• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
"I didn't like the UI changes because I have to spend some time relearning the UX flow." would have been quicker. Disliking scrolling is super funny.

Admittedly I do have worries, but I think I'll hold off on doom saying for another 2 weeks, myself.
What concerns do you have? Most of the stuff that worries some of yall will likely be fixed by the time of release anyways.
 
I don't know why we need access to advanced resource buildings from day 1.
agreed, its just not been something worth talking about yet.
I've seen a lot of complaints here about how tedious planet management is. On your capital, for example, you may have some mix of allows, consumer goods, and research. If you have an industrial zone and a research zone, and only want researchers, there's no way of doing that without increasing your consumer goods and alloys production, which then eats into your minerals, so now you need more minerals, when all you wanted was researchers.
Yeah, but as a rule that's only a minor issue most of the time. At least for me it seems like a very small thing not worth complaining about. I do like the 'planetary designation' creating jobs or moving jobs from zones to their 'designation' job. Mainly because it would be a minor change and kind of make designations more useful.
The new zone add jobs scaled to the number of city districts that are already there, so unless you have massive unemployment or a ton of civilians, the new zone gobbles up your worker strata. In the early game, your capital is responsible for so much that this can have a big impact on your economy. Of course one can try to plan around this, not overbuild x, y or z, etc.,, but this kind of game play just doesn't feel good to me, and there's no "real world" explanation for why it should work this way.
This we have to disagree with. needing to plan ahead on development makes sense to me, and being able to not plan ahead, but having issues resulting from it also makes sense to me. So I don't mind it, and it works well as all you need to do is just slow your development down a little bit. Or at least that's how it feels to me.
They've run five open betas in the past and this one is in the worst shape out of all of them. They also said they're going to stop updating the beta in a week or so to prep for code freeze.
Really, Where? I've missed this completely if true. That also seems out of character. content freeze/code freeze doesn't stop people from updating balance or stomping bugs. which is one of the best uses for open betas.
 
  • 1Like
Reactions:
I agreed. But I apparently can't see it that way. And part of that is the see, the building art doesn't give the impression of sprawling complexes. most of the time.

I can understand where you're coming from, but the art etc. is very representational, in the same way that ship sizes on the system map are. Look at it this way: in the current design, modern, real-life Earth has six building slots. When you "build a building", you are spending an amount of planetary effort very roughly on scale with removing a volcanic arc, glacier complex, or major mountain range to convert one-sixth of all the in-use land on Earth not dedicated to mining, farming, energy production, or housing, to whatever you're doing. It's a scale of effort barely conceivable to the modern eye.

When you clear a "Dense Jungle" blocker and use that to put in Factories, that's bulldozing the entire Amazon rain forest and replacing it with something that looks like Shenzhen but stretching across 2/3 of Brazil.
 
  • 3
Reactions:
I tested, started a new game on 3.99.4, still no factions in 11 years.

Faction tabs shows that 0% pops have ethos for every ethos.
I did eventually get factions forming with a new 3.99.4 game, but late, slow (one at a time spread out over a significant period), and probably not working correctly. Which ones formed in what order was also quite weird. Among other issues, I got the Manefesi event chain before I had any factions (that was the previous game started in 3.99.3)

I cleared out some of the old save games, but based on what I still have:
0 factions by late 2010
2 factions by late 2015; one of which has 0 members
3 factions by late 2017
5 factions by late 2018

Additional info that may be related: Democratic elections looked more-or-less normal before factions. Now that I've got (broken) factions, it looks weird; one candidate at 23, one at 20, the rest at 0.
 
Last edited:
  • 1
Reactions:
Current state of the Economic System:

> A Planet with 10 Agriculture districts creates ~260 Food from~2400 Farmer Jobs

> Meanwhile a Habitat with 10 City Districts and 3 Hycroponic Zones creates ~470 Food from ~3600 Farmer Jobs (Edit: the third Zone doesn't add Jobs, so it's redundant)

> And that same Habitat improved all the way to 22 City Districts creates ~1100 Food from ~9800 Farmer Jobs (Edit: Damn, you know what this means for Void Dwellers with Catalytic Processing?)

> Tech-World is creating +335 Physics, +414 Society, and +342 Engineering Research Points, more than a Science Nexus, decades before I goto to Mega-Engineering tech. It chews through 123 GCs and needs Pops, but still it's kinda wild that this is possible fairly early in the mid-game.
 

Attachments

  • Screenshot 2025-03-26 142443.jpg
    Screenshot 2025-03-26 142443.jpg
    151,4 KB · Views: 0
  • Screenshot 2025-03-26 142743.jpg
    Screenshot 2025-03-26 142743.jpg
    141,1 KB · Views: 0
  • Screenshot 2025-03-26 145433.jpg
    Screenshot 2025-03-26 145433.jpg
    142,7 KB · Views: 0
  • Screenshot 2025-03-26 144523.jpg
    Screenshot 2025-03-26 144523.jpg
    153,2 KB · Views: 0
Last edited:
  • 2
Reactions:
I filled the feedback survey. Many pages of multiple choice questions and then one text box for "any other feedback?" Pasting what I wrote in that one box:

I played 3.99.0 a bit, came back for 3.99.4. The Planetary UI is improving, there's a few points I feel need to be addressed before I'm fully happy.

The COM starting planet at game start is producing 4 digits of Amenities. This takes so much space the Economy tab's UI just shows "...". Other job outputs take 2 digits so do get shown, even if they're actually tracked to 2 decimal places, the game shows the relevant 2 significant digits. Please have amenities use a float instead of an int. On the note of Amenities, why is there a base usage together with a base amount produced by the "capital building" (e.g. Reassembled Ship Shelter on a new colony)?

The Worker Unemployment section of the "upper bar" of stats is cluttered. It's trying to show different numbers for each strata. For that matter, is still showing a long list of Pop Groups which differ in ethics and strata. Minor note: I see a line saying "Total Pops: 18" (the old v3.14 number) for a Pop Group of size 1892. I do not see anywhere what I really want to know: what's the pop growth & migration rate? How many unemployed elites/specialists will I be getting in the next 12 months? If I wasn't an experienced player, I'd be wondering where all these unemployed pops spawn to existence from, needing an intuitive leap to realise elite parents raise children who expect elite jobs (then get denied those ambitions because the parents don't retire).

I see Pop Resettlement is now available in the Open Beta. I do not see relevant information when I'm selecting which pops to resettle to what planet. All I get is a big list of pop groups, I have to memorise which group sizes correspond to what ideology. If the design intent is to avoid "thought policing" so I can't just send "politically (in)correct" thinkers to a destination planet, there's no reason to show different pop groups like this. If the design intent is to allow that, the ethics icon should be shown together with the strata label. I'm assuming it is design intent that I can't cherry-pick which jobs to resettle from as Pop Groups span across same-strata jobs.

On a tangent, my playstyle heavily relied on Pop Resettlement. My biggest UI friction in v3.14 and before was navigating the long list of planets to find the ideal 2 planets to transfer pops between. Since the UI is due for a big update, please consider a smarter way for the player to state upfront "I want to move pops of this species & trait template at this strata to this planet I'm looking at now - show me a shortlist of planets with pops meeting the above criteria, show me what jobs those pops are working". I'll understand if such a smart UI won't fit into the Biogenesis release schedule. I'm looking forward to a better Resettlement UI sometime in v4.x. It's the single largest pain point preventing me from playing more Stellaris (and that's saying something when fleets bother me too).

Elsewhere in the Planet UI, the Economy tab's condensed view should show how many civilians there are. The green bar works for the other strata as those jobs have a maximum count (dependent on your districts/zones). The civilian strata has no maximum and I really want to know how many civilians are available to promote or quickly migrate. I re-iterate I also don't know the rate of emigration which further obscures my planning. As an aside, I'd like to see what "jobs" pops in the civilian strata have as a narrative tool to distinguish between those living in a dystopian autocracy vs a utopian abundance.

I don't think the job priorities is working. On a new colony I make a mining district then prioritise it. The pops still choose colonist jobs (probably because there's an amenity shortage). I make a Unity zone and it's the miners who prefer to promote to bureaucrats, leaving my mines unattended. I can solve this in my COM campaign by resettling pops from the homeworld, but what about empires that ban resettlement, or after I've run out of civilians?
 
  • 3Like
Reactions:
Current state of the Economic System:

> A Planet with 10 Agriculture districts creates ~260 Food from~2400 Farmer Jobs

> Meanwhile a Habitat with 10 City Districts and 3 Hycroponic Zones creates ~470 Food from ~3600 Farmer Jobs

> And that same Habitat improved all the way to 22 City Districts creates ~1100 Food from ~9800 Farmer Jobs

> Tech-World is creating +335 Physics, +414 Society, and +342 Engineering Research Points, more than a Science Nexus, decades before I goto to Mega-Engineering tech. It chews through 123 GCs and needs Pops, but still it's kinda wild that this is possible fairly early in the mid-game.

That tech world does not make use of the third zone. I just discovered this and also posted about it in the zones thread, So quoting myself here:

>>Just a heads up: If you triple zone a production, you only get the bonus jobs per district only for the first two zones, for the third zone, you only get the extra 3 building slots!

>>This only seems to be relevant for research, as in the end you also unlock the 3 bonus efficiency buildings for each of the 3 sciences. I have found zero usage of this for everything else - so it seems that for any other zone type, you just waste the third zone, by triple zoning it.

So it makes better sense to go for 2 research + 1 CG or Mixed factory, for more job density and avoid some trade (in the future with working logistics) if you don't mind the ineficiency of the factory, missing the designation.

Also, having played to year 2350, and finished all research, you can/will see a difference with orbital rings, as those extra 3 districts will boost any jobs your city zones contained. Not saying that this is better or comparable to an ecumenopolis - I havent built one yet, on purpose, as I'm waiting on the next patch on friday.

Finaly I hate that I can't change or throw a building or two on a colony at will - especially with fortresses, as soldier jobs require the zone. In the past I would throw a fortress on many colonies if I was expecting an invasion, or just as a top up for a bit of naval cap. With the new system this is impossible - you need to rip out 1/3 of jobs from the city of the colony and add in 1/3 jobs for the total of the pops to work as soldiers... which is HUGE, and redefines the economy of the colony/sector/empire.
 
  • 2
  • 2
Reactions:
That tech world does not make use of the third zone. I just discovered this and also posted about it in the zones thread, So quoting myself here:

>>Just a heads up: If you triple zone a production, you only get the bonus jobs per district only for the first two zones, for the third zone, you only get the extra 3 building slots!

>>This only seems to be relevant for research, as in the end you also unlock the 3 bonus efficiency buildings for each of the 3 sciences. I have found zero usage of this for everything else - so it seems that for any other zone type, you just waste the third zone, by triple zoning it.

So it makes better sense to go for 2 research + 1 CG or Mixed factory, for more job density and avoid some trade (in the future with working logistics) if you don't mind the ineficiency of the factory, missing the designation.

Also, having played to year 2350, and finished all research, you can/will see a difference with orbital rings, as those extra 3 districts will boost any jobs your city zones contained. Not saying that this is better or comparable to an ecumenopolis - I havent built one yet, on purpose, as I'm waiting on the next patch on friday.

Finaly I hate that I can't change or throw a building or two on a colony at will - especially with fortresses, as soldier jobs require the zone. In the past I would throw a fortress on many colonies if I was expecting an invasion, or just as a top up for a bit of naval cap. With the new system this is impossible - you need to rip out 1/3 of jobs from the city of the colony and add in 1/3 jobs for the total of the pops to work as soldiers... which is HUGE, and redefines the economy of the colony/sector/empire.
Yeah, I just saw that and checked. The third Zone isn't doing anything on planets, nor Habitats.
 
  • 3
Reactions:
This we have to disagree with. needing to plan ahead on development makes sense to me, and being able to not plan ahead, but having issues resulting from it also makes sense to me. So I don't mind it, and it works well as all you need to do is just slow your development down a little bit. Or at least that's how it feels to me.
I'm not suggesting that things should be designed in a way that doesn't require planning ahead. I think it's safe to say that planning ahead is a major part of every strategy game ever made. I find that the situation I'm describing above is simply janky and can easily tank your economy due to awkward mechanics. Why should simply opening up my third city zone provide so many specialist jobs that it completely consumes all my worker strata pops? Sure you could try to plan for this, but why should you have to? It doesn't even make thematic sense that a newly opened zone would provide as many jobs as (at least thematically) older and more developed ones? I don't think it works from a mechanics or RP perspective.
 
  • 3
Reactions:
Yeah, I just saw that and checked. The third Zone isn't doing anything on planets, nor Habitats.
I posted this as a bug witha question. In my mind it doesn't make much sense and the system now becomes even more convoluted....

I also don't know how much into the deep red my empire is with the trade bug - one more major thing to fix for the next beta.

It's obvious that they must have an internal version they are working on - 3.99.4 as it stands has to be months behind in development.
 
  • 3
Reactions:
I posted this as a bug witha question. In my mind it doesn't make much sense and the system now becomes even more convoluted....

I also don't know how much into the deep red my empire is with the trade bug - one more major thing to fix for the next beta.

It's obvious that they must have an internal version they are working on - 3.99.4 as it stands has to be months behind in development.
I mean, why would they have us chasing bugs in a month's-old build of the game?
 
Last edited:
  • 5
Reactions:
Because they are building the expansion and DLC and can't be bothered. We as testers are a resource.
They couldn't possibly employ the hundreds of thousands of manhours to match what we as a group has managed. They've already mentioned at least one major problem that slipped through everything they've done before.

I mean if you have a dozen people working eight hours a day you've got 96 hours of testing. I'm fairly certain we've got more than 96 hours of testing a day coming out of this open beta.
 
  • 6
Reactions:
But wouldn't they want us chasing bugs on a more-recent version of the game instead?
I'd be up for a closed beta with the people who bought the season pass. However they are always going for the marketing and wow factor of playing the new content only once it comes out and on keeping us hooked on the DDs.
 
  • 3
Reactions:
Really, Where? I've missed this completely if true. That also seems out of character. content freeze/code freeze doesn't stop people from updating balance or stomping bugs. which is one of the best uses for open betas.
I think it's mentioned in a few places, but the easiest one to find is DD 375:
We will continue the twice-weekly update cadence until the end of the month, with dev livestreams every Thursday.
Same with a reddit comment on the same DD asking about future beta updates:
I expect that we'll update the beta today, and twice next week.

That doesn't mean they're going to stop working behind the scenes. But it does mean you likely aren't going to see many major changes beyond this point (e.g. Planetary UI, Zones). There will probably be a big 4.0.1 and 4.0.2 with a bunch of bugfixes for stuff found in the beta that didn't make the initial 4.0 cutoff. (Per the Overload retrospective, they'll build a 4.0 and then try to build a 4.0.1 before May 5 with fallback to the original 4.0 if they run out of time, and so on.)

Launch feedback will take a bit longer. When 3.10 launched with the New Outliner to much outcry, it took 3-4 weeks to get adjustments there to make it customizable.
 
  • 1
Reactions:
What concerns do you have? Most of the stuff that worries some of yall will likely be fixed by the time of release anyways.

It is unpolished. It is unpolished in ways that make it ??? to play - although .4 fixes a lot of my issues.

Finaly I hate that I can't change or throw a building or two on a colony at will - especially with fortresses, as soldier jobs require the zone. In the past I would throw a fortress on many colonies if I was expecting an invasion, or just as a top up for a bit of naval cap. With the new system this is impossible - you need to rip out 1/3 of jobs from the city of the colony and add in 1/3 jobs for the total of the pops to work as soldiers... which is HUGE, and redefines the economy of the colony/sector/empire.

I think that's.. kinda the point. Opportunity cost is now increased.

I posted this as a bug witha question. In my mind it doesn't make much sense and the system now becomes even more convoluted....

I also don't know how much into the deep red my empire is with the trade bug - one more major thing to fix for the next beta.

It's obvious that they must have an internal version they are working on - 3.99.4 as it stands has to be months behind in development.

Hah. No, I imagine they are trying to fix and tweak the last 20% of everything.
 
I think it's mentioned in a few places, but the easiest one to find is DD 375:

Same with a reddit comment on the same DD asking about future beta updates:


That doesn't mean they're going to stop working behind the scenes. But it does mean you likely aren't going to see many major changes beyond this point (e.g. Planetary UI, Zones). There will probably be a big 4.0.1 and 4.0.2 with a bunch of bugfixes for stuff found in the beta that didn't make the initial 4.0 cutoff. (Per the Overload retrospective, they'll build a 4.0 and then try to build a 4.0.1 before May 5 with fallback to the original 4.0 if they run out of time, and so on.)

Launch feedback will take a bit longer. When 3.10 launched with the New Outliner to much outcry, it took 3-4 weeks to get adjustments there to make it customizable.
I remember that I just assumed that meant the beta was going to be at a slower update for a week or two. Though you are probably right that the beta will be done at that point. A bit disappointing. But kind of makes sense. Guess we will see what they are talking about tomorrow.