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No too thrilled about those tbh:

Infiltration observation station mission now requires Gene Tailoring technology

and:

(UTOPIA owners): Gene Warriors can only be unlocked if you have the Engineered Evolution ascension perk, still available through tech if Utopia is not activated
* (UTOPIA owners): Psi Armies can only be unlocked if you have the Mind Over Matter ascension perk, still available through tech if Utopia is not activated


And seriously?
Three Core Systems?
With the way AI is ?
 
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How you can still get a food bonus or science bonus
Yeah, and since 1.0 the Science bonus is the only thing worthwhile to get in first place. Plus the Construction Cost Reduction, but that one was nerfed in 1.4 already.
Arguably, with the possibility of creating agri-culture worlds, and possible whole sectors dedicated to agri-culture, the Food bonus for governeurs can actually become relevant (because, again, previously it was not).

But I still feel like Governeurs are just far less relevant than any other leader type.
 
Yeah, and since 1.0 the Science bonus is the only thing worthwhile to get in first place. Plus the Construction Cost Reduction, but that one was nerfed in 1.4 already.
Arguably, with the possibility of creating agri-culture worlds, and possible whole sectors dedicated to agri-culture, the Food bonus for governeurs can actually become relevant (because, again, previously it was not).

But I still feel like Governeurs are just far less relevant than any other leader type.

I would argue that generals are way worse.
 
I would argue that generals are way worse.
I stand corrected.
Generals are that completely irrelevant and useless, I completely forgot they actually existed.
And even with their new bonus to Unrest Suppression, I'm reasonably sure that instead building x% more armies, generated from abundant minerals instead of limited influence+strongly limited leader slots, is still the better way to go.
 
* NEW: Conservational trait added to the game

After reading this my first thought was: the game needs pollution.

Oh and I hope the frequency of the "additional core sector systems tech" has been increased (and not been made too expensive)! Why there is a limit for core sector systems is beyond me, because it isnt "logical". You should simply have the OPTION of using sectors ... to reduce the hassle of managing planets. Some people WANT TO manage planets though and they have their choice taken away from them atm by far too rare tech and an arbitrary limit.
 
Don't jump to conclusions. You don't even know what psionic shields do yet. For all you know they might be weaker than hyper shields.

Plus, if psionic shields really are super powerful, all the other horrible things you can discover in The Shroud would offset it.
It would be offset if the shroud events were random, but they're not, no major event that paradox has put in has been, which means players can just look it up online after a short while and get the best results every time.
 
I'm definitely digging these changes. Lots of good stuff.

I still hate the very idea of space magic with a violent passion, but c'est la vie. Being able to single out Psionic species by default for purges and whatnot would be a nice feature... As it is, I realize I can just pick each psionic species I encounter and do it myself, but since I'll never permit them to live in any game, it would be nice to set it and forget it. Species-targeted policies will do for now, though.

Also...was hoping the changes to Federations would be happening with this update. As it stands, it still seems like they're just not worth the trouble. But, maybe that will be different with the improved AIs. Now other members might actually be worth the influence cost, naval capacity cost, and the all around headache of having to "vote" on everything. We'll see, I guess.
 
* NEW: Conservational trait added to the game

After reading this my first thought was: the game needs pollution.

Oh and I hope the frequency of the "additional core sector systems tech" has been increased (and not been made too expensive)! Why there is a limit for core sector systems is beyond me, because it isnt "logical". You should simply have the OPTION of using sectors ... to reduce the hassle of managing planets. Some people WANT TO manage planets though and they have their choice taken away from them atm by far too rare tech and an arbitrary limit.

You can't be serious. When it takes weeks to get from system to system, and/or you're managing trillions of people...you think a single autocratic ruler can actually handle it all? No...just no. One guy running that much is just absurd. You just have to deal with the same issues real rulers do...delegating to others down the chain who may or may not be competent, or loyal...and hope for the best. Welcome to actual leadership.
 
You can't be serious. When it takes weeks to get from system to system, and/or you're managing trillions of people...you think a single autocratic ruler can actually handle it all? No...just no. One guy running that much is just absurd. You just have to deal with the same issues real rulers do...delegating to others down the chain who may or may not be competent, or loyal...and hope for the best. Welcome to actual leadership.

dictators, tyrants, monarchs and despots never actually ruled alone because it is impossible for one person to do all, even if you add massive psionic powers there has to be a division of labor on the administrative level as well as a council that knows things the ruler is not apt in
 
Personally I don't like this expansion. It's about specializing in late game but atm midgame is kinda non-existent. Do you have plans to address it?
Colony events becoming far, far more prevalent may well add some meat to the mid-game. Traditions and early ascension perks seem to be mid game as well, with the upper tier ascension perks and structures spilling into the late game. I'm hoping the combined effect will make things noticeably livelier.
 
Generals are that completely irrelevant and useless, I completely forgot they actually existed.
And even with their new bonus to Unrest Suppression, I'm reasonably sure that instead building x% more armies, generated from abundant minerals instead of limited influence+strongly limited leader slots, is still the better way to go.
Generals have actually been buffed (which was much needed, I agree) in this expansion, it seems to me. Firstly due to the world blockading now giving less war score than occupation - you need those boots on the ground, whereas previously they were sometimes actually detrimental. Secondly because of the limits on total army units - one per POP (I actually hope that includes defence armies). And finally due to the boosts to stats (unrest effects, etc.).

You can't be serious. When it takes weeks to get from system to system, and/or you're managing trillions of people...you think a single autocratic ruler can actually handle it all? No...just no. One guy running that much is just absurd. You just have to deal with the same issues real rulers do...delegating to others down the chain who may or may not be competent, or loyal...and hope for the best. Welcome to actual leadership.
I agree with the underlying assumptions of your model, but I think it could be handled differently for the micromanagers out there (you know who you are :p).

One thing I note is that high numbers of core worlds have a downside in that each world demands a governor. One buff to core-world heavy polities that is not simply an extension of direct control (linked to removal of all control outside the 'core') would be to have the core be a "Core Sector" with a single governor for all the worlds in it (as Sectors have already). Once having set this, severe penalties could be applied to worlds without governors - these "headless chickens" ought really be rather inefficient. These measures would then free up the possibility to have extra worlds, in addition to the "Core Sector" worlds, that require a governor each. This would allow a division into truly "Core Worlds" and individually governed "new territories"; you could boost the "directly administered" worlds at a cost to your leader limit, and you would maybe want to keep this boosting temporary.

Other "leader" issues I perceive are the need for only one admiral and one general. There is remarkably little benefit to dividing fleets and armies up; some sort of "diminishing returns" factor for fleet size and army size would be both reflective of real-world limitations and a welcome game-mechanical effect, I think. This would complement an overall strategy of putting more pressure on leader numbers for the underused leaders (admirals and generals) while loosening up the demand for the overused ones (scientists, especially, but also governors). For scientists? There need to be science ship missions that do not require scientists; assisting research should have some value even without a "leader", for example, and maybe science ships should have boosted sensor range, allowing them to be used as recce/piquet ships?
 
One thing I note is that high numbers of core worlds have a downside in that each world demands a governor. One buff to core-world heavy polities that is not simply an extension of direct control (linked to removal of all control outside the 'core') would be to have the core be a "Core Sector" with a single governor for all the worlds in it (as Sectors have already).
@General Retreat mentioned this in another thread yesterday i.e. just make the empirical ruler the de facto governor of the core (non-sector) systems i.e. a bit like a character in CK2 being in control of their demesne provinces.
 
Generals have actually been buffed (which was much needed, I agree) in this expansion, it seems to me. Firstly due to the world blockading now giving less war score than occupation - you need those boots on the ground, whereas previously they were sometimes actually detrimental. Secondly because of the limits on total army units - one per POP (I actually hope that includes defence armies). And finally due to the boosts to stats (unrest effects, etc.).
As someone who considers blockade warscore a bug and using it an exploit, and consequently someone who always invades planets, I can tell you Generals are still not needed. In the current state (and presumably not changing in 1.5), Armies, their numbers, and Army Strength are mostly irrelevant, because you will lose a fight on a planet you didn't bombard, and win a fight on a planet you did bombard. Regardless of how many armies and Generals you sent (within reasonable constraints. But 'my reasonable constraint' is usually a 10er Army and I suppose that will remain a completely affordable and effective size in 1.5).

The Unrest effect is neglectable, because all it needs to stump unrest is to build armies. Armies costs minerals (and a minimal amount of energy), which are abundant past early game anyways. Instead of adding a General who imporves Unrest rate by x%, just build x% more armies.

Unless they make Unrest numbers REALLY high, you will always be able to dump it down with armies.


That said, this is all theorycrafting based upon hundres of hours in 1.4 (and earlier), with no actual gameplay of 1.5, and the best way to figure out whether Generals are useful will be to wait the couple days and play it.
 
@Wiz Can we finally drain a sectors bank? Or is it that I have 5 sectors each floating with thousands of energy credits while I am running a deficit. Can finally sectors bail you out of an economic crisis? I dont even care if that will cause sector happiness penalty or influence or whatever you might come up with but the sectors's bank must be accessed somehow.
 
@Wiz Can we finally drain a sectors bank? Or is it that I have 5 sectors each floating with thousands of energy credits while I am running a deficit. Can finally sectors bail you out of an economic crisis? I dont even care if that will cause sector happiness penalty or influence or whatever you might come up with but the sectors's bank must be accessed somehow.
Is that how Sectors work i.e. they keep all the energy/minerals they harvest to themselves? I thought all of these resources were empire wide.
 
@Wiz Can we finally drain a sectors bank? Or is it that I have 5 sectors each floating with thousands of energy credits while I am running a deficit. Can finally sectors bail you out of an economic crisis? I dont even care if that will cause sector happiness penalty or influence or whatever you might come up with but the sectors's bank must be accessed somehow.

Sectors pay for their own spaceports now so that should help
 
You can now choose room background in the ruler customization view
FINALLY!
As a roleplayer I've actually had to remove ethics just to get the background which best represents my empire. :mad: