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Fox McCloud

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Description
Synth Empires Literally Unplayable [2.3] [e100]

Game Version

[2.3] [e100]

What version do you use?

Steam

What expansions do you have installed?
Synthetic Dawn,
Utopia,
Leviathans Story Pack,
Apocalypse,
Megacorp, , All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.

If you synthetically ascend, the game becomes unplayable as you can no longer build your native species synthetically ascended pops.

I strongly suspect this is because of an existing bug that has just broken even more so, that I reported before, but nothing was done about it: https://forum.paradoxplaza.com/foru...ion-selection-merging-bug-2-2-7-ea03.1175003/
https://forum.paradoxplaza.com/foru...ion-selection-merging-bug-2-2-7-ea03.1175003/
In short, when you synthetically ascend, there's a number of bugs:

- Robots/droid/synth pops are NOT converted over to your native species ascended synth pops (this was a deliberate change put in a long time ago)
- You can still build synth pops (erroneously called "robot" to boot), when you should only be able to build synthetically ascended pops
- If you apply a template to your native species and change all their traits at once, then from then on, the selection indicator for your synthetically ascended pops will not show

This bug, I believe, to be an extension of that; if you synthetically ascend, then force your ascended pops to be made, the progress will reset to nothing and the pop will be unselected at the start of each month.

Needless to say, this makes synthetic empires literally unplayable.

Steps to reproduce the issue.

1. Synthetically ascend
2. Change the template of your entire species in one go
3. Force select your native population to build
4. Watch as progress resets each month
 
Last edited:
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CaptainBinary

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Also happening to my synth empire, waiting patiently for a hotfix :)

For now it seems to be creating some of the previous cyborgs as synths which can than be upgraded through the species list.
However half of the time i cannot make synths. The progress for constructing them sometimes resets to 0, making the production of synths a very slow crawl.
 

Fox McCloud

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Also happening to my synth empire, waiting patiently for a hotfix :)

For now it seems to be creating some of the previous cyborgs as synths which can than be upgraded through the species list.
However half of the time i cannot make synths. The progress for constructing them sometimes resets to 0, making the production of synths a very slow crawl.

Keep in mind those regular synths are different from ascended synths; they're not immune to the ghost signal.

I still suspect that this is a two part problem:

(1) Regular synths not being rolled into the ascended synths.
(2) More general bug with species templates--particularly when you replace an entire species with a new template.
 

FiddleSticks96

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Synthetic Ascension has been borked since 2.2.0 released half a year ago. 2.3.0 has somehow managed to break them even more. The fact that it has been broken for this long concerns me.

Keep in mind those regular synths are different from ascended synths; they're not immune to the ghost signal.

Not only that, but if you are xenophobe, you can't give those robots full rights.
 

Schmuttah

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Same bug for me. Also I am xenophobe so I can only assimilate organicst to my synths. All old robots or robots I conquer I can't do shit with. Can't kill them, can't assimilate them....
But that I can live with, as long as I can assemble my main ascended synth species, which I can not.
 

hyperphania

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I am having the same issue, modded synth pops won't be produced, nor will the "any species" work so I have to lock production to non upgraded synth pops and then manually upgrade them with a research project.
 

Jamieface

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It feels really bad that the whole synthetic ascension path has basically been completely broken for over six months. It can be fixed (sort of) with a save edit while you are playing.

If you go into your save file and find the species ID of your newly modified synth pops, it says that their origin species ID is what your organics had, not what your un-modded synths had. This seems to make the game think you have a robotic subspecies of an organic one, which apparently makes it go crazy. Changing the modded synth's origin species to your unmodded ones fixes it, or at least fixed it for me, but you have to do this edit every time you modify a template, so I suggest making a very generalized one and then set it and forget it.

Hope it helps someone, but even more so that this gets resolved.
 

SuiciSpai

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It feels really bad that the whole synthetic ascension path has basically been completely broken for over six months. It can be fixed (sort of) with a save edit while you are playing.

If you go into your save file and find the species ID of your newly modified synth pops, it says that their origin species ID is what your organics had, not what your un-modded synths had. This seems to make the game think you have a robotic subspecies of an organic one, which apparently makes it go crazy. Changing the modded synth's origin species to your unmodded ones fixes it, or at least fixed it for me, but you have to do this edit every time you modify a template, so I suggest making a very generalized one and then set it and forget it.

Hope it helps someone, but even more so that this gets resolved.

In theory is solved on the latest beta patch (from yesterday). Is still happening?