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As a clarification - when I say as a repeatable tech, I didn't mean one that everyone automatically has access to. They would still be restricted behind gaining access to Fallen Empire buildings in some way.
Benefits would be that we could make minor artifact delving use the same system as other methods of gaining Fallen Empire buildings, and they'd be more limited and special than they are right now.
Conquering a Fallen Empire planet that has them present shouldn't count against you though.
I feel like with cosmogenesis in particular there should eventually come a time when you unlock them properly though, be it at the final tier or after repeating x times or what.
I know you meant another thing, but I have to ask you - is it intended that FE Capital (and develepoed FE worlds) lose most/half of its buildings if it was captured by an empire with no access to the tech?
Because we are "losing this buildings" right now.
Description [4.0.14] [1056] New FE buildings limit on planet totally erase FE capital if i conquered it Game Version [4.0.14] [1056] What version do you use? Steam What expansions do you have installed? Do you have mods enabled? No Please...
forum.paradoxplaza.com
This question also gathered some opinions on it. I posted it in meme format but still.
As a clarification - when I say as a repeatable tech, I didn't mean one that everyone automatically has access to. They would still be restricted behind gaining access to Fallen Empire buildings in some way.
Benefits would be that we could make minor artifact delving use the same system as other methods of gaining Fallen Empire buildings, and they'd be more limited and special than they are right now.
Conquering a Fallen Empire planet that has them present shouldn't count against you though.
Is there any type of status from the devs on the current multiplayer crossplay desync issue? A couple bug reports were made for it but it would be nice to know if the devs have actually seen these and/or are working on them, as its rather unplayable right now.
Is there any type of status from the devs on the current multiplayer crossplay desync issue? A couple bug reports were made for it but it would be nice to know if the devs have actually seen these and/or are working on them, as its rather unplayable right now.
Out of Syncs are always classified as "critical" bugs. They're often not just one thing though, which is why you may see what looks like the same OOS fixed in multiple patches.
Here are some preliminary patch notes for tomorrow:
Stellaris 4.0.15 Patch
Improvement
When a species is modified the new version will now automatically be the default
Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
Technologies that when researched upset Fallen Empires are now marked as dangerous.
Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
Balance
Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
You can no longer smuggle out Biomass from Wilderness Empires
Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
Gestalt empires can now access Fallen Empire trade buildings
Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
Bugfix
The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
Refactored Tzynn Tithe to use the new pop system and being much prettier script
You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
Pirates will no longer decide to set up shop in Leviathan controlled systems.
The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
Updated the Esteemed Quartermaster trait to mention 100 Soldiers
Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
Deep Space Citadel will no longer display duplicated models in certain situations.
Added missing descriptions to Space Fauna tab in Fleet Management.
Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
Fix Grand Archive thinking it's still destroyed after being rebuilt
Fixed leaders getting the wrong number of trait selections.
Cloned leaders now copy pending trait selections from the original.
Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
Aligned Genetic Memory tooltip with effects
Fix missing description for the coordinator job
Corrected job information for Justice Complex and Ziggurat of Justice buildings.
Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
Fixed Automation buildings not having any upkeep on habitats
Fix Robot species with negative traits costs sum declining
Uplifted presapients now correctly enter the Civilian stratum
The Nanite Interdictor can no longer equip both cruiser and battleship reactors
Fixed Job Efficiency modifiers for species types not working in some cases
Fix Synaptic Lathe view not always updating properly
Colonizing planets will now take damage again from bombardment
Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
Regular colonies will be destroyed of all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony, that just would not die.
Idle gestalt drones now demote much faster.
Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you researched any new ship tech.
Ecclesiastical Center colony designation now has proper tooltip
Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
The planet view's portrait is now correctly displayed after changing planet class
Common Ground federation allies now start with Planetary Administration building.
AI
Significant adjustments to AI priorities.
The AI can now sell Energy for Trade.
The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
The AI will no longer feel content with itself if it has 10000 Pops.
Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
UI
Add tooltips to Focus Card rewards
Fix an empty cost string in the Change Focus confirm popup
Add a pulsing glow to the district pip about to be built when hovering the build district button
Stability
Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
Modding
Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
Fixed traits override for clone_leader.
Added more info about traits to create_leader and clone_leader documentation.
Most Pop effects that use amounts can now have a randomized range
add_building will no longer add districts that can't be built.
Add country modifiers to District Specialization types
District Specializations can now be limited per planet and/or empire, like buildings
We now have an add_variable effect to complement the subtract_variable effect
Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
We will also be putting up another stellaris_test build tomorrow that has more OOS and performance fixes that we haven't been able to fully test to our satisfaction, along with the faster save game transfer.
Out of Syncs are always classified as "critical" bugs. They're often not just one thing though, which is why you may see what looks like the same OOS fixed in multiple patches.
Here are some preliminary patch notes for tomorrow:
Stellaris 4.0.15 Patch
Improvement
When a species is modified the new version will now automatically be the default
Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
Technologies that when researched upset Fallen Empires are now marked as dangerous.
Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
Balance
Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
You can no longer smuggle out Biomass from Wilderness Empires
Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
Gestalt empires can now access Fallen Empire trade buildings
Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
Bugfix
The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
Refactored Tzynn Tithe to use the new pop system and being much prettier script
You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
Pirates will no longer decide to set up shop in Leviathan controlled systems.
The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
Updated the Esteemed Quartermaster trait to mention 100 Soldiers
Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
Deep Space Citadel will no longer display duplicated models in certain situations.
Added missing descriptions to Space Fauna tab in Fleet Management.
Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
Fix Grand Archive thinking it's still destroyed after being rebuilt
Fixed leaders getting the wrong number of trait selections.
Cloned leaders now copy pending trait selections from the original.
Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
Aligned Genetic Memory tooltip with effects
Fix missing description for the coordinator job
Corrected job information for Justice Complex and Ziggurat of Justice buildings.
Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
Fixed Automation buildings not having any upkeep on habitats
Fix Robot species with negative traits costs sum declining
Uplifted presapients now correctly enter the Civilian stratum
The Nanite Interdictor can no longer equip both cruiser and battleship reactors
Fixed Job Efficiency modifiers for species types not working in some cases
Fix Synaptic Lathe view not always updating properly
Colonizing planets will now take damage again from bombardment
Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
Regular colonies will be destroyed of all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony, that just would not die.
Idle gestalt drones now demote much faster.
Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you researched any new ship tech.
Ecclesiastical Center colony designation now has proper tooltip
Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
The planet view's portrait is now correctly displayed after changing planet class
Common Ground federation allies now start with Planetary Administration building.
AI
Significant adjustments to AI priorities.
The AI can now sell Energy for Trade.
The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
The AI will no longer feel content with itself if it has 10000 Pops.
Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
UI
Add tooltips to Focus Card rewards
Fix an empty cost string in the Change Focus confirm popup
Add a pulsing glow to the district pip about to be built when hovering the build district button
Stability
Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
Modding
Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
Fixed traits override for clone_leader.
Added more info about traits to create_leader and clone_leader documentation.
Most Pop effects that use amounts can now have a randomized range
add_building will no longer add districts that can't be built.
Add country modifiers to District Specialization types
District Specializations can now be limited per planet and/or empire, like buildings
We now have an add_variable effect to complement the subtract_variable effect
Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
We will also be putting up another stellaris_test build tomorrow that has more OOS and performance fixes that we haven't been able to fully test to our satisfaction, along with the faster save game transfer.
Out of Syncs are always classified as "critical" bugs. They're often not just one thing though, which is why you may see what looks like the same OOS fixed in multiple patches.
Here are some preliminary patch notes for tomorrow:
Stellaris 4.0.15 Patch
Improvement
When a species is modified the new version will now automatically be the default
Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
Technologies that when researched upset Fallen Empires are now marked as dangerous.
Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
Balance
Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
You can no longer smuggle out Biomass from Wilderness Empires
Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
Gestalt empires can now access Fallen Empire trade buildings
Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
Bugfix
The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
Refactored Tzynn Tithe to use the new pop system and being much prettier script
You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
Pirates will no longer decide to set up shop in Leviathan controlled systems.
The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
Updated the Esteemed Quartermaster trait to mention 100 Soldiers
Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
Deep Space Citadel will no longer display duplicated models in certain situations.
Added missing descriptions to Space Fauna tab in Fleet Management.
Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
Fix Grand Archive thinking it's still destroyed after being rebuilt
Fixed leaders getting the wrong number of trait selections.
Cloned leaders now copy pending trait selections from the original.
Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
Aligned Genetic Memory tooltip with effects
Fix missing description for the coordinator job
Corrected job information for Justice Complex and Ziggurat of Justice buildings.
Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
Fixed Automation buildings not having any upkeep on habitats
Fix Robot species with negative traits costs sum declining
Uplifted presapients now correctly enter the Civilian stratum
The Nanite Interdictor can no longer equip both cruiser and battleship reactors
Fixed Job Efficiency modifiers for species types not working in some cases
Fix Synaptic Lathe view not always updating properly
Colonizing planets will now take damage again from bombardment
Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
Regular colonies will be destroyed of all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony, that just would not die.
Idle gestalt drones now demote much faster.
Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you researched any new ship tech.
Ecclesiastical Center colony designation now has proper tooltip
Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
The planet view's portrait is now correctly displayed after changing planet class
Common Ground federation allies now start with Planetary Administration building.
AI
Significant adjustments to AI priorities.
The AI can now sell Energy for Trade.
The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
The AI will no longer feel content with itself if it has 10000 Pops.
Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
UI
Add tooltips to Focus Card rewards
Fix an empty cost string in the Change Focus confirm popup
Add a pulsing glow to the district pip about to be built when hovering the build district button
Stability
Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
Modding
Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
Fixed traits override for clone_leader.
Added more info about traits to create_leader and clone_leader documentation.
Most Pop effects that use amounts can now have a randomized range
add_building will no longer add districts that can't be built.
Add country modifiers to District Specialization types
District Specializations can now be limited per planet and/or empire, like buildings
We now have an add_variable effect to complement the subtract_variable effect
Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
We will also be putting up another stellaris_test build tomorrow that has more OOS and performance fixes that we haven't been able to fully test to our satisfaction, along with the faster save game transfer.
I really like the QoL of new pop templates becoming the default. If we could set default species rights to integrate that would be good too. Would save us a few clicks having to create a new template and then changing the species rights to integrate.
Glad to see the AI improvements too. I hope those will be a focus alongside performance, with balance waiting til later. I think we'd all probably prefer a summer of imbalanced silly stuff with passable AI and smooth gameplay, if there has to be a choice between them.
As a clarification - when I say as a repeatable tech, I didn't mean one that everyone automatically has access to. They would still be restricted behind gaining access to Fallen Empire buildings in some way.
Benefits would be that we could make minor artifact delving use the same system as other methods of gaining Fallen Empire buildings, and they'd be more limited and special than they are right now.
Conquering a Fallen Empire planet that has them present shouldn't count against you though.
When you say make it a repeatable, it's going to be like "planetary cap" tech, right? We're not actually going to have to research it 120 times (times all the different buildings) to build them on all our planets?
When you say make it a repeatable, it's going to be like "planetary cap" tech, right? We're not actually going to have to research it 120 times (times all the different buildings) to build them on all our planets?
Any chance of getting AI with organic shipsets to build more than one shipyard module? I saw someone bugreport that a few days back and when I checked, sure enough, the ones in my game had only ever used their starting one... no wonder they'd been faring poorly.
When you say make it a repeatable, it's going to be like "planetary cap" tech, right? We're not actually going to have to research it 120 times (times all the different buildings) to build them on all our planets?
Why would it make wide non viable? It does mean if you're going wide you can't research a building once and slap it everywhere, but it doesn't make you less competitive than a smaller empire. For cosmo empires the lathe becomes more important to unlock it enough times for all your planets if you have quite a lot.
It's empire limit, not planet limit. So the plan is that each research gets you one more for your entire empire.
Why would it make wide non viable? It does mean if you're going wide you can't research a building once and slap it everywhere, but it doesn't make you less competitive than a smaller empire. For cosmo empires the lathe becomes more important to unlock it enough times for all your planets if you have quite a lot.
There is already very little point going wide. Past approximately 30 planets there is simply no way to stave off the marginal decrease in tech cost per additional planet from empire size (depending on your setup that number can vary, but personal rule of thumb) and the value of additional planets was in getting more building slots to slap down useful buildings, in ways that benefit the empire besides research.
If you can no longer do that, there is actually 0 point in going wide. It will just actively hurt your empire in every conceivable way. There is nothing 20-30 planets cannot support in economy and fleet capacity to fill 20k+ fleet capacity, and beyond that the only point is to build nice fallen empire buildings (esp. dimensional replicators and storage buildings, but most FE buildings were good) but now there is no reason to do so.
This hard limits every empire to building no more than 20-30 planets, no matter the build (except possibly nanites) - very sad state of affairs.
There is already very little point going wide. Past approximately 30 planets there is simply no way to stave off the marginal decrease in tech cost per additional planet from empire size (depending on your setup that number can vary, but personal rule of thumb) and the value of additional planets was in getting more building slots to slap down useful buildings, in ways that benefit the empire besides research.
If you can no longer do that, there is actually 0 point in going wide. It will just actively hurt your empire in every conceivable way. There is nothing 20-30 planets cannot support in economy and fleet capacity to fill 20k+ fleet capacity, and beyond that the only point is to build nice fallen empire buildings (esp. dimensional replicators and storage buildings, but most FE buildings were good) but now there is no reason to do so.
This hard limits every empire to building no more than 20-30 planets, no matter the build (except possibly nanites) - very sad state of affairs.
I'm not much of a map painter but I still don't really see the issue. From what we've been told there's not a hard cap on FE buildings. If you're playing a wide cosmo empire then keep using the lathe and you'll speed through the repeatables (which give another 3 per repeatable for cosmo), doubly so if you keep picking the science one then you can slap that down on your worlds to offset the cost. Though unless they give throughput modifiers I'm not sure that FE buildings are that good anymore compared to a highly populated tech world, maxed on research enclave urban districts, with the modifier buildings.
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?
Or, and I'm spitballing here, not gate this behind Cosmogenesis. Bewildering decision to make this a thing, frankly.
(I don't actually like Cosmogenesis as a thing, but I understand why it exists. I shouldn't have to take it to get a lot of FE buildings, but I guess that's why mods exist.)
Or, and I'm spitballing here, not gate this behind Cosmogenesis. Bewildering decision to make this a thing, frankly.
(I don't actually like Cosmogenesis as a thing, but I understand why it exists. I shouldn't have to take it to get a lot of FE buildings, but I guess that's why mods exist.)
You don't have to take it. You can get them through picking the enigmatic engineering perk and/or rolling the dice on minor artefact diving.
It's less reliable sure but giving a reliable way to make them would make them less special. Though given they're all flat job buildings with flat output they might be less special anyway vs lots of districts with throughput modifier buildings.
I'm not much of a map painter but I still don't really see the issue. From what we've been told there's not a hard cap on FE buildings. If you're playing a wide cosmo empire then keep using the lathe and you'll speed through the repeatables (which give another 3 per repeatable for cosmo), doubly so if you keep picking the science one then you can slap that down on your worlds to offset the cost. Though unless they give throughput modifiers I'm not sure that FE buildings are that good anymore compared to a highly populated tech world, maxed on research enclave urban districts, with the modifier buildings.
Because you can research no more than 1 tech a month, that "zoom through the tech" argument doesn't hold value.
There are at least 8 (molecular/robot, mining, generator, tech, alloy, cg, dimensional replicator, aspis) buildings which you want to maximize building. How long is that going to take? Assuming your argument isn't "just play KoTG" (side note: when is that getting nerfed?), there is no way to make these buildings viable going wide.
Further consider: each tech researched is another repeatable not researched. This setup (uncapped buildings) makes tech automation impossible in the late game. At least a planetary build cap would have a reasonable end, but this would just mean a Cosmo empire in endgame who didn't go through the tedium of clicking a tech every single time (and how many options will we have to browse through now?) will be considerably weaker than others.
I don't know, this just seems like the worst way to go about solving a problem which frankly doesn't even seem to exist. Like someone mentioned earlier, if they think it's too strong in MP have the players agree not to take it. I know a lot of people already consider it inferior to other crisis in MP because of how long it takes to come online, and the questionable relative value of riddle escorts.
I think before any of this debating goes on the question has to be answered: what problem is this change solving? Because it's certainly creating a lot.