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If the techs to increase the limit are plentiful and show up early enough, then I think this will not really be the world-shattering crisis that it looks like it will be.

That is certainly true. As I said, we'll see how 1.5 and 1.6 work regarding this.
But yeah I think there's good odds that it's fixed anyway, depending on how early and how many +core system techs there are.
 
They added in new techs and I think traditions to increase the core system limit. The largest inherent bonus to the limit comes from being a fanatic pacifist, which helps them expand much more quickly but shuts them out of most wars, so they can't turn their size into as significant of an offensive advantage; the increase to their naval capacity is largely a defensive bonus. This is less true of normal pacifists but their derived benefit is less.

I think is a large buff to pacifists and whatever tradition tree contains the bonus, but saying that it gives no choice or alternatives is a bit dramatic.

Core world comes from Pacifist ethos, a "Efficient Bureaucracy" civic, and from finishing a particular tradition tree. And techs. So you basically limit yourself in every field to get more Cores. And as i said, IMO, there is no reason to go "middle ground" - you either ignore Cores and stick to 3 (+ techs) or go and take them all. But again, taking Pacifist require to go diplo-route. And to be able to be somewhat competitive you have to go for Voidborn that limits your ascension routes.

They just discussed it on the stream.

It's basically a huge nerf to anyone who doesn't pick pacifist, to rubber band people who actually want to play the game and expand instead of turtling as a pacifistic.

Well, my main points against it are Sector AI, and the fact that you still don't have enough activities early and in mid-game - so messing with planet to kill time seems like a good choice. If there is something interesting going on, i'm sure anyone'll gladly outsource their planets to AI after first 10 planets - anything less than 18-20 tile planets isn't worse player attention (unless some special cases).

But, i have hard time believing Sector AI will be adequate to do the task.
 
* Ship that are being repaired no longer have a mineral repair cost
So is it a free repair now, with only a time cost?

* Subjects can now always colonize inside their own borders
Great, next step would be to let us 'assign' systems to subjects that we would allow them to colonize within (similar to how we assign systems to a sector).

* Added game launch option -bajen
Ehm, what?
 
Just a few comments:
-Core systems reduced from 5 to 3. Can't say I approve of this. If I had to pick just one thing in this game, from it's very release, that I wished could be changed, it's the low core planet/system limit. Now it's being reduced even more. Thank goodness for mods.

-Edit: Concern addressed. Never mind. :)

-The changes to Frontier clinic/hospital seem strange, especially with the move to global food. Those buildings went from a must have building on most planets to a meh building which will always be replaced by something else once the planet is populated. Does habitability still affect max happiness? Hopefully there are other ways to get that number up.


Those few comments aside, everything else looks absolutely fantastic, I can't wait to try it out. Well done.
 
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Spiritualist still has empire ethics attraction. Where not stated otherwise, ethics divergence was replaced with empire ethics attraction.
 
But the problem is that there is no choice - you either decide to stay small and focus on your core worlds or grow big (you can't have both - as having decent number of cores require certain ethos, government settings and traditions, that limit expansion options), And if you stay small you obligated to join a Federation - still no way to counter fleet cap of bigger Empires (unless playing on low difficulty). So, playing big allows you a broad array of choices with 1.5 provide some new exiting possibilities (like Democratic Crusaders types being very strong), while going for core worlds count really give almost no alternatives.

There's a ascension perk that grants +200 naval cap, and we have habitats now.
 
Well, we did already start work on 1.6, but I'll hold off with that until 1.5 is out at least :p
Wow! People party hard at PDX ;)

Hey, when did Stig-Helmer Olsson join the dev team? Or is he QA number G17?

Seriously though, what the heck does that option do?
Since they are not telling us, I assume it's the code for the universe's end.

Colonizing or building a frontier outpost next to a Xenophobic FE is not a 'playstyle'.
What about "living on the edge" playstyle?
Where is your playstyle now mate, uh?:p

Well, now that the not final numbers are actually final, what are they?
They're called not² final numbers.
 
"Ethics no longer apply modifiers to Pops, and instead only apply empire modifiers"

I did not like that. So what is ethics for in the populations? Except for making them unhappy, of course.
 
Has the issue of adapting pops having no portrait and name been fixed as well? I really hope so, it was unstandable :0
 
"Ethics no longer apply modifiers to Pops, and instead only apply empire modifiers"

I did not like that. So what is ethics for in the populations? Except for making them unhappy, of course.

Making them happy?
 
* Added a war demand to dismantle Frontier Outposts
Is there anything to "enforce" the treaty for some period of time? Does this war demand just end up being an economic/influence punishment/cost, i.e. you can just build the Outpost back after the war if you can afford it?

Also, do the Outposts just "auto-destruct" at conclusion of the war?

Recurring nightmares of the Weimar Republic ...
 
Google says Bajen is the nickname for Stockholm's football (i.e. soccer for Americans like me) club, the Hammarby IF.

So I'm guessing something humorous that's football and/or Hammarby related will pop up if you run the game with that launch option.

Calling it now - there will be a Blorg Football team menu UI, dressed in the Hammarby FC kit.
 
Not sure if i missed it in an earlier set of patch notes, but i once posted a bug report on Fleets failing to engage missiles because they were pre-occupied with fighters and bombers even out of their Point-defense range. Has it been fixed?