Three major issues with Federations DLC

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

MrFreake_PDX

Lt. General
Community Ambassador
10 Badges
Feb 20, 2020
1.201
7.797
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Megacorp
This is really good news, thank you. Would you be able to internally just suggest a quick fix to allow the federation president to change for the league of none aligned powers (the super galaxy federation thats choosing to not bend to either AEs - based on the federation succession terms). It being fixed is a real deal breaker, not because I want to particularly be president but because my playthroughs tend to depend on the federation fleets to be useful against what is other wise "opposing odds". Especially if the crisis that spawns during it. (I won't go into the AI stuff as that's a tangent of its own).

The best course of action is to submit a bug report on this. :D If it's already been reported, it's another instance of the issue, with up-to-date saves and reproduction steps. If it hasn't been reported already, well then we learned something new today, and it's gonna be a good day.
 
  • 1
Reactions:

Liggi

Lt. General
80 Badges
Mar 28, 2017
1.270
8.727
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 3 Sign Up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Stellaris: Nemesis
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Distant Stars
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Holy Fury
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
Apologies, but is that really the best solution? Shouldn't there be a bit more reasoning behind the AIs votes? Some simple stuff like the following would already go a long way: Is there actually an empire in breach of galactic law? If yes, how is the relationship with those empires? Bad? -> support sanctions. Else, don't.

Right now, it's really hard to find a reason behind how the AI empires in Stellaris act, presumably because often there is none except an arbitrary scripted cooldown. This makes the game significantly less enjoyable than it should be (at least in my opinion). The Galactic Community has a huge untapped potential.

Edit: this is not restricted to the GC, but especially noticeable there.

Actually, if you look at the `ai_weight`, a lot of what you're saying is already there. The AI do actually vote for / support things generally based on sensible reasons. There is always room for improvement though, obviously. I've been creating a personal mod to tweak those weights to my preference.
 

Foxosaur

Major
20 Badges
Aug 3, 2020
565
631
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Cities: Skylines
  • Europa Universalis IV
The best course of action is to submit a bug report on this. :D If it's already been reported, it's another instance of the issue, with up-to-date saves and reproduction steps. If it hasn't been reported already, well then we learned something new today, and it's gonna be a good day.
Thanks Mr.Freake. I made a thread, albeit poorly in comparison to @Liggi a couple of weeks ago, and I'm just trying to piggy back onto and continue this thread -which to me is about more than a bug report and just ties into the general problems of Federations. I will submit one about the federation presidency though, if its not confirmed as being submitted.

Other issues though for Federations -

1. Federation fleets/ships being deleted by an AI and rebuilding the federation ships. (As though its costing some upkeep)

2. Federation ships splitting up and not "doom stacking" as if they were a traditional fleet. It should never or rarely happen. A 600 ship fleet should only split up into no more than 3 fleets, if it even should at all. It's meant to be a galaxy 'deterrent' and a show of power and should be used as such in larger fleet battles.

From a playthrough perspective this is particularly really important because a federation is meant to change the odds, to make a fight possible, to even up end them. It also gives you something to "worry about" when a galaxy has become polarised e.g. "where is their navy, it can decimate my space if I don't know where it is constantly".

3. Federation ships should follow 'better' / 'improved' behaviour than traditional ships due to sheer size/FP in terms of aggression and should not be weighed down by if the enemy is Overwhelming to them (not the player, I mean e.g. Crisis) like a normal empire behaviour may otherwise do.

Relates to 2 but this gives importance onto the AIs usefulness as being a president, I don't want to depend on me being president to make an impact on a war, I'm as happy being the AI's wing man.

4. Federation fleets are awful to manage along your own fleets, creating a lot of clutter. They deserve their own Outliner section or even menu.

All being said - I'm more than happy to go to the effort of reproducing those steps where I can but it would be nice to know if they are already 'acknowledged'.
 
Last edited:

Ovan

Devouring Swarm
78 Badges
Jun 12, 2013
296
292
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Crusader Kings II: Rajas of India
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV
  • Stellaris: Megacorp
  • Prison Architect
  • Imperator: Rome Deluxe Edition
  • Stellaris: Lithoids
  • Majesty 2
  • Cities: Skylines Industries
  • Stellaris: Ancient Relics
  • Victoria 2
  • Cities: Skylines - Campus
  • Crusader Kings III
  • Cities: Skylines
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
This isn't an issue with the core federations stuff itself, but one of my biggest complaints is that vassals got no love. Kind of lame.
 
  • 1
Reactions:

Mímisbrunnr

Colonel
14 Badges
Mar 1, 2018
906
2.217
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
We've done some work to improve this for the upcoming patch. In terms of the AI not proposing federation laws, there was a bug hidden deep in the depths of the AI diplomacy code that meant it will never propose, no matter how high the weights are, even though it was meant to if the weight score was above a certain value. Once we fixed it, we soon realised that the AI was so keen on these federation laws that it became a bit painful to be in a federation with an AI at all, because they'd change diverse laws while you weren't watching... So what we have in the next patch is:
- AI is able to propose federation law votes, but the threshold is fairly high
- If there is no player in a federation, the federation leader will feel 1.5x more strongly about all issues, so AI-only federations will be very likely to pass all manner of laws - certainly including federation centralization and fed fleets. In player federations, it's intended to be a bit less active, but it'll still pass certain laws.

I'm pretty sure that the 2nd point is fixed, though I don't have any juicy details to spill there! Re point 3, that was an unintended side-effect of the AI generally feeling OK about sanctions, and either loving or hating most other resolutions, so sanctions ended up being the lowest common denominator. It should be a bit better in Nemesis - the AI is now scripted not to want more sanctions for at least 10 years after a sanctions law has been passed.


Well, I've VERY happy to hear this. (I do wish that the 2nd point could have been fixed with a patch for 2.8, but I understand that at this point 2.9 is so close that its probably not worth it to do so.)

Actually, as you said "pretty sure" rather than some form of "definite", would it be possible for you to confirm it for us (to further reassure the community on this point). Knowing with 100% certainty that it has been fixed would be such a relief, as far as Stellaris related things go.

Opening a game where "The Readied Shield" has been passed would be a pretty easy way to test it - just delete your fleet and see if it puts you in breach for using less than 50% of the Naval Capacity, for example.

EDIT: I'll add that I likely would have held off on Nemesis until the 2nd point was fixed if it wasn't fixed when 2.9 came out, as the diplomatic game has become something I really love to use and was saddened when sanctions stopped working. I love passing the Egalitarian resolutions that ban slavery and require social welfare standards and penalizing the nations of the galaxy who aren't as enlightened and benevolent as mine. So this news that the issue has been fixed turns a "wait-and-see" to "near certainty" when it comes to purchasing Nemesis - though I'd really appreciate a for-sure confirmation of point #2 to verify this.
 

Borgratz

Major
46 Badges
May 27, 2016
709
1.540
  • Crusader Kings II
  • BATTLETECH
  • Imperator: Rome Deluxe Edition
  • Surviving Mars
  • Imperator: Rome
  • Age of Wonders III
  • Age of Wonders II
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Common Sense
  • Stellaris: Federations
  • Europa Universalis IV
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: El Dorado
  • Prison Architect
  • Magicka 2
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: The Old Gods
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Magicka
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
This type of stuff being broken for over a year is the reason why I stopped buying paradox games/dlc on release.

I know you are building really complex games and that bugs happen, but those are two gamebreaking issues with the two main features of the federations DLC and both of those should have been fixed, before you moved on to trying to sell us the next DLC (as in before the marketing campaign for Nemisis started, not as in "before anyone on the team was allowed to work on Nemesis. I know that the artists don't fix bugs and so on).

I know "broken" is somewhat subjective, everyone has their own tolerance, but "AI doesnt use the new Federation features" and "AI cant handle sanctions" is pretty far away from the grey area, in my opinion. That's just a clear case of needs to be fixed before we can think of how to make the AI understand what becoming the crisis means.
 
  • 7
Reactions:

Coconut_Cookie

Captain
30 Badges
Apr 30, 2015
382
531
  • Stellaris: Leviathans Story Pack
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Victoria 2
  • Darkest Hour
  • Victoria 2: Heart of Darkness
  • Stellaris: Synthetic Dawn
  • Victoria 2: A House Divided
  • Stellaris: Apocalypse
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
It's really painful to see that key features of an expansion remain non functioning for almost a year and counting. I really want to like this game but I simply can't because I haven't even finished a single campaing that wasn't ruined by a series of bugs and other problems.
 
  • 2
Reactions: