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Stellaris Dev Diary #258 - 3.4.4 ‘Cepheus’ Information

Hi! Let’s get straight to it!

The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included.

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########################## VERSION 3.4.4 ###########################

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  • Improvements
    • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
    • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
    • Imperial Fiefdom changes
      • The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
      • Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
      • The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
      • Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
    • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
    • Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
    • Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
    • Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
    • Quantum Catapult event art image added
    • Hyper Relay event art image added
    • New Overlord music track will now play in the main menu
    • Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later
    • Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
    • Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
    • The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
    • The Reemployment Center holding now shows when the next zombie will be created.
    • Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
    • Added subjugation agreement caps of +1,000 / -10,000
    • Refined the Teachers of the Shroud requirements tooltip.
    • Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
    • Players will now be notified when their Overlord has built Holdings on their planet
    • Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
    • The dividend event now specifies which enclave is paying its dues.
    • AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics
    • AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war etc
    • Clarified the tooltip for the Strip Mine decision.
    • Added a setting to Galaxy Setup that permits the disabling of L-Gates.
    • Planetary Automation will now build pre-emptively if there are 0 jobs available on a planet or if there is an unemployed pop that can work a job from the suggested building. This should solve both the case where we shouldn't make specialist jobs for slaves but also allows us to preemptively build more jobs to allow for auto migration.
    • Added an Upgrade module to the Planetary Automation such that players can now enable/disable automatically upgrading buildings on their planets

  • Balance
    • Ships now gain 5 exp per day in battle instead of 1.
    • Doubled the base unity output of telepaths.
    • Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
    • The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
    • Bulwark Battlewright aura now provides 0.25% hull regen per day.
    • Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
    • Being an overlord now imparts a -1000 penalty to diplomatic requests to be subjugated.
    • The Ministry of Science and Vigil Command now have an empire limit of 1.
    • The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
    • Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
    • The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
      • Habitation Modules provide +0.5 building slots.
      • Orbital Shipyards gain +1 Shipyard capacity.
      • Orbital Anchorages provide +2 Naval Capacity.
      • Planetary Defense Guns and Batteries support +1 Defensive Platforms.
    • Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
    • Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
    • Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build them correctly right away.
    • Significantly reduced the amount of time it takes to build Ion Cannons. Reduced the base cost and upkeep of Ion Cannons, but they are now affected by components.
    • Reduced weighting for clerks as pops seemed to really want to work as them instead of miners
    • Merc dividends no longer give ships when the patron is near or above their naval cap.
    • Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
    • If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.

  • Bugfixes
    • Fixed the notification message for forced approval of a negotiated agreement (due to lack of influence) saying the proposal was declined
    • Fixed ETA not being displayed in the fleet view
    • Progenitor Hives can now lease fleets without them being debuffed
    • AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
    • Khan should no longer be hostile to mercenaries.
    • Admirals no longer abandon their post on leased fleets.
    • Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
    • Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
    • Newly colonized planets will now have their planet automation turned on if they are in an automated sector
    • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
    • When an orbital ring is destroyed, the planet owner gains ownership of the ruined ring immediately.
    • Fixed broken tooltip for destroyed orbital rings.
    • The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
    • Mercenary fleet contract can now be terminated after vassal has been integrated
    • Added localization for Imperial Fiefdom opinion modifiers.
    • Traditions will now be properly transferred to vassals created from sectors
    • Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive
    • Fixed template with an unnamed flag causing issues with game loading
    • Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
    • Fixed possibility to set gender specific ruler titles, for example King and Queen
    • Fix some issues with display of leader names
    • Corrected “Message in the Canopy” archaeology site outcome options
    • Vassal loyalty tooltip in subjugation view now includes full breakdown information
    • Fixed relay network modifiers being removed after specialist vassal levels up
    • Fixed missing localization in mercenary admiral tooltip
    • You can no longer declare wars of vassalisation against Inward Perfectionists.
    • You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
    • Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
    • Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp
    • The Manifesti faction now use their faction icon.
    • Pacifier colossus weapon can now target machine and hive worlds.
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
    • Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
    • Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp
    • Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects)
    • Subjects are now informed that they have a -50% penalty to diplomatic weight.
    • Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
    • The Khan no longer counts as a Satrapy and thus can invade planets.
    • Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions
    • Fixed slave armies not being trainable.
    • Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets
    • Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
    • Mercenary Captains no longer display localisation keys.
    • Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
    • Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
    • Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
    • Fixed Terravores claiming that they could build Organic Sanctuary holdings.
    • The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
    • The job description of colonists now states that they can provide minerals instead of food.
    • Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
    • Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
    • Strongholds no longer benefit from Resistance is Frugal
    • Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
    • Fixed "Shroud Stench" planetary modifier lacking an icon
    • Updated tooltip for how to unlock branch office buildings.
    • Resized and moved the upgrade button for orbital rings.
    • Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
    • Fixed some issues with the setup of the starting Ring World in advanced AI empires
    • Fixed Gestalt Empire Governors Skill tooltips saying Crime instead of Deviancy
    • Fixed incorrect description string variable in the "Atmospheric Nanobot Dispersal"
    • Fixed Emergency Election button showing two Unity symbols
    • Admirals no longer abandon their post on leased fleets.
    • Mercenary armies now properly spawn at the client capital.
    • Pressing ESC during mercenary diplomacy should now bring you back to the main menu or close the diplomacy window.
    • Tactical advice against the gray tempest is only available when the gray tempest is triggered, not just when the L Cluster is opened.
    • Patrons can no longer recall fleets that they themselves are hiring.
    • Mercenary admirals now have suitable loc for their profession.
    • Fixed some cases where our tooltip system would unnecessarily generate "all of the following must be true" (when there was only one condition)
    • Fixed incomplete information about what Telepaths do when looking at buildings that provide them
    • Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
    • Fixed incorrect tooltip when scrapping robots during the alloy deficit situation
    • Fixed the message response icon on diplomatic notifications blocking click input on the lower half of the notification.
    • The No Holding text in the agreements tab is now yellow instead of placeholder pink.
    • If you don't use Consumer Goods and conquer a planet with factories on it, they will be removed
    • Fix missing prescripted empires' leaders' names
    • Fixed ship building buttons in Mega Shipyard view being cut off
    • You can no longer force ideology on gestalt empires by declaring on their subjects.
    • Fixed issue when some of the modifiers of modules didn't apply to the Starbase.
    • Fixed Insidious Ophidians event chain accidentally removing the "Poor Quality Minerals" permanent planetary modifier
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Fixed a case where specialist subjects leveling up could end up disabling relay network effects.
    • The Spiritualist Fallen Empire has figured out what Star Eaters are and will now Awaken if you use one to blow up one of their holy worlds.
    • Namelists Hive Mind 1 and Hive Mind 2 now feature names unique to each ship size (Corvette, Destroyer, etc.).
    • Fixed new districts sometimes not appearing after the Superfluous Terraforming Equipment event
    • No longer possible for Overlords to transfer more science than they generate to their subjects
    • Admiral bonuses are now correctly displayed in the ship details
    • Fixed Mega Shipyards not being able to produce after being taken over through subject integration

  • Game Stability related fixes and changes:
    • Fixed multiplayer out of sync due to FLEET_ORDERS
    • Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
    • Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
    • Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
    • Fixed crash from having a subject with 0 empire size

  • Modding
    • Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
    • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
    • Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
    • Fixed load order issues with check_modifier_value
    • Fixed localize_with_value_key and min_mult in scripted modifiers
    • Added GetOriginName localisation command (to clarify an error log)
    • Added "has_subject = <country>" trigger to go with has_overlord
    • Greatly improved scope error logging for event targets and script values

Should the plans change I’ll let you know immediately.

With that, I’m having the team move on to future releases and some of the things discussed in last week’s dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 ‘Fornax’ update in the fall.

Dev diaries will resume sometime in August.

Happy summer!
 
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I stopped playing stellaris few months after the pop revoke, can't even remember what the reason was but the pop migrations and crowding etc was insufferable.

I just tried the game again and wow, it's light years better in every way possible. Holy shit, some genius have really figured this out. Thank you so much, and very very good job, I can't say it enough.
 
I’d like to have another look at some of the unity jobs, if I have the time over summer.
Will you take a look about unity output between ethic?

Anyway to make spiritualist actually good at unity generation like they are suppose to be good at, instead of them being middling at best right now?

Or if it's really impossible (considering materialist technocracy dominated them before and now egalitarian, xenophile and xenophobe outperformed them easily now I'm starting to think that spiritualist are cursed) then we might need to rethink about what spiritualist suppose to be good at.

Right now the only good point of spiritualist is relatively easier access to psionic ascension (or guaranteed but that need to sacrifice origin slot) than other ethic.
 
Will automatic research pick dangerous techs should they be available (as it currently does)?

I would suggest prohibiting dangerous techs selection.
 
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  • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
Just for clarification:
- Is that -2 housing for every single habitation district?
- Is that +1 farmer job added to each Hydroponics building? As written it sounds like it's +1 job to the entire habitat, or +1 farmer job per habitation district, which would be kind of ... unusual.
 
Any word on military AI improvements in the near to mid future?

They just did this last patch, and have already said a full combat rework is something they'd like to do in the future. The problem is they tried to make the AI better at combat, but then released Hype Relays which broke path finding. The AI is worse at war now than before IMO, because the hyper relays seem to make them *really* bad about suciding in their fleets.

I'll have 15K worth of fleets sitting one system over, and they will send in three 7k fleets one at a time and end up losing the war because of it. I'm assuming they are trying to group their fleets together, but the hyper relay makes the pathfinding ignore dangerous enemy fleets I guess.


Setting myself a reminder to get this done when I have some free time.

Unrelated but since Merc Enclaves seem to have been your baby, is there any chance of them getting a UI pass in the near future? Not even the sweeping major changes that would be nice to have but a lot of work, they really just need some minor updates to increase their functionality like 9,000 percent

Simple things like

  • A pointer on the Enclave and on the fleet, to go back and forth between the two so you can find the Enclaves fleet, and find the Enclave that owns the fleet. Just a button at the top of the fleet to take you to the Enclaves base that owns them would help a LOT
  • A way to auto renew the contract on expiration so they don't go rogue on you mid war when the contract ends and an AI auto rents it in 0.0124 pico seconds
  • A pop up warning if the system detects one of your own merc fleets as hostile. Just a little skull at the top of your screen saying "Hey maybe you should bribe these guys" would be very welcome

would go a loooooooong way towards making the Merc fleets more usable and less of a liability. They are so freaking cool RP wise, but after getting absolutely ruined by one of my own merc fleets because I couldn't find the enclave that it belonged to (because I had 5 enclaves total), I'm pretty iffy on building them again.


Will automatic research pick dangerous techs should they be available (as it currently does)?

I would suggest to prohibit dangerous techs selection.

Better yet, can we just get an option to black list certain techs from the auto research? Just a button next to the tech to flag it for "do not research" would be fantastic. You could then turn on auto research once you felt like you'd flagged all the ones you don't want to research

Yeah, why is only scholarium special holding granting a significant empire wide bonus while prospectorium is stuck in a few pieces of scrap metal at a huge loyalty penalty? It’s never worth using.
Prospectorium as a whole need a buff. It's the worst specialization by far to actually play as, and there's not really that much reason to even have them under you either. Tributaries and Vassals can get you mostly as much money from what I've seen, without you having to pay them anything, and none of the unique Prospectorium stuff is that crazy for the overlord compared to Scholarium. I almost always end up with 1 or maybe 2 Bulwarks (because they are expensive AF), and 1 or maybe 2 Prospectorium, and then just a dozen scholarium / protectorates / tributaries
 
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They just did this last patch, and have already said a full combat rework is something they'd like to do in the future. The problem is they tried to make the AI better at combat, but then released Hype Relays which broke path finding. The AI is worse at war now than before IMO, because the hyper relays seem to make them *really* bad about suciding in their fleets.

I'll have 15K worth of fleets sitting one system over, and they will send in three 7k fleets one at a time and end up losing the war because of it. I'm assuming they are trying to group their fleets together, but the hyper relay makes the pathfinding ignore dangerous enemy fleets I guess.
That is exactly why I ask. They said they hadn't had the time to make substantial changes to the military AI, but would afterwards. So I wanted to know how long that would take approximately.
Obviously until after the summer break. But I hope not a year+.
 
Better yet, can we just get an option to black list certain techs from the auto research? Just a button next to the tech to flag it for "do not research" would be fantastic. You could then turn on auto research once you felt like you'd flagged all the ones you don't want to research
Even better, can we not have techs you shouldn't research? (Not sure which ones you mean though, apart from some techs being far more important than others, ultimately I'll research everything)

If the dangerous techs actually were, that might be interesting too.
 
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They do get their bonus, minus one stage. The issue with vassal rebellions is like three fold

  1. They lose 1 stage of their difficulty bonus, and part of that bonus is stability. So their stability goes down a bit instantly even in a perfect situation
  2. Usually the player is levying taxes against them too, which will further lower their resources. And I am 99.99% sure those are the gross resources produced before accounting for what they are consuming, so they might be making 1900 energy, but were only actually getting like 500 per month after all their expenses. Suddenly the player comes in and takes 60% of that 1900 and tanks their economy, AND their economy also goes down one stage too because of the difficulty bonus going down
  3. The AI is still bad at managing their worlds, but most especially Primitive Planets. They invade primitive planets which then are hit by stellar shock, and the AI can barely manage to hold on to those in the absolute best of times. Then suddenly a player comes in and repeatedly kicks the AI in the testicles while they are on the ground, and the primitive planet / habitat (which they are also A W F U L at managing) starts to rebel and the AI can't stabilize it while their entire economy is on fire

And that's not even mentioning the devastation their planets probably have after the player beat the crap out of them and subjugated them a lot of the time.



The third point especially is what leads to a ton of chaos. There were stories in the first week before the hotfix where a single primitive planet would rebel against an AI, rebel against itself after it was freed from the AI, rebel against a player who took it, rebel against itself AGAIN, rebel against the original AI when they took it back, etc. They turn into black holes of rebellions because of the nonstop devastation and stellar shock and opposing ethics each time someone new takes it etc.

Another issue I've personally found when inspecting my vassal worlds that keep rebelling, is the AI has WAY too many pops that are unemployed and nothing to do with them. They will have 40+ pops sitting there not working, with all the districts and building slots maxed out / no money to build new stuff, and then the planet rebels. My vassal last game had literally like 8 or 9 rebellions in a single game, because of over population. I eventually just took their planet and rebuilt it from the ground up to not be hot garbage and then gave it back so they would stop dragging me into wars against the rebels every 10 years


I'm quite sad that the patch doesn't add any new tools for Overlords to help their vassals stabilize their empires. We really, really need a panel that lets us see that our vassals are having major stability / economy issues so we can build a holding that helps or lighten their taxes etc

¿Uh?... As a Resolute Assimilator, I never felt the need for vassals... but after reading about how your vassals go through so much hardship, I'm tempted to at least have one... just for the sheer joy of watching it burn :p
 
Can the wall of text people take their 1 vs 1 debate elsewhere, kthanks




They do get their bonus, minus one stage. The issue with vassal rebellions is like three fold

  1. They lose 1 stage of their difficulty bonus, and part of that bonus is stability. So their stability goes down a bit instantly even in a perfect situation
  2. Usually the player is levying taxes against them too, which will further lower their resources. And I am 99.99% sure those are the gross resources produced before accounting for what they are consuming, so they might be making 1900 energy, but were only actually getting like 500 per month after all their expenses. Suddenly the player comes in and takes 60% of that 1900 and tanks their economy, AND their economy also goes down one stage too because of the difficulty bonus going down
  3. The AI is still bad at managing their worlds, but most especially Primitive Planets. They invade primitive planets which then are hit by stellar shock, and the AI can barely manage to hold on to those in the absolute best of times. Then suddenly a player comes in and repeatedly kicks the AI in the testicles while they are on the ground, and the primitive planet / habitat (which they are also A W F U L at managing) starts to rebel and the AI can't stabilize it while their entire economy is on fire

And that's not even mentioning the devastation their planets probably have after the player beat the crap out of them and subjugated them a lot of the time.



The third point especially is what leads to a ton of chaos. There were stories in the first week before the hotfix where a single primitive planet would rebel against an AI, rebel against itself after it was freed from the AI, rebel against a player who took it, rebel against itself AGAIN, rebel against the original AI when they took it back, etc. They turn into black holes of rebellions because of the nonstop devastation and stellar shock and opposing ethics each time someone new takes it etc.

Another issue I've personally found when inspecting my vassal worlds that keep rebelling, is the AI has WAY too many pops that are unemployed and nothing to do with them. They will have 40+ pops sitting there not working, with all the districts and building slots maxed out / no money to build new stuff, and then the planet rebels. My vassal last game had literally like 8 or 9 rebellions in a single game, because of over population. I eventually just took their planet and rebuilt it from the ground up to not be hot garbage and then gave it back so they would stop dragging me into wars against the rebels every 10 years


I'm quite sad that the patch doesn't add any new tools for Overlords to help their vassals stabilize their empires. We really, really need a panel that lets us see that our vassals are having major stability / economy issues so we can build a holding that helps or lighten their taxes etc

A random question, did you modify the pop growth rates or used some mods to disable AI from building habitats? I have never seen AI having a lot of unemployment.
 
Plenty of games have updated every few weeks, league of legends for one
LoL is a service game, designed for constant engagement.
Those games must deliver regular content and their teams are designed from the ground up to do so.

And why do they need to update every few weeks? You'd think they'd have fixed everything by now ;)
 
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Even better, can we not have techs you shouldn't research? (Not sure which ones you mean though, apart from some techs being far more important than others, ultimately I'll research everything)

Some techs just give dead end buildings that you just generally aren't going to want to build in any situation, or are flat out bait even. Stuff like upgraded commercial buildings if you aren't a trade empire, or gene clinics which are still very controversial, or weapon techs if you aren't using that weapon type etc. Especially repeatables like kinetic if you are full energy

A random question, did you modify the pop growth rates or used some mods to disable AI from building habitats? I have never seen AI having a lot of unemployment.

No, they were just not able to expand any further, and just weren't building many habitats. The AI is absolutely terrible at using habitats as well, so even they do build them they usually turn them into a crime against all sentient life everywhere with what they build on it. I actually think a lot of the rebellions that happen are because of habitats with horrible stability causing the entire system to rebel
 
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LoL is a service game, designed for constant engagement.
Those games must deliver regular content and their teams are designed from the ground up to do so.

And why do they need to update every few weeks? You'd think they'd have fixed everything by now ;)

in case you haven't noticed the Paradox DLC business model, Stellaris and most of their other games also rely on delivering regular content in order to make money.

But, the size/budget of the Stellaris team is... nowhere near comparable to a game like LoL, so having releases every few weeks is not realistic.

On a related note, I fully admit I don't know all the overhead required for a steam beta.

Nevertheless, I think that prior open beta feedback for Stellaris has been extraordinarily useful for catching balance issues and bugs. The Stellaris QA team is the first to admit they won't catch all the bugs in weeks of internal testing that users can catch on day one of a wide release. It's a simple matter of human-hours interacting with the game: there's a lot more players than devs.

Given that a release before the PDX/European summer holiday season is intended to be exceptionally long-lived, I think it would have benefitted from an open beta. For example, if the "AI's leave federations because of their subjects" and hyper relay pathing bugs are not fixed in 3.4.4, well, I'm sure an open beta would have provided emphasis regarding the importance of those to the playerbase. I guess we'll see what the final changelog looks like next week. Certainly the devs are aware of those particular bugs, as both of those classes of bugs were highlighted in multiple reports with save games and sirblack's thread. And earlier in this thread.

Finally, 3.4.4 is adding some entirely new things. It's not ONLY bugfixes. So if one of those new things accidentally introduces a new major issue -- we're stuck with it for many months. An open beta might lead to a more chill summer for both players and devs.
 
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There's something about this new patch that just feels lazy to me. I've seen too many bugs, too many half-efforts like the thousand new things wrong with subject AI, Mercenaries, Hyper-Relay effects, the new worthless resolutions, the anemic shroud enclave, poor holding balance, broken new events and text. When did the new game director come in? Was this just a bad cycle, or bad management? How could such an unbaked patch be acceptable to release before a summer break?
 
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