[Unofficial] 3.4.5 'Cepheus' Known Issues / Community-maintained bug list - last updated July 19

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a few more interesting bugs reported by others, sunday morning roundup:



(3.3 report above, 3.4 report equivalent below)


 
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Ended up cleansing this planet in the end with bombardment but it showed up as having a pop, Bottom left flicked between different pops that weren't there. I'd assume this is a bug but I don't know at this point.

The scourge is still fairly braindead but better than the contingency that still just gives up after 10 minutes.

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Loving these new fallen empire drop pods though.

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  • The +1 loyalty from a Gaia Seeder Outpost persists after the world is terraformed into a Gaia world and the holding removes itself, even if another holding is built in the slot.
    • [Needs verification] Is a stacking boost from multiple instances that's working as intended?
I think we should remove this. I didn't realize there were additional sources of monthly loyalty (e.g. vassal opinion) that may have affected my observation. Really wish the vassal agreement page showed the actual current monthly loyalty and all modifiers somewhere as a major QoL feature.
 
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@PathoNomadic I think whether or not default subjugation terms are applied can depend on subject type. Adding a [QoL] entry that the policy doesn't tell you it doesn't apply to protectorates.

@SirBlackAxe Thanks for all your work on this.

If the Subjugation War Terms don't apply to protectorates, I really doubt that's how it's supposed to be designed, since that wouldn't make sense thematically (i.e. why would you by default not be able to apply oppressive or benevolent terms on a less advanced society?) and I can already alter the vassal agreement with protectorates exactly the same as I can with a vassal, after the war is over. The only thing I really can't do is make them specialized, Scholarium/Bulwark etc. Without Overlord DLC, I think it's identical to a vassal except with the 80% research bonus.

If @Alfray Stryke or another dev could confirm Subjugation War Terms are supposed to apply to Protectorates the same as Vassals (i.e. Expansion, Holdings, etc) since the negotiate contract procedure/screen is basically identical, that would be great. This is in reference to this bug:

 
The AI will not survey other systems until around year 7 if they start with the "on the shoulders of giants" origin, due to over-prioritzing traditions and studing the multiple archaeology sites that spawn in their home system.
[report]
 
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If @Alfray Stryke or another dev could confirm Subjugation War Terms are supposed to apply to Protectorates the same as Vassals (i.e. Expansion, Holdings, etc) since the negotiate contract procedure/screen is basically identical, that would be great. This is in reference to this bug:


The terms set by the Subjugation Wars Terms policy only apply to Vassal or Subsidiary subjects, not Protectorates or Tributaries.
 
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A minor pre-existing bug I just remembered: industrial segments for ring worlds add an artisan job for machine empires which use Organic Reprocessing, as this is just below the check for Rogue Servitors, I'd guess it was an oversight to add that civic to the trigger.

Relevent code section:
Code:
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_machine_empire = yes
                has_valid_civic = civic_machine_servitor
                is_catalytic_empire = no
            }
        }
        modifier = {
            job_artisan_drone_add = 1
            job_fabricator_add = -1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_machine_empire = yes
                is_catalytic_empire = yes
            }
        }
        modifier = {
            job_artisan_drone_add = 1
            job_catalytic_drone_add = -1
        }
    }
 
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The terms set by the Subjugation Wars Terms policy only apply to Vassal or Subsidiary subjects, not Protectorates or Tributaries.
Thanks for your response.

Is this by design then? If so it does not make sense, since I can alter the terms of the agreement on a Protectorate after the war to match what they would be under Subjugation War Terms anyway. Why would the War Terms policy not apply to Protectorates?
 
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Bug update 5/22
@Mitchz95 thanks for the clarification, I've updated the bug.
@Lorenerd11 I think that you don't want a perfect vertical alignment because if you're viewing the system at an incline instead of directly from above the star might start to overlap with back segment.
@Tannhäuser Cake thanks for the reports! (The scripting error ones are both already on the list.)

@SirBlackAxe
On the Ketlings - I actually got them to spawn soon after writing my previous post. I probably confused their rare spawning with the bug that makes a level 2 anomaly reappear in the junk capital system, which is a comparatively minor annoyance (and I have not yet 100% definitely verified this one is actually still around). For now, it is best to entirely remove my Ketling issue from the list.

On the necrophagic hive minds and prepatents - I have so far only seen it happen with the starting prepatent species, now also in a random AI necrophagic hive mind empire that spawned in a current game. This issue happens even when I try to design the hive mind and the prepatent species to be as "anti-rebellion" as possible. Of about half a dozen games, the prepatent slaves eventually rebelled in every single one. Will try to make a bug report of this soonish.

Other observation:
Are resolutions to ban slave trade supposed to be available before the galactic market (and slave trade) exists?
It does feel kind of weird, but on the other hand so would needing to wait years to be able to stop it without being able to prevent it preemptively as the market is formed. Maybe you could make it require the galactic market to be founded, but insert a default level of "whether or not the galactic slave market exists depends on the slavery policy of whoever owns the market hub." Then you'd need to vote to either force them to ban it or force them to allow it if you disagreed with their stance. And also maybe incentivize going out to conquer it yourself.



Added bugs:
  • Liberation Warsinteract poorly with subjects due to the overlord becoming the war leader despite not being the initial target or aggressor.
    • When an overlord joins their subject in a liberation war the subject declared, the overlord's ethics are applied to the opponent on victory even if the overlord is a type of empire who isn't normally able to declare liberation wars, such as a Gestalt Consciousness. [Report]
    • When a liberation war is declared on a subject and they're joined by their overlord, the declaring empire's ethics are applied to the overlord instead of the subject empire they declared war on. [Report]
  • AI has increased weight to research Quantum Catapults when the Society research leader (not the Physics research leader!) has the Expertise: Particles trait. [Post] [No report]
  • Slingshot to the Stars: Several triggers such as has_any_megastructure_in_empire don't check for the upgraded version of the special Quantum Catapult spawned by the origin. [Post] [No report]
  • Planetary automation on Rural worlds builds agriculture districts for Lithoids. [Report]
  • AI prioritizes archaeology sites over surveying even if it only has a single science ship. [Report]
    • This appears to be causing a notable problem specifically with the On the Shoulders of Giants origin which starts with an archaeology site in their home system, but in general the AI probably shouldn't be doing archaeology unless it has at least two crewed science ships, one of which is surveying, unless it's out of surveyed neighboring systems.
  • AI necrophage hive mind empires aren't properly managing their prepatent livestock species, resulting in extremely low stability and rebellions. [Report]
  • The Numistic Administration pops you can buy from the Numistic Order caravaneers may have the Hive-Minded trait, causing them to immediately be purged. [Report]
  • [Minor] [QoL] It's possible for multiple first contact events to use the same alien species code name. [Report]
  • [Minor] Imperialist faction: Typo in the name of the Oppressive Subugation Policy issue (missing the j from Subjugation). [Report]
  • [Minor] Message in a Bottle: Typo in the Cast off the Hawser! chapter description (preseved instead of preserved). [Report]
  • Tier 1 specialist subject Relay Network perks are lost at higher tiers, despite the description stating they will be kept. [Report]
  • [Preexisting] Empires declared a crisis by the Galactic Community may fail to lose the war despite all their systems being occupied. [3.3.3] [3.4.3]
    • Possibly related to an empire already being at war with the target before they're declared a crisis.
  • Lord of War: The AI weight for choosing this ascension perk may be too high, particularly for empires with Pacifist ethics. [Report]
  • Mercantile: Closing borders to genocidal empires costs empires using the Mercantile diplomatic stance influence, despite it not being possible to open them. [Report]
    • I know that at least pre-3.4 this was also the case for empires you hadn't established communications with yet if you had the Closed initial border status policy, but I don't know if that's been fixed yet.
    • I think generally speaking it shouldn't cost influence to close your borders to empires it's not theoretically possible to form a commercial pact with, whether that's because of their ethics or civics, rivalry, or if you haven't finished first contact yet.
  • Starbase influence cost may be calculated incorrectly for systems that are both one and two hyperlanes from your capital system. [Report]
  • It's possible for an enslaved species that isn't exempt from military service to be unable to form Slave Armies, despite the presence of a Slave Processing Facility. [Report]
  • Become the Crisis: The Imposed Inclusion / Bring into the Fold wargoal is failing to transfer ownership of the subject state created by a status quo. [Report]
  • Organic Reprocessing: Industrial ring world segments replace a catalytic drone job with an artisan drone job even if you don't have the Rogue Servitors civic. [No report] [Post]
Updated bugs:
  • [QoL] Subjugation War Terms policies don't make it clear that they don't apply to protectorates or tributaries. [Report]
  • Timed planetary modifiers don't decay on planets with uninhabitable planet classes. [Post]
    • Notably, the Neutron Bombardment planetary modifier doesn't decay on Barren Worlds, which can get it when they're destroyed Infested worlds. [Report]
Removed (not a bug)
  • The +1 loyalty from a Gaia Seeder Outpost persists after the world is terraformed into a Gaia world and the holding removes itself, even if another holding is built in the slot.
    • [Needs verification] Is a stacking boost from multiple instances that's working as intended?
 
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Another (possible) script error, event game_start.33 has an if block without a limit check (at line 1349)

Code:
        if = {
            every_planet_within_border = {
                limit = {
                    has_deposit_for = shipclass_mining_station
                    has_planet_flag = starting_mining_target
                    has_mining_station = no
                }
                create_mining_station = {
                    owner = ROOT
                }
            }
            every_planet_within_border = {
                limit = {
                    has_deposit_for = shipclass_research_station
                    has_planet_flag = starting_research_target
                    has_research_station = no
                }
                create_research_station = {
                    owner = ROOT
                }
            }
        }
 
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The terms set by the Subjugation Wars Terms policy only apply to Vassal or Subsidiary subjects, not Protectorates or Tributaries.
Why create a Subjugation war policy that doesn't apply to half of subjugation wars?

It feels like a bug enough that I made a test game and a lengthy bug report about it:

The system isn't working as players expect. You may be happy with things but the situation is not good currently. I hope you aren't going to just ignore it.
 
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Not sure if this is a known issue, but I don't see it on the list:

Clone soldier ascendant pops (trait_clone_soldier_infertile_full_potential) don't have any weight for jobs, despite their 40% ruler/25% specialist output modifiers. This means other pops can easily be prioritized for specialist/ruler jobs (or the clones prioritized to be kept on worker jobs due to, e.g., latent psionic) when the clones would be unambiguously better as specialists/rulers.

Come to think of it, I'm not sure it's actually a bug, but definitely a design flaw of some sort.
 
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For some reason machine empires with Catalytic Processing get an Artisan Drone jobs on Industrial ringworld segments, even if they aren't Rogue Servitors.
Code:
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_machine_empire = yes
                has_valid_civic = civic_machine_servitor
                is_catalytic_empire = no
            }
        }
        modifier = {
            job_artisan_drone_add = 1
            job_fabricator_add = -1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_machine_empire = yes
                is_catalytic_empire = yes
            }
        }
        modifier = {
            job_artisan_drone_add = 1
            job_catalytic_drone_add = -1
        }
    }

Should be:
Code:
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_machine_empire = yes
                has_valid_civic = civic_machine_servitor
                is_catalytic_empire = no
            }
        }
        modifier = {
            job_artisan_drone_add = 1
            job_fabricator_add = -1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_machine_empire = yes
                has_valid_civic = civic_machine_servitor
                is_catalytic_empire = yes
            }
        }
        modifier = {
            job_artisan_drone_add = 1
            job_catalytic_drone_add = -1
        }
    }
 
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Hard to describe, but federations tend to detonate with little warning, particularly if federation members hate their own vassals. In every campaign but one so far I have had federation members leave rather than associate with their own vassals (in my trade league instead the problem vassals got kicked out). Not sure if bug, but doesn't seem to be working as intended
 
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Bug update 5/23
@glee8e thanks for the update and workaround!
@I_am_Nemo definitely a bug, you should report it.
@Lorenerd11 just added that one to the list yesterday!
@Cry_Havok I had thought that one was already on the list, but it wasn't!



Added bugs:
  • The Clone Soldier Ascendant trait doesn't affect job weight despite the very high bonuses to Ruler and Specialist output it gives. [No report] [Post]
  • [Major] Federations: AI empires will leave federations if they don't want to associate with their own subjects. [No report] [Post]
    • The Can Subjects Join federation law should have a default position of No instead of Yes.
      • Alternatively, subjects that are allowed to join their overlord's federation should have a policy that lets them choose whether or not they want to that starts set to no. They won't join if they don't want to associate with their overlord, and this would also solve the issue where federation member subjects are unable to rebel against their overlord.
      • Or maybe the federation law should have options for Subject's Choice, Loyal Subjects Only, and/or Subjects Without Opposing Ethics only.
    • AI should propose a change to the Can Subjects Join law if the empire they don't want to associate with a subject member, instead of just immediately leaving.
    • AI should renegotiate contracts with subjects they don't want to share a federation with to set their Diplomatic Freedom contract term to Limited Diplomacy.
      • Ideally they should also have a way to ask another empire to do this to their subject.
        • Maybe voting to kick a subject from a federation could work by changing their Diplomatic Freedom contract term to Limited Diplomacy?
      • Possibly the Balanced Subjugation War Terms policy should downgrade Restricted Voting to Limited Diplomacy for target empires with opposed ethics?
    • Willingness to associate with an empire's subjects should be taken into account when voting whether to accept them to a federation. Empires unwilling to associate with their own subjects shouldn't ask for or accept invitations to federations if that would cause their subjects to join.
  • [Needs verification] [Severe] Passing the Environmental Control Board resolution converts every single planet, habitat, and ring world part in the galaxy into a Gaia world, even ones that aren't habitable. [Report]
    • Doesn't effect stars or asteroids.
  • [Confirmed] [QoL] Individual defense platforms can't be disbanded. [Report]
    • Generally an issue if you're trying to free up enough space to add an Ion Cannon.
  • If planets successfully rebel against a subject empire, that empire's overlord gains claims on all the systems that secede instead of the subject. [Report]

Updated bugs:
  • [Confirmed] It's possible for an enslaved species that isn't exempt from military service to be unable to form Slave Armies, despite the presence of a Slave Processing Facility. Slave Armies can't be recruited. [Report]
  • [Needs verification] [Cause unclear] Under certain conditions(?) Vassals that convert to protectorates lose the research speed bonus they're supposed to get on techs their overlord already has. [Report2]
    • Workaround: Click the protectorate preset button once while renegotiating the term to correct wrong term.
  • [Confirmed] Lord of War: The AI weight for choosing this ascension perk may be too high, particularly for empires with Pacifist ethics. [Report]
  • [Confirmed] [Severe] [Cause unclear] Save files might become corrupting in some way, resulting in an empty galaxy and a list of "hej hej" policies. [Report]
  • [Confirmed] You get notified that you're now the target of a casus belli when one of your subjects swears secret fealty to another empire, making it not-so-secret. [3.4.2] [3.4.3]
    • [3.4.3] You can no longer immediately see the secret fealty status of sectors released as subjects.
    • (Moved back out of the fixed section)
  • [Preexisting] The Deluge Machine colossus weapon can't target Infested worlds or AI worlds, even to destroy them without turning them into colonizable ocean worlds. [3.2.2]
    • [Needs verification] [Major] It seems the Deluge Machine can now target AI worlds in 3.4.3, but instead of destroying them it converts them into an ocean world that takes no damage from bombardment and can't be conquered by invasion. This renders it impossible to progress and complete the crisis. [Report]
 
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@glee8e thanks for the update and workaround!
@I_am_Nemo definitely a bug, you should report it.
@Lorenerd11 just added that one to the list yesterday!
@Cry_Havok I had thought that one was already on the list, but it wasn't!



Added bugs:
  • [Major] Federations: AI empires will leave federations if they don't want to associate with their own subjects. [No report] [Post]
    • The Can Subjects Join federation law should have a default position of No instead of Yes.
      • Alternatively, subjects that are allowed to join their overlord's federation should have a policy that lets them choose whether or not they want to that starts set to no. They won't join if they don't want to associate with their overlord, and this would also solve the issue where federation member subjects are unable to rebel against their overlord.
      • Or maybe the federation law should have options for Subject's Choice, Loyal Subjects Only, and/or Subjects Without Opposing Ethics only.
    • AI should propose a change to the Can Subjects Join law if the empire they don't want to associate with a subject member, instead of just immediately leaving.
    • AI should renegotiate contracts with subjects they don't want to share a federation with to set their Diplomatic Freedom contract term to Limited Diplomacy.
      • Ideally they should also have a way to ask another empire to do this to their subject.
        • Maybe voting to kick a subject from a federation could work by changing their Diplomatic Freedom contract term to Limited Diplomacy?
      • Possibly the Balanced Subjugation War Terms policy should downgrade Restricted Voting to Limited Diplomacy for target empires with opposed ethics?
    • Willingness to associate with an empire's subjects should be taken into account when voting whether to accept them to a federation. Empires unwilling to associate with their own subjects shouldn't ask for or accept invitations to federations if that would cause their subjects to join.

Updated bugs:
  • [Preexisting] The Deluge Machine colossus weapon can't target Infested worlds or AI worlds, even to destroy them without turning them into colonizable ocean worlds. [3.2.2]
    • [Needs verification] [Major] It seems the Deluge Machine can now target AI worlds in 3.4.3, but instead of destroying them it converts them into an ocean world that takes no damage from bombardment and can't be conquered by invasion. This renders it impossible to progress and complete the crisis. [Report]

Re: Federations

Own subjects aren't the only combustion cause. Other problems that can cause federations to combust without warning:
- Winning a vassalization war (you are always better off doing a status quo on a vassalization war and letting a small rump state exist rather than winning the war because status quo creates a vassal that matches the attacker's ethics)
- Any member peacefully gaining vassals by treaty or enlightenment (which can be a problem if someone vassalizes someone with vassals)
- The enlightenment one is particularly problematic because AI don't indoctrinate targets first, so often end up creating enemy ethics vassals

Another option would be to have old behavior reverted and have federations much more robust to opinion differences, or even ignore the opinion of subjects without independent diplomacy.

Re: Deluge Colossus on AI worlds

This is my experience as well, it becomes a broken ocean world that can't be successfully invaded but is owned by the contingency. I did not know if that was a bug or an anti exploit measure at the time, so I did not report it, but it can be solved by refitting your colossus with a world cracker or planetary shield and destroying the world that way.

Edit to add:

Archeology sites for precursors will still spawn in sustems that are inaccessible in the short-medium term. Just had an Baol site spawn in the Etherdrake's system across the borders from another empire
 
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