• 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.
wonder will the fallen empire tech be reworked again

current implementation seem very annoying

why not add one tech per research type that increase building cap instead making every one of them repeatable
 
  • 2Like
  • 2
Reactions:
4.0 and Biogenesis brought features or the groundwork for future features that have been at the top of the list of requested items for Stellaris since 2.2 dropped and caused a ramp up of lag that eventually ends most games(late game lag, internal politics, growth(3.0 ceiling and 2 free Pops and Growth slots per Colony)); the fact all these new things came together wrong is most likely due to half the changes being made by the Custodian team that usually fixes and fits the changes made by other teams, so there wasn't anyone else to do it and it released at the same time as the DLC.

I think it's time to consider doing what Creative Assembly does, and separate the big changes into their own update slot in the yearly schedule and use that for the bulk of Free-Loadable-Content(FLC) features for the year at the same time as major Custodial changes. Instead of right now where for the last two years we've had a fast cadence of 3 DLC a year, this year they tagged a whole DLC into one of those slots and took the implementation and integration(Custodian) team and gave them a FLC to work on and release simultaneaously. We went from 3 DLC with sufficient Custodial time last year(and there were still troubles) to a DLC and a FLC with no Custodial time and 2 more DLC coming up with still a lot to do on the first two before we get there.

Just separate the big rework changes to be at the same time as a FLC launch: you get to advertise a free giveaway(that you have been doing already for 9 years in smaller pieces), the FLC takes all this review heat but none of the pricing heat, your Custodian team can do their job instead of being extra Devs, and you can either put it at the begining of the year and have the rest to fix and fit it's reworks into the greater game, or put it at the end and work towards it, with the same 3 DLC getting their own space, time, and attention to bring them up to par before the next update.

There has been clamour for reform for late game lag, Pop Growth(3.0 was a bandaid solution to the lag but used gamey solutions), Bioships, and internal Politics for as long as I can remember, and the Planet and economy changes seem like much more of a natural progression from the 2.2 economic system than that was from 1.x in my opinion. The new Pop groups seem ripe for future interaction with Factions, Ethic troubles, and internal Politics as well. It's just extremely unfortunate and probably preventable that they decided to do it all at once and have the Custodians build it and never get the time after to take a step back and do what they have done a great job of doing: all those wonderful things everyone keeps bringing up about the 3.14 systems were almost all the result of the Custodian initiative getting to work on them since 2021, so taking them off their old job to add even more custodial work to the pile, dropping two big piles, and not allocating the necessary time after it seems obvious we would have the same issues we had back when we had no Custodial team, since we didn't.

I strongly believe we would not be facing half the issues right now if 4.0 and Biogenesis has been separated; we even had two DLC within a month in spring 2023 with First Contact and Paragons, and the issues weren't compounding this much from what I remember. The Leader rework isn't my favourite but I seem to remember that and the First Contact and Intel reworks being mostly functional.

It sounds like we're kindred in thinking alike in both the future and the current "why" of things. You suggest something interesting about releasing a big update separately though, mentioning that other company and I can buy into that. I think in the past the free update has been used to bring people to the game at the same time as the major DLC - I guess it wins more purchases that way for them as it probably unilaterally brings in people who have stopped playing too. But the way you propose would certainly be more stable in all likelihood.
 
  • 1
  • 1
Reactions:
It sounds like we're kindred in thinking alike in both the future and the current "why" of things. You suggest something interesting about releasing a big update separately though, mentioning that other company and I can buy into that. I think in the past the free update has been used to bring people to the game at the same time as the major DLC - I guess it wins more purchases that way for them as it probably unilaterally brings in people who have stopped playing too. But the way you propose would certainly be more stable in all likelihood.
They had a free weekend for 4.0s drop but it wasn't any help against this storm. I just think it was a big timing issue to drop all that at the same time as a DLC but yeah I can see marketing might get involved there too.

I've just seen so many of Paradox's DLCs get rocked in reviews for things from the accompanying free patch, so it seems separating them would alleviate that and get the feedback focused on the issues themselves. A big complaint I'm seeing about 4.0 is feeling like Biogenesis and the entire season 9 pass are a scam, and I can't help but agreeing, since they get so much advertising funding and now they don't work and may not work for some time.

In today's gaming environment, paying up front usually means paying full price(Paradox does discount 10-20% but then later you get 40-90% off if you buy after the season so...), so if it doesn't work for the whole time it's full priced, then it gets fixed and put on discount for that fix patch, you literally paid that difference to test the newest features.

It's great that Paradox sold me a toy 9 years ago for $40 and I keep getting a new free model every other year, but if you're going to sell wristwatch accessories for those new models, the arms probably shouldn't fall off the toy.
 
  • 5Like
  • 1
Reactions:
Please fix the hegemony bug. Federations are a major game mechanics and having the AI redirect the request to leave sent to another AI empire that is not the hegemon when the hegemon is a human player, so the AI can pretty much leave as it please, pretty much breaks this kind of federation gameplay.
 
  • 2Like
Reactions:
A new Open Beta is now up on Steam on the stellaris_test branch, including the following:

Feature
  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
Improvements
  • Districts on Machine and Hive Worlds should now swap to displaying if they are a generator or mining district as appropriate.
  • Fallen empire building techs are less likely to crowd out your research options.
  • Starbase Capacity tooltip now shows number of owned systems contributing to Starbase Capacity.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
Balance
  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
Bugfixes
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exists somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • Balanced effects for Innate Design with Wilderness.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Turned Wildernerss enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
  • Fixed a bug with the Unbidden where country flags were not being properly applied.
Stability
  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Six more Out of Sync fixes - please let us know if you're still seeing cross-play OOSes.
Performance
  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing
Modding
  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
Special Multiplayer Note:
  • The Open Beta branch also includes the experimental faster save transfer that we have had in there for the last few patches.

Any chance Synthetic Fertility will be fixed?

Check the Open Beta we just released.

If things go well, most of this (and more) will go live next week. (The Experimental Save Transfer will remain in Open Beta, as we've found that in some rare instances it can prevent transfer of saves.)

Edit: Just found that the experimental save transfer isn't in that current build, we're rebuilding with it and it'll be up shortly.

Edit 2: Fast save transfer is up now
 
Last edited:
  • 24Like
  • 6Love
  • 3
Reactions:
A new Open Beta is now up on Steam on the stellaris_test branch, including the following:

Feature
  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
Improvements
  • Districts on Machine and Hive Worlds should now swap to displaying if they are a generator or mining district as appropriate.
  • Fallen empire building techs are less likely to crowd out your research options.
  • Starbase Capacity tooltip now shows number of owned systems contributing to Starbase Capacity.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
Balance
  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
Bugfixes
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exists somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • Balanced effects for Innate Design with Wilderness.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Turned Wildernerss enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
  • Fixed a bug with the Unbidden where country flags were not being properly applied.
Stability
  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Six more Out of Sync fixes - please let us know if you're still seeing cross-play OOSes.
Performance
  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing
Modding
  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
Special Multiplayer Note:
  • The Open Beta branch also includes the experimental faster save transfer that we have had in there for the last few patches.



Check the Open Beta we just released.

If things go well, most of this (and more) will go live next week. (The Experimental Save Transfer will remain in Open Beta, as we've found that in some rare instances it can prevent transfer of saves.)

Edit: Just found that the experimental save transfer isn't in that current build, we're rebuilding with it and it'll be up shortly.

Edit 2: Fast save transfer is up now

This looks great as always, though question while you're here: is it intentional that the Galactic Curators civic's council position is not nearly useless? It buffs Culture Worker jobs, which now no longer exist in the game . . .
 
  • 1
Reactions:
A new Open Beta is now up on Steam on the stellaris_test branch, including the following:

Feature
  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
Improvements
  • Districts on Machine and Hive Worlds should now swap to displaying if they are a generator or mining district as appropriate.
  • Fallen empire building techs are less likely to crowd out your research options.
  • Starbase Capacity tooltip now shows number of owned systems contributing to Starbase Capacity.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
Balance
  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
Bugfixes
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exists somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • Balanced effects for Innate Design with Wilderness.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Turned Wildernerss enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
  • Fixed a bug with the Unbidden where country flags were not being properly applied.
Stability
  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Six more Out of Sync fixes - please let us know if you're still seeing cross-play OOSes.
Performance
  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing
Modding
  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
Special Multiplayer Note:
  • The Open Beta branch also includes the experimental faster save transfer that we have had in there for the last few patches.



Check the Open Beta we just released.

If things go well, most of this (and more) will go live next week. (The Experimental Save Transfer will remain in Open Beta, as we've found that in some rare instances it can prevent transfer of saves.)

Edit: Just found that the experimental save transfer isn't in that current build, we're rebuilding with it and it'll be up shortly.

Edit 2: Fast save transfer is up now
Doesn't look like Heartgrove is active in 4.0.17 (9355 checksum) ? Starting a new game, no mods, verifying files, gives me a starting threadway and no option to build a heartgrove.
 
  • 1Like
Reactions:
Some very nice looking fixes in there.

Can we now get some love for slaves (they really shouldn't be civilians, they're slaves), and Spare Organs making envoys unusable after about 100 years?
 
  • 3Like
Reactions:
I'm not seeing the Heartgrove either. Still start with a Threadway and I don't have an option to build a Heartgrove. Also not seeing the tamersymbiont and immunosymbiont split.
 
  • 1
Reactions:
Those jobs still exist, they're just much less common now

Unless there's a viable way of getting culture workers in meaningful numbers I'd still argue that council position needs to be changed, since it was balanced around the assumption that culture workers could be something you could get on any planet thanks to the monument buildings.
 
  • 5
Reactions:
Unless there's a viable way of getting culture workers in meaningful numbers I'd still argue that council position needs to be changed, since it was balanced around the assumption that culture workers could be something you could get on any planet thanks to the monument buildings.
I do concur. So maybe it should apply to civilians, or alternatively bureaucrats.
 
  • 2
Reactions: