
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El Conquistador de Amor

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Nuked old script to randomize which crisis shows up. Now it is simply purely a random choice that is random
Err what? Can someone explain this better? I am making an educated guess that this means dangerous techs don't contribute to the weighting of which crisis spawns, and this patch gives a 33% chance for each crisis to spawn over the other two?
 

Foxosaur

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I'll repost this for people that missed it as I just did.

* Fixed the Enigmatic Fortress continually repowering itself every 10 days (again, for real this time).

^^
 
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