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Stellaris Dev Diary #332 - 3.11 “Eridanus” Release Notes

Hello everyone!

We’ve hit our code freeze, so barring unforeseen circumstances, the 3.11 “Eridanus” update will be released next Tuesday, on February 27th.

Preliminary Release Notes​

As promised, here are the preliminary release notes. Release Notes prefaced with a ¤ symbol had community involvement from our modders, and I’ve placed changes that have been merged since last week’s dev diary at the end of each section and marked them with a §.

Feature​

  • Difficulty Adjusted Technology Costs slider added to galaxy generation. This slider adjusts technology costs based on tier and game difficulty.

Improvements​

  • Added notification message when new pop settles in zeya (Gaia planet in azilash)
  • Added the Seedom system.
  • Allowed conversion between Sovereign Guardianship and Corporate Protectorate civics
  • Dimensional Locks now forbid access to countries without communications
  • Every participant in a war now gets a truce with the others after it ends, even if they were on the same side
  • If you have a colony in a system when pre-FTLs become space faring you can apologize and annex them
  • Progenitor Hive speed malus and bonuses now only affect military ships, removing the need of science ship escorts
  • Technology and Tradition costs are now distinct sliders in galaxy setup
  • The Anglers civic now swaps to Trawling Operations if you reform your government into a megacorp and vice versa
  • The Eager Explorers civic now swaps to Privatized Exploration if you reform your government into a megacorp and vice versa
  • The Eager Explorers, Privatized Exploration and Exploration Protocols civics can be removed and readded after researching Jump Drives. The Stargazers civic cannot be removed as it is linked to the species trait of the same name
  • The Foreign Consciousness trait is now a destiny trait
  • When the Khan awakens the event will now properly have a go to button
  • ¤ Gangsters should no longer assassinate Chosen Ones or Legendary leaders
  • ¤ If a Zombie or Nerve Stapled pop manages to lie on their resume and become a specialist or ruler they should be demoted much faster
  • ¤ Xenophobic leaders are now half as likely to accept brainslugs while Xenophilic ones are twice as likely to accept them
  • ¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources
  • § Added the old AI crisis diplomatic room to the list of selectable diplomatic rooms
  • § Rearranged the room selector priorities so that AI empires shouldn't lose special diplomatic rooms
    • § Set the old AI crisis diplomatic room to be used by Determined Exterminators
    • § Set the "scrappy room" to be used by the Ketlings
    • § Set the "gilded room" to be used the AI overlord for the Imperial Fiefdom origin
    • § Set the "organic room" to be used by Devouring Swarms

Balance​

  • All pop types will now be happy while living on a gaia world.
  • Added a tier 2 Advanced Bio-Reactor technology and building. Advanced Bio-Reactors further reduce the food output of farmers in exchange for a small amount of exotic gas output
  • Added Gateway Cost and Megastructure Build Speed modifiers to the Galactic Doorstep origin
  • Ascension Theory is now a Tier 4 technology that requires at least 6 traditions trees to have been completed to be drawn
  • Balance adjustments to the Knights of the Toxic God to make some of their behavior behave the same way as other economic bonuses in the game, and make more of the choices in the chain potentially relevant.
    • Event options in the Knights' quest that improve their capital have been significantly buffed to be better balanced compared to the options that improve knight jobs:
Toxic God Deposits
  • Knight output modifiers now only apply to resources, like other job output modifiers
  • Knights now correctly inherit production modifiers from researchers and administrators
  • Refactored how the output scaling for Knights from Squires functions, these now behave as normal additive modifiers instead of multiplicative modifiers
  • Squires now increase the resource output of Knights by 2.5% per Squire not 2% per Squire
  • The Luminous Blades modifier from the Knight's Quest now removes the alloy upkeep of knights and gives +25% Army damage instead of an empire-wide +1.5% alloy production modifier per knight
Luminous Blades
  • The Order’s X-Calibrator planetary feature on their starting habitat now also provides -10% Pop Upkeep
Knights X-Calibrator
  • The Fortress Habitat Designation for Knights no longer provides +1 Defensive Army per Pop on the habitat, instead each Squire job provides +1 Defensive Army
  • Bio-Reactors are now a tier 1 rare technology instead of a tier 0 Technology. Bio-Reactors now reduce the food output of farmer jobs and give them a small amount of energy output
  • Bio-Trophy buildings no longer provide Artisan Drone and Maintenance Drone jobs
  • Decreased the amount of research produced by unemployed pops with Utopian Abundance
  • Delegate GalCom focus traits now have a small chance to give favors
  • Ecclesiastical Arcologies no longer provide Manager jobs for Corporate Death Cults
  • Ecclesiastical Arcologies now provide Prosperity Preachers for MegaCorps instead of a split between Priests and Managers for regular Spiritualist MegaCorps
  • First League Offices now provide Prosperity Preacher jobs for Spiritualist MegaCorps
  • Galactic Doorstep event chain now directly rewards the Gateway Activation technology and gives far more progress on the Gateway Construction technology
  • Gospel of the Masses now provides +1 Trade Value to Prosperity Preachers (both inside their empire and those on planet on which they have branch offices)
  • Increased technology costs, especially those of higher tier technologies
  • Increased the cost of the Rock Potential special project to 1000 energy to account for Stellaris Inflation
  • Increased the effects of Empire Size on Technology to match its effect on Traditions
  • Lost Colony Parents now spawn with more developed colonies to avoid overcrowding on their capital.
  • Machine Intelligences with a biological secondary species now have a base food income of 10 food/month, and without a secondary species or with a Lithoid secondary species, they now have a base mineral income of 10 minerals/month.
  • Moved habitat upkeep modifiers from the domination opener to the expansion opener. Available for all, not just void dwellers
  • Curator leader trait now provides +10% Research Speed (was +15%) with an associated +10% Researcher Upkeep. The Survey Speed bonus remains unchanged
  • Penal Colonies now provide 10 housing.
  • Prosperity Preachers are now a specialist strata job
  • Rebalanced leader traits gained from Ascension Paths (Psionic, Chosen One, Synthetic, Cyborg, Erudite)
  • Reduced output of researcher jobs
  • Reduced the amount of Naval Cap granted by technologies
  • Removed most sources of Ship Cost and Upkeep reductions from the game
    • Bulwark ship upkeep reductions reduced by 50%
    • Corporate Crusader Spirit now reduces ship upkeep by 5% instead of 10%
    • Crusader Spirit civic now improves ship build speed
    • Fleet Supremacy edict no longer reduces ship upkeep
    • Grand Fleet ambition now increases power projection instead of reducing ship upkeep
    • Logistic Understanding, Armada Logistician, and Gunboat Diplomat traits now reduces ship upkeep while docked
    • Mark of the Instrument ship component no longer reduces ship upkeep
    • Master Shipwrights tradition in the Supremacy tree no longer reduces ship build costs
    • Match tradition in the Enmity tree bonus to ship build costs reduced to 5% instead of 10%
    • Military Buildup Agenda now improves ship build speed and reduces claim costs. (It still reduces War Exhaustion on completion.)
    • Military Pioneer trait now reduces starbase upgrade costs instead of ship build costs
    • Naval Procurement Officer councilor now improves ship build speed
    • Progress Oriented modifier no longer reduces ship build costs
    • Psionic Supremacy (Eater of Worlds) finisher no longer reduces ship build costs
    • Reduced penalty the Irenic trait applies to ship build costs
    • Sanctum of the Eater ship upkeep reduction reduced from 10% to 5%
    • Shipwright trait no longer reduces ship build costs
    • Vyctor's Improved Fleet Logistics trait now reduces ship build costs by 10% instead of 20%
  • Rulers now gain 12 XP per month
  • Temples now provide Prosperity Preachers for Spiritualist MegaCorps instead of a split between Priests and Managers
  • The Entangled Dark Matter astral rift now completely overwrites the personality of the selected scientist if they are not psionic
  • The Traumatized trait now negatively impacts Astral Rift Exploration Speed
  • Tier 2 and Tier 3 Sacrificial Temples no longer provide Manager jobs for Corporate Death Cults
  • Tweaked the tiers of technologies that increase naval cap and fleet command limit
  • Warpling armies now have an upkeep of 1 energy and 0.1 astral threads per month
  • ¤ Empires that value other species, such as Rogue Servitors, will now get extra annoyed if you engage in genocide or necrophaging
  • ¤ Gestalt empires can now sell their minor artifacts provided that they have access to the galactic market
  • ¤ Marauder ships should now have a decently larger amount of armor for most shipsizes
  • ¤ Refugees should now also be willing to flee to Rogue Servitors if they are welcomed as Bio-trophies
  • § Psychological Infertility and Existential Iteroparity can no longer be taken with the Clone Soldier or Ascended Clone Soldier trait.
  • § Two of the three habitable planets in the Trappist system are now terraforming candidates
  • § The "Tragula's Cross", "Trin's Promise" and "Loh" systems are now mutually exclusive on galaxy generation
  • § The “Science Ship as a Concept” now uses psionic components instead of whichever components your empire has researched

Bugfixes​

  • Added missing class name and icon in the leader upkeep tooltip
  • Added missing required components to the Marauder Galleon
  • Added new localization and triggers for Machine Empires exploring the Rift World origin.
  • Armies now disband instantly instead of waiting for next tick
  • Cordyceptic Empires that only had Subspace Drives on their ships are now also capable of reanimating space fauna
  • Corrected draw weight for Shipbreaker trait
  • Corrected modifiers on Agrarian Upbringing
  • Corrected some trait names
  • Corrected the Scout Wing using the wrong 3d entities
  • Correctly locked a number of Delegate GalCom focus traits to require the DLC that unlocks their resolution category
  • Diplo action tooltip now shows why we can't claim any systems
  • distar.1081 will no longer spawn pops on colonies in progress
  • Driven Assimilators with the Protected Pre-Sapients policy will no longer purge pre-sapients
  • Empires with the Mechromancy AP can no longer purge cyborg zombies
  • Event windows now correctly have no effect after the player has been defeated
  • Extra trait points for script-generated species are now added correctly
  • Fix countries created by `create_country` script command not having any leaders in their recruitment pool
  • Fix duplicate ship role buttons when switching ship templates in ship designer
  • Fix not being able to exit the game or return to menu when certain other UI windows were open
  • Fix some leaders (e.g. paragons) getting a trait pick when you hire them even though they should not, how greedy!
  • Fixed a number of opposite trait pairs not taking into account their leveled versions
  • Fixed a string being undefined in the ruler designer menu
  • Fixed an Astral Rift calling the Baol for Boal or was it the other way around?
  • Fixed an error that prevented some Fallen Empire task events from firing
  • Fixed cyborg zombies having a 100% chance of spawning instead of 33%
  • Fixed default weights for pre-sapient policies
  • Fixed Discoveries tab not being displayed when tabs order has been customized
  • Fixed gestalt scientists getting research expertise traits when those traits had no effect for them
  • Fixed heirs being able to have the Planar Theorist trait despite not being capable of exploring astral rifts
  • Fixed incorrect weapon effect being used for the World Cracker
  • Fixed invalid scope allowing pre-sapient pops to be turned into cyborg zombies
  • Fixed issues with leaders assigned to armies or fleet that contain armies
  • Fixed leaders sometimes getting invalid trait choices on level up
  • Fixed missing 0 on Collaborator II
  • Fixed missing message title for Restoring the Balance
  • Fixed newest achievements not working on MS Store
  • Fixed Orbital Bombardment planet modifier not having a tooltip if there are no other planet modifiers there
  • Fixed possibility of leader trait picks including opposites of existing traits
  • Fixed Revolutionary Medi-Gel not affecting Pharma State civic production for Medical Workers
  • Fixed systems at the bottom of the map spawning at wrong coordinates
  • Fixed the Shared Burdens tooltip being outdated and mentioning additional unity from the Egalitarian faction
  • Fixed Unity Ambitions referencing their pre-Unity rework state.
  • Fixed Urbanist being both a Destiny trait and a Veteran trait (which prevented it from being available as a trait pick)
  • Fleets of countries without ship_disengagement = yes (e.g. Horde) now correctly cannot use emergency retreat
  • Former Satrapies of the Khan should no longer be informed twice when the new Horde forms.
  • Hiring Renowned and Legendary Leaders no longer hires a mysterious clone of them instead
  • If the Knights Keep is hit with a Pacifier Colossus there will now be unique event text
  • It now costs 200 influence to abandon planets even if they have pre-sapients living there.
  • Livestock slaves now inherit farmer and miner modifiers as appropriate.
  • Making sure the negative situation outliner notifications only happens for negative situations
  • Modifiers to empire-wide resource production now apply to resources generated through trade policies
  • Removed reference to a loc key inside of an Under One Rule event.
  • Renowned and Legendary Leaders no longer lose Council traits when hired by gestalt empires.
  • Repairing The Black Crown should no longer fire generic gateway repaired events
  • Replaced all sources of "is_leading_research = x" with "is_head_of_research" fixing numerous broken events and scopes
  • Replaced one of the descriptions being reused for the Old Gods event chain
  • Show turrets correctly on the Maven Cruiser and Caravaneer ships
  • Sobek will no longer be confused and think that they came from your capital
  • Species habitability for randomized empires is now correctly set for origins like shattered ring
  • Stellar Culture Shock will now be applied to hive pre-FTLs if you are a hive empire.
  • Terraforming a Barren World into a Machine or a Hive World will no longer fill that world with blockers
  • Terraforming straight into a Hive or a Machine World now correctly removes "Terraforming Candidate"
  • The astral rifts now correctly checks for Chosen One traits in addition to the Psionic trait
  • The Azizians event can no longer target planets that are under colonization
  • The chance to gain negative leader traits depending on leader age now takes into account leader lifespan
  • The Ranger Lodge will now properly produce +2 and +3 additional unity as the higher tier of Environmentalist Galactic Community Resolutions are passed.
  • The Speed Demon anomaly will no longer show up for Synthetic empires.
  • Updated the hire_event_leader_effect scripted effect to take account of the the Eternal Throne relic
  • Updated the tooltip for Universal Prosperity Mandate to mention the Employee Ownership living standard
  • When the "Prohibit Separate Treaties" federation law is enable it should now correctly remove treaties from both parties and not only the outside one
  • When transferring ships from one fleet to another, the fleet's leader will now always stay on the old fleet
  • ¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
  • ¤ A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
  • ¤ The Atomic Clock event will now properly trigger after 42 years and 3 days following the superior Stellaris Standard Calendar, which has 360 day years
  • ¤ Authoritarianism should no longer become more popular because you have egalitarian councilors
  • ¤ Become the Crisis AI empires will now always decline becoming vassals to awakened empires
  • ¤ Fixed a rare case where the Shard would not turn hostile against the player
  • ¤ Fixed a rare error that would occur if your scientist who finished a dig site died before you clicked the final dig site event
  • ¤ Fixed the checks for the Debris Field anomaly making it rarer than it should be
  • ¤ Fixed the Lush Planet Anomaly requiring Sol to have spawned, also updated the event rewards to work in a tileless Stellaris
  • ¤ Hyperlanes should no longer get attached to sealed systems
  • ¤ Imperial Fiefdom AI will no longer consider subjects to be viable overlords when they are looking for one
  • ¤ The Fleet Maneuvers event can no longer happen in capital systems
  • ¤ The Horizon Signal Event Chain will now correctly prioritize your head of research for narrative events
  • ¤ The Manifesti event chain will now properly end if you apprehend them early enough
  • ¤ The puddle technician drone job is now properly a drone job
  • ¤ The Sentinel Order should no longer spawn in systems not connected to the rest of the galaxy, leaving everyone else to deal with the Prethoryn
  • ¤ Upscaling the Messenger will now properly remove the negative modifiers from the ships
  • ¤ Vultaumar III will now properly have both alloys and mineral deposits
  • ¤ Irass III will now properly have both alloys and mineral deposits, while Irass VIII has gained its missing exotic gases
  • § AI UNE should no longer spawn if there is already an empire using the Sol initializer.
  • § Fixed a rare instance of a possible divide by 0 during rebellions
  • § Fixed orders for jump-drive-only ships being queued in the wrong order.
  • § Fixed Skrand Sharpbeak being unassigned from his ship after you hire him
  • § Fixed Skrand Sharpbeak having an excess of traits
  • § Fixed some issues with the triggers to encounter Skrand Sharpbeak - sorry he's been a bit shy recently
  • § Fixes to leader generation conditions for the leader pool if there are no valid species (such as if you nerve staple your entire population)
  • § If the Prikkiti will now build the most advanced starbase that they can instead of always trying to build a citadel even if they don't have the technology for it.
  • § If you shield the final world of the Contingency you should now receive your relic.
  • § Kaleidoscope event chain: pre-FTL countries won't be able to receive the Kaleidoscope anymore
  • § Newly released vassals now get a leader pool correctly
  • § Research stations will no longer try to go MIA when a revolt occurs.
  • § The Manifesti should no longer show up before you have encountered other alien empires.

Performance​

  • Improved speed of AI checking whether it should send subjugation offers
  • § Various performance improvements

Stability​

  • Fixed crash when completing an Astral Rift if the exploring ship no longer exists
  • Possibly fixed rare crash in galaxy map special project icon tooltip.
  • Several Out of Sync fixes.
  • § Fixing OOS issue with planets, wormholes etc sometimes being slightly differently positioned between windows and linux.

UX​

  • Add assigned Leader's name and council title to archaeology view and rift view
  • Additional Content tab text is centered correctly
  • Clicking on a resource in the top bar now switches to that resource in the market view instead of closing it if it was already open
  • Clicking on the "capped resource" notification will now take you to the correct tab depending on which resource is capped (correct market tab, relics view for minor artifacts, claims view for influence)
  • Fix claim buttons being misaligned on partially or fully occupied systems
  • Fix Outliner tab buttons appearing over the fleet manager sidebar on smaller resolutions
  • Fixed incorrect speed value in ship designer
  • Fixed Outliner tab buttons appearing in front of the archaeology window.
  • Inactive leader trait triggered modifiers are shown in the tooltip along with their trigger conditions
  • Remove double error message for starbase building tooltips
  • Trade protection tooltip lists empire-wide modifiers
  • Use up to 2 decimal places for displaying stability modifiers
  • Use up to 2 decimal places for production/upkeep in building/district tooltips
  • § If an orbital station build order is selected, its fail text in planet tooltips no longer reveals hidden information.
  • § Tooltips for Galcom sanction resolutions now show the modifiers even if they're inactive.
  • § Tooltips for Galcom resolutions that have both triggered and non-triggered modifiers no longer show the "Modifiers" header twice.

AI​

  • Added better script to evaluate planet and fleet for leaders, and added description of the AI algorithms for leader assignation in the leader_classes/00_base_classes.txt
  • Awakened Empires can now upgrade their starbases.
  • Changed leader assignation into a single loop for all location types, sorting locations by priority and leaders by skill, then trying to assign the highest priority leader to locations in order
  • Fixed AI being able to improve and harm relations at the same time
  • Fixed another case of the AI assigning Leaders to invalid (empty) fleets
  • Fixed the AI trying to assign military leaders to science fleets.
  • Improved AI weights for Ascension Paths
  • The AI now hires leaders the same way it assigns them. Expect an increased number of generals.
  • The AI will evaluate a leader for a location based on the `ai_location_weight` scripted value in the leader class
  • The Fear of the Dark AI empires will be less predictable with what extreme paths they might take.
  • The weight value for location priority when assigning leaders is now a define. When assigning leaders, there are 2 steps, first steps leader and locations are assigned a priority value, and then each leader calculates a final weight for each location. The leader/location pair with the highest weight is then assigned. This change affects the first step (the priority in the queue), as the second step is already fully scriptable.
  • ¤ Improved AI decision-making for the "Find Military Applications" Artifact Action
  • ¤ Improved AI logic when it comes to when to use the Strip Mining decision
  • ¤ Reduced the AI willingness to accept trade deals for food or consumer goods if they don't use those resources
  • ¤ AI Hive-Mind empires now have an increased chance to research terraforming technologies since they are unlikely to get more pop types from migration pacts.
  • § Improved AI leader assignment weights
  • § The AI now decides whether to strengthen or undermine the galactic empire based on two new game rules
  • § The AI will no longer build additional Quantum Catapults if they already have one within 25 jumps.

Modding​

  • Add `last_resolution_category_changed` trigger
  • Added a check for the block_homeworld_traits leader flag in all traits that provide additional jobs to the leader's background planet. This flag is not currently used in the vanilla game
  • Added checked for the following leader flags to leader trait weights and potentials: block_army_traits, block_council_traits, block_federation_traits, block_galcom_traits, block_governor_traits, block_pilot_traits these flags set the selection weight for leader traits in their category to 0 but are ignored if the leader has a subclass specializing in the category. These flags are currently unused in the vanilla game
  • Added game rule 'can_ai_assign_governor' to let the AI decide if a planet can have a governor or not
  • Added NON_PARAGON_TRAIT_OPTIONS_ON_LEVEL_UP define
  • Added not_potential_override_text_key parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
  • Added on_army_disbanded on_action
  • Added show_if_not_potential parameter to triggered modifier (currently used in leader trait tooltips and galcom resolutions)
  • Added text_offset variable to buttonType (only used for buttons that have both a sprite and text)
  • Added the "is_urban_planet" scripted trigger for pc_relic and pc_city planets
  • leader_class trigger can now appear in tooltips
  • Renamed LEADER_RULER_MONARCH_EXPERIENCE to LEADER_RULER_EXPERIENCE and LEADER_RULER_HEIR_EXPERIENCE to LEADER_HEIR_EXPERIENCE
  • Replaced "negative", "subclass_trait", "destiny_trait" and "veteran_class_locked_trait" leader trait variables with "leader_trait_type"
  • Updated documentation for create_species effect
  • Updated LEADER_GOVERNOR_MONTHLY_EXPERIENCE to LEADER_ASSIGNED_MONTHLY_EXPERIENCE
  • § Fixed "remove_deposit" effect not working in a deposit scope, fixing orbitals not removing their bonus to habitats when destroyed
  • § Replaced the loc string used to select a background for Paragon portraits with an asset selector.
  • § can_generate_military_leader_from_pop now includes the requirements of can_generate_leader_from_pop, which are now in the can_be_leader scripted trigger.


Release notes marked with the ¤ symbol were made with the assistance of our modding community. Special thanks to Ariphaos, Fireprince, Risa, alexrider903, ECHO, Roverstorm, jasonpepe, SirBlackAxe, Glavius, Savlor, OldEnt, Harain, and The24thDS for making Stellaris a better game.

Q&A, Tonight!​

Tonight from 15:30 to 17 CET the Stellaris dev team will be available to answer your questions on the Official Stellaris Discord server.

Discord Q&A tonight at 15:30 CET

Next Week​

As the 3.11 Eridanus release will be coming on Tuesday, I’m planning on moving next week’s dev diary to coincide with the release. See you then!
 
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All these ship upkeep and tech changes just feel like you're making the game more of a slog and less fun.

Mods are what make this game playable. I have removed many of their changes through searching the workshop and even modded a few areas myself to just make the game enjoyable for myself.

You are not going to win any battles here as there are far too many who think agreeing with PDX wins them points.


The speculative theory is getting the game to a theoretical place of proper pacing with costs for a longer fuller game instead of 'Everything crucial happens in the first 2 acts, the 3rd is cleanup and Crisis' at default. The other shoe is obviously figuring out performance savings directly through the guts of the code and calls made and also through game object costs so there are potentially less objects as the game goes on and the 3rd act is more than cleanup and Crisis and doesn't turn into 'Slowest' Speed by way of all the number crunching.


(Also, how much would an organizational layer above Fleets, fleets of fleets, called Armadas, help? Can onest find out?)
On the point of Armadas, how is this not just doom stacking 2.0?

The issue with pacing is they already allow people to set the threshold for the ages of the game and they allow people to scale tech and tradition cost (Separately FINALLY) so its not like pacing is a concern.

The other issue with pacing is you end up with too much time on your hands and start to realize how much in this game is just broken or not fun. We do it because its not like we can't but I do wish I could trust the AI more and allow it to manage colonies for me but I can't... it screws up colonies I don't set to auto manage with my least favorite job of cycling through colonies insuring there are no more than absolutely necessary clerk/drone jobs.
 
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Did you test BEFORE getting the tech? E.G. Put an event cruiser in the same fleet with corvettes before you have the tech to build cruisers and then try upgrading them.

You have a point, I will mark me this to review it in the future. I will take it into account when that event arises in one of my games. Now I am very curious if this last test you have told me is true. Thanks for the fact.
 
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On the point of Armadas, how is this not just doom stacking 2.0?

The issue with pacing is they already allow people to set the threshold for the ages of the game and they allow people to scale tech and tradition cost (Separately FINALLY) so its not like pacing is a concern.

The other issue with pacing is you end up with too much time on your hands and start to realize how much in this game is just broken or not fun. We do it because its not like we can't but I do wish I could trust the AI more and allow it to manage colonies for me but I can't... it screws up colonies I don't set to auto manage with my least favorite job of cycling through colonies insuring there are no more than absolutely necessary clerk/drone jobs.

Easy - I don't care if it is doom stacking, the game making you physically select 20 fleets that will be a doom stack, because there's not an Armada grouping, doesn't actually stop doom stacking, NOR the creation of 20 fleets in time that could or could not be a doom stack. It's incomprehensible that there's not some kind of hierarchical pulse to 'organizing obligatory objects' (This is my Affinity Group name, btw) that will exist and be used in that specific way, and we're supposed to think making it a pain will prevent it through click cost?

No. It just gets gripes as I do it because it is the thing to do.

Give us the UI tools to play the game as it presents itself - this is the one at the top given any kind of hands-on with the game as it progresses and it becomes clear that you're gonna have more fleets than one full rotation of the mouse wheel.

As for pacing - hard disagree given complete misses on both Khan and War In Heaven under many circumstances where players are on default settings and the playthrough 'grows up' at such a pace to prevent either, or players are forcibly speeding the playthrough pacing up and not encountering them either. These were both supposed to be levelers and fitness checks (that also slows the game down in their own right by being diversions from larger objectives you might have had or confused those objectives completely) and they functionally no longer exist in the game often enough because the pacing is very off, both in research and Navy building where the latter also follows the former in why.

Edit: 'The Too Much Time On Hands' is exactly a symptom of 'pacing'. I said this over on Reddit in a snit, but players front running the focus and performance drain as the time goes on by speeding up the game to be a rootin, tootin, sharp shootin, adventure that takes 10-15 hours tops is a kind of game, but also explains pacing issues and sets them up to happen. Devs can't go too hard too fast in taking some of this back on their plate as the beta showed but...if they can spread the experience out and further develop Super Organism Empire management where you have - 50 colonies, 100 branch offices, 25 fleets, 5+ vassals, etc etc the details of individual management don't matter that much so long as they aren't being ACTIVELY mismanaged - maybe that helps with everything after the Super Organism point not be a focus draining slog. When the game enters this phase of still needing to actively pilot every object as if it were one of 5 rather than one of 50...this is when players start dropping their focus and want out and the New Game Itch starts to grow.
 
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Easy - I don't care if it is doom stacking, the game making you physically select 20 fleets that will be a doom stack, because there's not an Armada grouping, doesn't actually stop doom stacking, NOR the creation of 20 fleets in time that could or could not be a doom stack. It's incomprehensible that there's not some kind of hierarchical pulse to 'organizing obligatory objects' (This is my Affinity Group name, btw) that will exist and be used in that specific way, and we're supposed to think making it a pain will prevent it through click cost?

While fleet sorting will forever be a bane to me why can't you use the control groups? There's no need to physically select 20 fleets whenever you want to order the same 20 fleets around. Select a group, assign them to control group one, and hit that button whenever you want your first armada.
 
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While fleet sorting will forever be a bane to me why can't you use the control groups? There's no need to physically select 20 fleets whenever you want to order the same 20 fleets around. Select a group, assign them to control group one, and hit that button whenever you want your first armada.

Reinforcement control as well, where topping off Armada A at 80% and on the front takes priority over Armada B at 90% and returning home for upgrades. Or even potentially, not having to remap the auto grouping upon creation a new fleet. If you create it in the Armada container, no need to recreate the group. One of the behaviors I noticed with the Fleet Manager is that it automatically reinforces in order of the fleets listed in Fleet Manager...and it's been suggested that onest just individually reinforces fleets they want to, but ya know...I still want the 4x UI tools that make it a cinch.
 
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  • Every participant in a war now gets a truce with the others after it ends, even if they were on the same side
IDK about this one...like...what's the reckoning here? This could slow things down a bit, if for whatever reason, 3rd party had a defensive pact with 2 other parties that hate one another's guts and were itching to duke it out. (This has happened in a few playthroughs now where I am rolling dolo with Defensive Pacts with at least 2 parties who don't like one another very much and getting happily tugged into wars for salvage, etc)
 
IDK about this one...like...what's the reckoning here? This could slow things down a bit, if for whatever reason, 3rd party had a defensive pact with 2 other parties that hate one another's guts and were itching to duke it out. (This has happened in a few playthroughs now where I am rolling dolo with Defensive Pacts with at least 2 parties who don't like one another very much and getting happily tugged into wars for salvage, etc)

It's common for an isolationist AI to give me open borders during a war, and then immediately close borders after -- sometimes leaving my fleets trapped on the wrong side.
 
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It's common for an isolationist AI to give me open borders during a war, and then immediately close borders after -- sometimes leaving my fleets trapped on the wrong side.
OMG RIGHT, that makes some amount of sense and I had one playthrough go belly up just because of that, but still...seems like for some of those big wide scale wars with many parties this could ice things pretty good for the 10 years after amongst all after...Well, I'll hafta to see how it goes then.
 
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OMG RIGHT, that makes some amount of sense and I had one playthrough go belly up just because of that, but still...seems like for some of those big wide scale wars with many parties this could ice things pretty good for the 10 years after amongst all after...Well, I'll hafta to see how it goes then.

Yeah, it might mean there's an overall pace of galactic war - peace decade - galactic war - peace decade - etc.

Either way, I look forward to the post-war convenience.
 
Yeah, it might mean there's an overall pace of galactic war - peace decade - galactic war - peace decade - etc.

Either way, I look forward to the post-war convenience.

I am going to have to get a lot better with my Second Strike selection so it actually lines up just so with big throw downs...I love Enmity for most of the game but never do Second Strike correctly and on time, I'm terribly off beat with it, terribly. Edit: Half the problem is I do conquests which uhhhhhh...yeah...they're aren't rivals after that. They're in a bad way, very bad.
 
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Reading the patch notes: Wow... okay... I LIKE THIS!

No Idea how the game feels yet but you tackled a bunch of the most pressing issues. Once again: Thanks pdx!
 
From the patch notes:
  • Rebalanced leader traits gained from Ascension Paths (Psionic, Chosen One, Synthetic, Cyborg, Erudite)
Could this be any more vague or generalized? "Rebalanced" how?!?

Any chance at all that we could get a more detailed note as to just what was changed/balanced, please?

Thanks! :)
 
That's incorrect. There's a mod which adds +600 years to leader lifespan, and a 200 year old leader will retire in less than a month.

It's not just a fancy death message. It's a separate mechanism.

Please refrain from posting misinformation.
An apology would have been nice since this has been proven to have never been misinformation.
 
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There were some changes made to lifespan a few months back (I think they released alongside Astral Planes) so things that increased lifespan would better affect maximum lifespan and percentage age based effects, and it looks like they may have cleared up the issues you were having. When I swapped out the leader_age from your example with the new leader_lifespan_add, my 351 year old leaders seemed content to continue doing their jobs as time was passing.

I stuck this into trait_enduring, replacing the normal modifier block.

Code:
leader_age_min = 100
leader_age_max = 400
   
modifier = {
        leader_lifespan_add = 625
        pop_amenities_usage_add = 0.10
        planet_jobs_unity_produces_mult = 0.25
}

View attachment 1085925
I kicked the starting ages up to 600 - 900, and the ones in the upper end of the age ranges retired or died in the first month as expected, but the 704 year old leader kept chugging along (with 0% chance of death under 705, the one I posted above probably had +10 lifespan from a trait).

View attachment 1085931

Once she hit 706, she started accumulating death chance.

Letting the game run at speed 5, she finally died at 708.

View attachment 1085933

To be completely transparent, I did my testing on my local 3.11.1 branch, so I may have slight differences in code than what's currently on live, but it looks like the mod should be able to use leader_lifespan_add. If not now, then next Tuesday.

Thanks again for finding this and fixing it.

Even if random forum people are still giving me a hassle about reporting it, thank you for confirming and fixing it.
 
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Did you test BEFORE getting the tech? E.G. Put an event cruiser in the same fleet with corvettes before you have the tech to build cruisers and then try upgrading them.

After verifying it conscientiously, I have concluded that everything you have said is incorrect and is only based on outdated information.

Therefore I will continue to insist, create_ship = {upgradable = no} works correctly for event ships.

upgradable_no_0.jpg
upgradable_no_1.jpg
upgradable_no_2.jpg
upgradable_no_3.jpg
upgradable_no_4.jpg

Anyway, thanks for contrasting the information, at least it has spur me to test it.
 
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