The most urgent fixes for 2.2

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djmatipl

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Fix robot work assigned, now player cannot move them manual and game put robot not for best slot but random so robot with mining bonus work in science for example and energy bonus work in minning district.
 

Flame13223

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8. I am playing on Captain, because I wanted to get used to the new mechanics before cranking up the difficulty. The AI was keeping up pretty well at the start, but 120 years into the game, my small Megacorp managed to outpace most empires either technologically or in terms of fleetpower (or both). The biggest force however is a devouring swarm, which is eating up one empire after another on the other side of the galaxy. Seems like Hive Minds could be a bit overpowered, while the other empires somehow don't build up enough fleetpower.

9. Many people report that some rulers don't have traits and/or agendas. Is working fine for me until now though.
First off I have enemies with pretty much 0 fleets.

Secondly, my leaders are abysmally bad in a democratic faction.
 

Ishae

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First off I have enemies with pretty much 0 fleets.

Yeah... In my first game I spent a good 100 years or so not making any ships at all because it was so tough figuring out how to even get any resources at all, but it was fine because the enemy AIs didn't build any ships either; they were all either "Equivalent" or worse the whole time.
 

Snake_Squeezins

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Some kind of automated patrol setup along trade routes would be the top of my wishlist. As in let me assign a fleet to an entire route with a small number of clicks, and then further down the line, let me upgrade that fleet and have it back at work without starting the assignment process from scratch.
 
Dec 21, 2016
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robot obviously need some work
and replace doesn't work on district or building
try replace a district and the other district even refuse to be click
replace a building provide job will create unemployed pop no matter how many job both building provide
and hypercomms forum only offer 4 culture job instead of 7
the same number as heritage site
 
Last edited:

HiIamaHuman

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6. For some reason I am getting some mad graphic stuttering when i move around the map at the fastest speed.... it doesnt happen on normal speed.
Exactly. For me too. I tried using the gigastrucural engineering mod and the game basically slowed down to 2~3 fps. I thought they said performance was going to improve. I don'r see that much improvement but actually see alot of regression on performance.
 

Alextrasia

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I love this 2.2 update and Megacorp. And i love the new Planet and economy System, but … ;P
the AI sadly cant handle the new Planet System / spends all ist resources in Humiliation wars against some neighbor instead of developing.
Dont know which one is the case. I think that also the AI´s Problem to build up it´s fleetpower to a mid/lategame lvl is supressed by it´s inability to improve ist Planets for more Pop´s then 75/100. Then they run out of Building Slots and since the Ai seems not good at upgrading the Buildings to get more Jobs all Planets end up in a mess. Must be OP to Play Syndicate Right now with all These AI planets with high unemployment ^^
Or Maybe the Ai start´s to spend all ist exess resources buying the resources to run all those lvl 1 factories which in return dont make Money.
I noticed that the AI did worse when i pushed the galactic Mineral market Price to a constant high of 3,5cred per 1 unit which in return crushed any Profit from producing alloys/consumer goods etc.
Or the Ai constantly has a resource shortage and suffers those enorme big Penaltys often?

One way or the other i hope this gets fixed, cause the game would make a lot more fun if the where any Competition left between me and the AI´s (yes i Play on a high dificulty and also lots of habitable Worlds and Always 1k stars) so there should be room in the Galaxy for at least 2-3 contenders other then fallen Empires and endgame Crisis)
 

Flame13223

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Yeah... In my first game I spent a good 100 years or so not making any ships at all because it was so tough figuring out how to even get any resources at all, but it was fine because the enemy AIs didn't build any ships either; they were all either "Equivalent" or worse the whole time.
I have +60 on alloys and have been maintaining that for pretty much the entire game and I can tell you I have an abysmal fleet compared to what I had in 2.1 but all the AI's have 1/10 of the fleet I have as they all appear pathethic or inferior. I got a very boxed in starting position with only 1 enemy in reach but that one enemy I didn't even see his fleet at all this game. I assume he has something but I dunno what, I never fought it but I conquered 70% of his empire...he keeps it at home non stop is my guess because I have a moderately big bastion at the border.

The game seems to be unbalanced and the AI is really bad right now.

Its very very difficult, almost impossible to have all resources in the +
Which isn't bad per se as it is strategic to use the market to buy 1 resource and produce the other 3 but the thing is, allows are just not that useful. I sold at least 60k alloys in this game and I only have +60 income...its crazy. On the other hand consumer goods are nigh-on impossible to keep balanced, and food as well. I mean sure I went for social welfare and nutritional plentitude but those are kind of important to go for if you want a quick pop growth which even at +6 per month my pops are growing like friggin Elephants not humans.

I think its a huge mistake that the number of pops doesn't make pop growth quicker.
 

iniudan

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3. Robots feel broken. They take forever to assemble and I can't even choose which template to build. At least I did not figure out how.

Click the assembling box, it will bring you to a menu where you can select which robot model is getting assembled, but you lose 50% of the current progress each time you switch.
Can do the same with biological pop, if your current law permit it (but there is a growth speed penalty in their case if I remember description right)
 

Stars_and_Bars

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Resource limit feels too high at the game start and makes resource silos useless. Maybe tweak limit back to 2k minerals/energy?
I'm disagree mate, If you have a thriving economy, you will quickly reach the limit. The cool thing now is that you have other options than just reinvesting those resources into your economy. You can sell the surplus and make a pretty penny. Especially if you can make those strategic resources before anyone else can. In order to meet your economy, you have to understand how it works. You mine minerals, farm food, gather electricity. minerals are made into consumer goods and consumer goods are made into almost everything else. If you're producing too few minerals, your consumer goods will suffer. If you're trying to make alloys with too few consumer goods, that will suffer. Ideally you'd want everything down the chain to be larger than the thing above it. So you want to be producing more minerals than consumer goods, more consumer goods than alloys etc. and by producing I don't mean net production, I mean total production.
 

iniudan

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Resource silos are kind of an issue for me, I keep trading and overexceeding my limit. But building silos on planets is a waste...

They are meant to be built on rural world, where you just don't have the population to handle commercial zone, can pretty much handle a rural world with robot production and/or gene clinic, luxury housing, worker/slave production boosting building and silo, which you mostly build when luxury housing is not required to reach the next 5 pop step. (add corporate culture monument if a megacorp)
 

VoidEmperor

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Let me start with saying that I am very impressed with 2.2 so far. I am still in the middle of my first playthrough, I haven't encountered any serious bugs and the economy feels very deep and seems to have a huge replay value.

However, a few things are really annoying me and I hope they make it into the hotfix.

1. Please show the rare resources in the top bar! It's really annoying to constantly have to click on the shared icon in order to see if you finally have enough Gases to upgrade the research labs. There is so much empty space to the right. Instead you show number of systems and planets, something that is not important for the day to day business of your empire and which is also displayed when you click on empire size.

2. Sectors are too small. I'm a small megacorp with 6 planets, but they are already divided into 4 sectors, 3 of which only contain one planet each. This ruins the good idea of ordering them in the outliner according to sectors.

3. Robots feel broken. They take forever to assemble and I can't even choose which template to build. At least I did not figure out how.

4. Tech progress is a bit weird. Some techs, such as upgraded buildings, which require rare resources, come way before you could possibly have those resources. Maybe make the respective resource techs a requirement?

5. Many tool tips have not been updated, for example there are techs that still give +1 capacity to the leader pool, when there is not limit any more.
Apparently I confused empire leader capacity and leader pool, my bad.

Update 1, Friday 1pm CET:

6. Graphical stutters and lags when playing on fast/fastest.

7. I have not seen any slaves on the slave market yet, although I am neighboring 2 slaver empires. Either the AI is not using the slave market, or the other AI empires are buying those slaves instantaneously. I would like a button on the slave market where you can turn on notifications, whenever new pops are for sale.

Update 2, Friday 6:30pm CET:

8. I am playing on Captain, because I wanted to get used to the new mechanics before cranking up the difficulty. The AI was keeping up pretty well at the start, but 120 years into the game, my small Megacorp managed to outpace most empires either technologically or in terms of fleetpower (or both). The biggest force however is a devouring swarm, which is eating up one empire after another on the other side of the galaxy. Seems like Hive Minds could be a bit overpowered, while the other empires somehow don't build up enough fleetpower.

9. Many people report that some rulers don't have traits and/or agendas. Is working fine for me until now though.

I will update this list as I continue playing later today. Feel free to post your own observations in response.
ive actually seen many slaves sold on the market between ai empires, however theyre up for a really short time every time, like one ingame day.
 

Flame13223

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You forgott the absolutely broken Caravan cannons unlock which on S slots is imbalanced and OPAF but on L slots is useless...you unlock this exploit by researching the lvl 2 of plasma weapons and make sure you tick the show obsolete parts on the right side in the ship manager so that you a can see both the normal plasma and caravan plasma cannons then compare each size S, M and L
 

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3. Robots feel broken. They take forever to assemble and I can't even choose which template to build. At least I did not figure out how.
I feel like this is a bug, because the "population controls" check also applies to robots for no discernable reason. This needs fixing or, if intentional, changing. You should be able to choose which servile robots to build regardless of "population controls".
 

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not sure if its reported already but:
Bug: tradition (automated colonization units) does not give an extra pop on new colonys.
civ: gestalt consiousness (Machine intelligence
factory overclocking and rapid replicator.

Colony ships where build after tradition tree was finished, have colonized 3 worlds now 3 times no extra pop.
 

Mrakvampire

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Oct 19, 2009
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How come the working class becomes instantly educated anyway? It should take time to promote, so you dont lose the complete worker strata if you build one lab

Completely agree. This is really strange that it takes 10 years to demote, but promotion is instant. It seems that there is a magic wand that allows non-educated farmers to instantly become qualified engineers.