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Yes, this was our "Fix the exploits" balance patch. We still want to do an actual economy balance patch soon-ish. Probably not next week as this week is only 3 days.
Does that mean we should expect the next patch to drop on the week of June 10th?
 
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If the official position of the dev team is that the AI needs to start with bonuses from year 1 to be competent then this would be a good time to implement an option where the scaling starts at a specified lower difficulty and scales to a higher one rather than being forced to scale starting from no bonuses.

How about insuring all starts have an excess of resources except for specific difficult origins? Basically increase population and jobs on starting home worlds such that the neither player nor AI needs to use the market to make up a shortage or low production number. A solid production base benefits both the AI and new and struggling players with getting their empires advancing. Right now some starts literally require use of the market to have any sort of expansion and the first thing new players should not be required to do is learn how to set up automatic trades and such day one that many veterans are doing. The economic system needs to be improved to where the market is not needed. It has become too much of a crutch
 
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Honestly the quick fix for AI is just to have them build every planet like a capital with mixed unity/research and industrial zones. Let them build the trade building where ever in deficit

Automation is just so restricted out of fear of loops and self destruction(ie instead of improving automation logic it was chosen to greatly restrict what it can build and deny it from being able to replace anything).

The weight based system with scaling targets is the core reason it is prone to self destruction if given those tools. It has no consideration for planets/districts available and no future build plans with resource estimates let alone be able to adjust and update during war.
 
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Yes this is intentional, you must have a colony on the planet before you can remove blockers.


Hopefully, I was talking with a programmer today about it.


Yep, that was fixed in this patch.


Yes, this was our "Fix the exploits" balance patch. We still want to do an actual economy balance patch soon-ish. Probably not next week as this week is only 3 days.
please don't overdo tuning down strategic resources. It is VERY welcome to not have to min-max them in the mid game with edicts for warfare and stuff. Having to click 15 times to turn them all on, then 15 times to turn them all off, each time you want to save some resources, is the opposite of interesting gameplay.
 
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It's getting more and more complicated with these FE buildings. Some UI/list for them would be useful (maybe on the minor artifacts tab?). At the moment it's probably impossible to understand this system in the game, too much information is only available on the forum etc.
 
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Fixed Corporate Angler council positions giving mult modifiers instead of add modifiers
Did this also fix machine Anglers giving too many CG per councilor level and machine Corp Anglers councilor position doing nothing?

I was the one who discovered and reported this bug and I included all three in the same ticket.

EDIT: Link to the bugreport: https://forum.paradoxplaza.com/foru...tails-included-fix-proposal-included.1750517/

Empire and Planet Limits for Fallen Empire Buildings now have the following rules:
  • If you stole the plans through artifact diving or were gifted them by the Hive FE: Empire/Planet Limit = number of times you rolled the building, capped at 3
  • If you got the tech through Enigmatic Engineering: Empire Limit: Uncapped, Planet Limit = 3
  • If you have Cosmogenesis: Empire Limit: Uncapped, Planet Limit = 6
  • If you’re a Fallen Empire: Empire/Planet Limit: Uncapped
  • Note: It is our intention to replace this with a system that turns Fallen Empire building techs into Repeatable Technologies that base the maximum number of how many you can have be tied to the number of times you have researched it. This is likely to be in 4.1, though may sneak into a late 4.0 patch.
Can you explain the plans a bit further?

While I like Cosmogenesis, I have always thought exclusive access to unrestricted FE buildings was not appropriate for a few reasons and would like to be able to build all FE buildings without it.

I like the idea of repeatable techs, but do they just raise the planetary cap? Do they increase the total number of buildings (and upgrades) you can research, so like Enigmatic gives "+4 research limit" just from taking it and the repeatable gives "+1 research limit" each time?

Of course "we haven't decided" is an answer I would be happy with.

Added appropriate effects tooltip for Augmentation Bazaar.
Any future plans for Augmentation Bazaar? The update and changes to it and it's councilor position have made it almost harmful to take. Being a locked civic and forced Cyborg ascension is very restrictive, the free trait is pure RNG, and the councilor position may as well not exist. The trade from augmentors and the branch office building don't justify these downsides, and there's no interaction with being Cyborg or Cyborg traits anymore.
 
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Yes this is intentional, you must have a colony on the planet before you can remove blockers.


Hopefully, I was talking with a programmer today about it.


Yep, that was fixed in this patch.


Yes, this was our "Fix the exploits" balance patch. We still want to do an actual economy balance patch soon-ish. Probably not next week as this week is only 3 days.

We really need an economy balance patch sooner-ish than later-ish. Anyone with Eager Explorers starts off with a mineral deficit, the only way to get minerals is trading on the galactic market. No way that is meant to be part of the original design for that civic.
 
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Ringworlds still in a right state with #todo in their district files. Gestalt ones are even worse, giving you enforcers (a bio job) every urban district. It's going to be after summer time for them to get fixed.
I guess utopia sales are that low it's not worth fixing anymore.
 
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Not sure where I should day this, I don’t think it counts as a bug but

Could the Familial trait be available to bio trophies? Currently it doesn’t allow it because the empire is a gestalt consciousness, presumably because those don’t normally have happiness

If it’s a balance issue could it at least be available but functionality disabled? I want to have 3 empires with humans, with one of them as bio trophies but the game will think they’re different species if they don’t have matching traits
 
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Maintenance drones on Lathe still not working. I write this every time to every patchnote until get fixed.
Well the best thing to do is to post a bug report if one hasn't been done yet.
 
Did this also fix machine Anglers giving too many CG per councilor level and machine Corp Anglers councilor position doing nothing?

I was the one who discovered and reported this bug and I included all three in the same ticket.

EDIT: Link to the bugreport: https://forum.paradoxplaza.com/foru...tails-included-fix-proposal-included.1750517/


Can you explain the plans a bit further?

While I like Cosmogenesis, I have always thought exclusive access to unrestricted FE buildings was not appropriate for a few reasons and would like to be able to build all FE buildings without it.

I like the idea of repeatable techs, but do they just raise the planetary cap? Do they increase the total number of buildings (and upgrades) you can research, so like Enigmatic gives "+4 research limit" just from taking it and the repeatable gives "+1 research limit" each time?

Of course "we haven't decided" is an answer I would be happy with.

I'd guess it would be a combination of planetary limit and empire limit.
But these patch notes make me happy, as I would like to see some love on the endgame and on repetables in general. They haven't been touched for ages - for bettter or for worse. That being said the workshop has alot of repetable tech mods.
 
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