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Bug with the 4.0.17 patch. my Knighty Order Demesne now spawns on my reactor district lol I tried to reclassify the district as a habitat district and it deleted the whole knightly order. Talk about your energy stock market crash. Also wouldn't let me build a new order demesne either.
 
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Yes, it's intended. The "stable state" floor was kind of a hack to prevent it from depopulating under some edge cases, but should no longer be necessary.

Some more additions that will be in 4.0.17 that aren't in the current beta include:
  • Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.
  • Further Improved the Behemoth Fury endings
  • Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn
We've also fixed the save corruption and ftl drive issues.

Edit: I've been informed that while we've fixed the save corruption issue from the Open Beta in the build planned for release, it does not repair corrupted saves. There have been comments saying that you can "launder" the corrupted save by loading it in the 4.0.16 branch and saving to make it loadable in 4.0.17+.
Merging cycle techs might be an option. For instance, all fallen buildings could share a new upper limit cycle technology, and the damage and rate of fire of energy weapons could also be combined into one. In this way, the new technologies would not fill the technology pool to an unacceptable level. Every time some new technologies were added, the old ones would be merged to avoid the technology pool becoming bloated.
 
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Forgot another one, naval cap is now being doubled 2 from pop jobs because naval cap has a difficulty multiplier at the top level and the solider job level. Resulting in A LOT of really crappy fleets the AI has to struggle to maintain upkeep on. AI really shouldn't have more fleet cap then global science production.
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Please, please, please look into the many problems that players are having with Ring Worlds playing Gestalt empires.

We've done a major pass on ecumenopoleis, ring-, nanite-, hive-, and machine worlds. From the patch notes for the next update:

  • Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:
    • District specialisations now visually swap to the appropriate art and district names for easier differentiation.
    • Secondary districts now have double the jobs of the primary districts.
 
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We've done a major pass on ecumenopoleis, ring-, nanite-, hive-, and machine worlds. From the patch notes for the next update:
I don't want to minimize your work on this stuff. I appreciate the improvements. However, the problems I'm talking about are the many reports (including my own) of buildings disappearing on newly colonized Ring Worlds for Gestalt empires. I've put a playthrough on hold until that bug gets resolved.
 
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We've done a major pass on ecumenopoleis, ring-, nanite-, hive-, and machine worlds. From the patch notes for the next update:
Nice, especially the doubling of jobs on the secondary districts! It seems like a very nice way of making them similar in power to the primary district without having to overhaul the UI. Especially for the Ecu's, since they don't have the secondary basic resource extraction specialisations.

Speaking of which, I hope this change doesn't end up making those too strong? I guess I will have to see.
 
Speaking of which, I hope this change doesn't end up making those too strong? I guess I will have to see.

Correct me if I'm wrong here but afaik currently primary and secondary (urban) district specialisations are the same. If you do the math, then it was never worth to build more then 1 district for secondary specialisation (for the building slot) because you have two primary specialisations, effectively giving you double the jobs.

If I understand the excerpt correctly, this just corrects this issue. Therefore you can maybe mix/match them as you could Pre-4.0
 
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These sound great! When could we expect this patch going live? Is there any chance it will be released this week? =-)
Imminently.

Edit: A fix to colonizing Gestalt Ring Worlds getting the wrong basic district will be in an open beta update tomorrow.
 
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Correct me if I'm wrong here but afaik currently primary and secondary (urban) district specialisations are the same. If you do the math, then it was never worth to build more then 1 district for secondary specialisation (for the building slot) because you have two primary specialisations, effectively giving you double the jobs.

If I understand the excerpt correctly, this just corrects this issue. Therefore you can maybe mix/match them as you could Pre-4.0
You're correct on most of the secondary district specialisations. But I as talking about something additional that Machine and Hive Worlds get: Secondary specialisations that give miners/technicians/farmers.

Currently a normal mining district gives 200 miner jobs, 300 after specialisation. (a normal specialised city district gives about 200 jobs)

Meanwhile these worlds' secondary can be specialised to provide 300 miner jobs also. (again a fully specialised primary district gives 200 base jobs)
BUT, that gets multiplied 3x for these worlds, so that's actually 900 and 600 jobs. This still makes sense.
The current sad situation is that using any other specialisation on the secondary districts only provides 100x3=300 jobs, so half of what that same specialisation on the primary district would do.

But now we double the output on all secondary district specialisations on the special worlds. Now an "Alloy district" on a Hive world provides 3x more jobs than an alloy district on a regular planet. But a mining district on a Hive World actually ends up providing 6x more miner jobs than a mining district on a regular planet.

Why have mining districts?

View attachment 1316866
Did you take the above into account? I.E. not doubling the numbers on the secondary resource extraction specialisations?
 
You're correct on most of the secondary district specialisations. But I as talking about something additional that Machine and Hive Worlds get: Secondary specialisations that give miners/technicians/farmers.

Currently a normal mining district gives 200 miner jobs, 300 after specialisation. (a normal specialised city district gives about 200 jobs)

Meanwhile these worlds' secondary can be specialised to provide 300 miner jobs also. (again a fully specialised primary district gives 200 base jobs)
BUT, that gets multiplied 3x for these worlds, so that's actually 900 and 600 jobs. This still makes sense.
The current sad situation is that using any other specialisation on the secondary districts only provides 100x3=300 jobs, so half of what that same specialisation on the primary district would do.

But now we double the output on all secondary district specialisations on the special worlds. Now an "Alloy district" on a Hive world provides 3x more jobs than an alloy district on a regular planet. But a mining district on a Hive World actually ends up providing 6x more miner jobs than a mining district on a regular planet.


Did you take the above into account? I.E. not doubling the numbers on the secondary resource extraction specialisations?

Once specialised, the secondary districts on hive and machine worlds provide 600 of the relevant job type, compared to the 300 jobs the specialisations provide in the primary district, assuming the specialisation provides a single job. Specialisations that provide multiple jobs, tweak the numbers as appropriate. See the screenshots below.

(Note that empires with the Resource Consolidation origin need the Machine Worlds AP or the Unbridled Consumption tradition to get the full benefit from the machine world)

1749637085004.png



1749637093235.png
 
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Once specialised, the secondary districts on hive and machine worlds provide 600 of the relevant job type, compared to the 300 jobs the specialisations provide in the primary district, assuming the specialisation provides a single job. Specialisations that provide multiple jobs, tweak the numbers as appropriate. See the screenshots below.

(Note that empires with the Resource Consolidation origin need the Machine Worlds AP or the Unbridled Consumption tradition to get the full benefit from the machine world)

View attachment 1316892


View attachment 1316893
Hmmm, so this is the fully functional Machine World then (not Resource consolidation without the perk)? Then I think that looks fine?

It's a bit confusing to think about because on a normal planet, a resource district can provide 300 jobs while a city district can provide 200.
 
It's a bit confusing to think about because on a normal planet, a resource district can provide 300 jobs while a city district can provide 200.
It's because a normal planet has a base 200 jobs on resource districts that doesn't exist in machine/hive/ring worlds.

Otherwise, it's +100 per specialization in all cases for normal planets, and +300 in main and +600 in secondary specializations for hive/machine/ecu, and +500/+1000 for ring world.