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Tried them earlier as I decided to play regular ships and realized that something wasn't normal (new computer).

Artillery corvette absolutely destroyed everything, especially in early game. AI Empire attempts to fight you? They can't get into range since corvette are so fast. Starbases can't fight back with rockets having 100 base-line range, and just explode like balloons.
I speculate that the only real counter to them will be Mother Amoebas or Harbingers, what with all the H slots they have.

Honestly, this is an ill-advised change to corvettes. Their high speed, high evasion, and cheap cost is balanced around being short to mid ranged attackers. Giving them artillery combat computers has completely upheaved combat balance.
 
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I have only been playing with the new bioships, so I hadn't realized this until MontuPlays pointed it out today, but have you seen that corvettes now have artillery combat computers? It has resurrected the corvette spam meta.
They could be countered, but that requires the AI engages with the ship designer, which has been a grave flaw for Stellaris for years.

They should be able to realize after a battle their enemy is using nothing but missiles and they can't get within range, so they should spam PD on every ship in their fleets.

Of course, I'm guessing this change was made because bioships were beating everything until cruisers with M missiles were available, closer to midgame, meaning bioship empires could conquer 5+ capital systems before something that could stop them could even exist. So they allowed people to make artillery corvettes to stay away from maulers and survive battles.

Of course, that also means the fastest ship in the game now has a kiting computer and slots for some of the longest range weapons in the game, even if we don't count the broken artifact missiles, that's still VERY powerful and it's going to shake late game balance for sure.

PS: Other than the AI being completely incapable of playing against artillery computers & long range of any kind, the biggest issue with Montu's video is the balance issue of artifact missiles, it has always been, by far, the best archeological weapon in the game, they were just too expensive to produce em masse, now they are not. Other archeological weapons are either sidegrades, or really bad, none of them are like these.
 
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They also took away carrier combat computers form titans for some reason.
I wish that instead of doing that they had made carrier center sections for titans. I know making the extra models would be more work, but it feels bad when I'm fielding carrier battleships and I can't put a titan in the fleet as a "that, but bigger" flagship. I guess it's another reason to go Cosmogenesis: in order to figure out how to fit hangar bays in a titan.
 
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So Desync is still quite the issue. Even in a tiny system with less stuff going on.

But more pressing for me, all of my player empires are gone after this update. I found the user empire txt file, but I don't know what to do with it? Removing doesn't cause the game to create a new one (even after making a new empire). Do I just have to remake them all?
 
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In relating to the fallen empire buildings, do I have to restart the game essentially because my Reverse-Engineer Arcane Technology fallen empire buildings keep disappearing on my planets when I reload my saves?
I would appreciate a clarification, thank you.
 
Does the AI fixes also apply to planetary automation so they'll finally build city districts on industrial, tech, admin and trade worlds, or is there an ETA when you'll take a look at that?
 
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Current Pop Weirdness:

- Playing an Auth + Mil + Phile so no slaves nor purges, and Refugees Welcome was the default, but somehow every time new refugees land on my colonies, they're initially Undesirables with some kind of purge set. Why?

- My Auth faction is unhappy because No Stratified Society, but every species has Stratified Economy set except the pre-sapients (which are Protected). Is it impossible to make Auth faction happy if pre-sapients exist in my empire? That would be awful.
 
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- Playing an Auth + Mil + Phile so no slaves nor purges, and Refugees Welcome was the default, but somehow every time new refugees land on my colonies, they're initially Undesirables with some kind of purge set. Why?
It looks to me like they're arriving with their purge settings matching what whoever they ran away from was using.
 
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Did scientist cap change in a recent patch? Last time I played I could have 9 scientists, though I don't remember what gave me that high a cap. Now it's down to 5. So what did I have that game me 4 more and was it a bug?
They removed the scientist cap from the planetary supercomputer (since you can build multiple of it now)
 
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What a horror you have done.
Before the 25th crisis at least it was possible to win.
But now the biggest crisis in the game is its lags
 

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@PDS_Iggy @Eladrin

Can we have any info on whether the seemingly Cross-OS related desyncs are a priority right now? The last two patch notes stated that the infamous ECONOMY, NUM_POPGROUP and ECONOMY_OVERLORD OOS should have been fixed — and that seems to be the case if everyone is on the same platform, but the moment one is on a different one, all hell breaks loose with saves perma-bricking.

Multiple threads with save files for context:






I honestly can't begin to figure out myself what seems to be causing them. There's next to nothing in common with the time periods or occurences right before/months before.
 
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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
tl;dr: What is the motivation behind doing this?


I cant be the only one that thinks this sounds kind of not good? I'm guessing the motivation is to balance it i guess now that anybody can get these buildings? Having to constantly re research the same stuff just to build more feels goofy, we built an auto forge and somehow instantly forgot how and now have to re research it? I gotta say this is really gonna hurt my immersion.

And shouldn't cosmogenesis be uncapped just like fallen empires? The lore suggests the cosmogenesis empire is basically equivalent to an awakened empire, having unraveled the secrets of the fallen empires golden age.

Then there's the other thing. If the idea is that everyone will be basically uncapped with the new system of repeatable research only limited to how many times they've researched it then what's even the incentive to picking cosmogenesis?

Were gonna have two ascension perks that literally do the same exact thing, why?? I know it might not matter to a large majority of players but i also feel like you're really just scrapping the lore of cosmogenesis and fallen empires here. I mean isn't the lathe supposed to be the way the cosmogenesis empire is even gaining insight into these "arcane" fallen empire techs via its super processing power and "advanced logic" etc. Now just anybody with an above average understanding of technology is able to do the same thing? I just cant get behind this.

What is even the motivation for putting the cosmogenesis/fallen empire stuff into the normal gameplay loop? Because people were crying that cosmogenesis was too op? that it was the only way to get these techs? Isn't that kind of the whole entire point of the ascension??? "oh but cosmogenesis is an auto pick" huh?? nobody's holding a gun to your head and forcing you to pick it every game, Somehow their inability to resist picking every "meta" choice and winning the game in 50 years is now a "balance" problem? I mean i just don't get it... This feels sooo messy to me. If this isn't the motivation behind this I'd like to know what it actually is, just feels like were blowing up a good thing for nothing.
 
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@PDS_Iggy @Eladrin

Can we have any info on whether the seemingly Cross-OS related desyncs are a priority right now? The last two patch notes stated that the infamous ECONOMY, NUM_POPGROUP and ECONOMY_OVERLORD OOS should have been fixed — and that seems to be the case if everyone is on the same platform, but the moment one is on a different one, all hell breaks loose with saves perma-bricking.

Multiple threads with save files for context:






I honestly can't begin to figure out myself what seems to be causing them. There's next to nothing in common with the time periods or occurences right before/months before.
Can confirm, it's pretty bad at the moment, if anyone is on an OS other than windows multiplayer becomes almost unplayable with the sheer amount of desyncs.
 
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tl;dr: What is the motivation behind doing this?


I cant be the only one that thinks this sounds kind of not good? I'm guessing the motivation is to balance it i guess now that anybody can get these buildings? Having to constantly re research the same stuff just to build more feels goofy, we built an auto forge and somehow instantly forgot how and now have to re research it? I gotta say this is really gonna hurt my immersion.

And shouldn't cosmogenesis be uncapped just like fallen empires? The lore suggests the cosmogenesis empire is basically equivalent to an awakened empire, having unraveled the secrets of the fallen empires golden age.

Then there's the other thing. If the idea is that everyone will be basically uncapped with the new system of repeatable research only limited to how many times they've researched it then what's even the incentive to picking cosmogenesis?

Were gonna have two ascension perks that literally do the same exact thing, why?? I know it might not matter to a large majority of players but i also feel like you're really just scrapping the lore of cosmogenesis and fallen empires here. I mean isn't the lathe supposed to be the way the cosmogenesis empire is even gaining insight into these "arcane" fallen empire techs via its super processing power and "advanced logic" etc. Now just anybody with an above average understanding of technology is able to do the same thing? I just cant get behind this.

What is even the motivation for putting the cosmogenesis/fallen empire stuff into the normal gameplay loop? Because people were crying that cosmogenesis was too op? that it was the only way to get these techs? Isn't that kind of the whole entire point of the ascension??? "oh but cosmogenesis is an auto pick" huh?? nobody's holding a gun to your head and forcing you to pick it every game, Somehow their inability to resist picking every "meta" choice and winning the game in 50 years is now a "balance" problem? I mean i just don't get it... This feels sooo messy to me. If this isn't the motivation behind this I'd like to know what it actually is, just feels like were blowing up a good thing for nothing.
You may wish to make some things available to people without asking them to undergo a crisis path. And making it a capped limit without research balances handing out things that would require placement.

Personally, I didn't think FE tech was the reason to pick cosmogenesis at all.
 
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Having to constantly re research the same stuff just to build more feels goofy, we built an auto forge and somehow instantly forgot how and now have to re research it? I gotta say this is really gonna hurt my immersion.

It even makes sense that more advanced buildings require specialists and this can be explained in terms of immersion. IRL we can build nuclear power plants, but we still need specific specialists for that.

Such a change of approach and an additional role for "scientists" would be interesting in my opinion, especially in endgame when all these "+5%" technologies are "weak" and ruin the balance even more (but currently neither FE buildings nor "+5%" technologies are endgame).

Nevertheless, I think the bigger problem with FE is how quickly you can have them (even before researching the best normal equivalent) and how cheap they are. But the balance in 4.x is so hopeless that it's hard to even relate to it, from a game that required a bit of balancing here and there, to a game that requires a complete rework of this issue
 
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It even makes sense that more advanced buildings require specialists and this can be explained in terms of immersion. IRL we can build nuclear power plants, but we still need specific specialists for that.
I think the immersion breaking part is that you are needing to re research the same building over and over again despite having already done so. Besides the FE buildings already come with their own specialists (jobs). Granted yes certain things require skilled personnel to keep up which i think is already kind of covered by the jobs the building produces, but its not like we randomly forget how to build nuclear power plants occasionally and need to start from scratch and re develop the technology.
 
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I think the immersion breaking part is that you are needing to re research the same building over and over again despite having already done so. Besides the FE buildings already come with their own specialists (jobs). Granted yes certain things require skilled personnel to keep up which i think is already kind of covered by the jobs the building produces, but its not like we randomly forget how to build nuclear power plants occasionally and need to start from scratch and re develop the technology.

In the context of some sci-fi I can see it. I've read more than one book where the most advanced, spectacular technology was more of a product of art than it is of science. Something that is pushing the envelope so hard it's not easy to reproduce, since its creation might be so contingent on starting and environmental conditions that it takes decades of preparation to create one. In other words while every singularity reactor might do the same thing each one of them is unique.

I'm fine with that for FE buildings. Though I'm also the type of person who thinks that the more accessible they come the more boring they are as they drift further from awe inspiring example of what a civilisation eventually could reach to yet-another-build-queue-click-to-make-number-go-up
 
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In the context of some sci-fi I can see it. I've read more than one book where the most advanced, spectacular technology was more of a product of art than it is of science. Something that is pushing the envelope so hard it's not easy to reproduce, since its creation might be so contingent on starting and environmental conditions that it takes decades of preparation to create one.

I'm fine with that for FE buildings. Though I'm also the type of person who thinks that the more accessible they come the more boring they are as they drift further from awe inspiring example of what a civilisation eventually could reach to yet-another-build-queue-click-to-make-number-go-up
I would agree on both counts after hearing your take on the research aspect of it.

Seems to me it would have been better if they just applied this system to cosmogenesis empires. That way we retain the feeling that only a golden age empire is even capable of producing these wonders while still introducing some degree of balance so the buildings cant just be spammed constantly.
 
I don't understand this dev approach of making everyone have everything. It boggles my mind that transcendent FE tech is even capable of being stolen and replicated. I am also strongly against making it a repeatable tech. That sort of thing is just stupid.

My solution would be to keep Cosmogenesis the way it was, as unique, but ban it from multiplayer.

What happened to this game? I felt it was in a relatively good, interesting place before 4.0, and now it has collapsed like a house of cards?
 
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