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... oh, so that's why we can't use it. Because it doesn't exist.

Aha. So the intended functionality of Galactic Bureacracy, a T3 tech, is "+10 admin_cap, and that's it, suckers"? Or did you add some other bonus to it?

The building existed in the code the entire time, but there was a typo in that the code block that gave the conditions allowing you build it was flipped with the block of conditions that would cause it to be destroyed (like when gestalts capture planets and some non-gestalt buildings they can't use go away.)
Then they just commented out the line allowing you to upgrade t2 Admin parks to it.

Strangely, with the new patch, they fixed the code typos (so if you uncomment a couple lines, it'll work as normal) but then added a comment that it's been intentionally removed. The only clear thing suggesting it was never "supposed" to be in the game is that it didn't have a unique building icon. Although I'm pretty sure they announced there would be an 8 job bureaucrat building, so I'm curious what internally pushed them to decide they just shouldn't exist vs the very fast fix for them which they already implemented as part of 2.6.3 beta.
 
1. Does this fix the constant 1 fleet ship when you reinforce your fleet?

2. Does this fix the horrible UI with a lot of Anchorage: +4 in your naval capacity scrolling all the way down?

Thanks. I hope we can see the new plan to address performance and automation soon.
 
Finaly !!! A nerf to synths
A 20 max pop growth is not ok
And now its going to be probably about 17 to 19..... wow what a nerf
Costing alloys though is very good not gonna lie
Cybrex warforge nerf is very good
Synths need extra nerf but to biological pop growth instead of just synths pop growth
A -60% pop growth malus would do wonders here
Or buff other empire types better buff than nerf
Buff hiveminds spiritualist psyonics and genetic ascention and you nerf synths by buffing others and giving options

just my personal opinion
A random stellaris player
 
Has anyone else experienced freezing since the new update? I have this new problem which started tonight, the game freezes exactly on the date 2282.02.09. It happens every time I try to load the game.

If this is an issue with the new patch, is there a way to revert to 2.6.2? I don’t see the option in the steam beta interface.
 
Please fix the armageddon bombardment not creating tomb worlds issue. It's been bugged since 2.2 and has been reported multiple times in the bug report forum.

I'm saddened every time I see another patch and this is still not fixed. The post apocalypse, fanatic purifier build was so fun and unique when it was working.
 
Frankly, I think robots could get nerfed further. Completing Synthetic Ascension should swap roboticist jobs (which give 2 base growth) for Replicators (which give 1 base). Alternatively, the Robot Assembly Plants could produce 2 base growth and roboticist jobs could give % growth instead of base growth.
 
* Sentinels blocker is now a special deposit.

Is this the type of deposit that is lost when making an Ecumenopolis?
Probably, but at least it's now possible to make an Ecu out of the Sentinels planet. Previously you couldn't ever do that*, because you have to clear all the blockers and you can't clear that one.

* except possibly by terraforming first, and then doing Arcology Project. Which is dumb.
 
This update had initially fixed the huge OOS issues my friends and I had been experiencing in a game we had running for a long time now for about the first 2 hours of gameplay. The OOS issues did, however, return in their entirety after roughly two hours of gameplay. I can't attach the image since I'm new on the forums but we constantly had OOS issues with PLANETS_MODIFIERS and CONSTRUCTION until I finally OOSed in just about every way possible
 
This update had initially fixed the huge OOS issues my friends and I had been experiencing in a game we had running for a long time now for about the first 2 hours of gameplay. The OOS issues did, however, return in their entirety after roughly two hours of gameplay. I can't attach the image since I'm new on the forums but we constantly had OOS issues with PLANETS_MODIFIERS and CONSTRUCTION until I finally OOSed in just about every way possible
you should put in a bug report
 
Still didn't fix Hive Minds getting only one extra pop from Prosperous Unification, instead of the 4 extra they should have. That's very literally a one-line change:
01_start_of_game_effects.txt said:
Code:
    if = {
        limit = { owner = { is_hive_empire = yes } }
        while = {
            limit = { num_pops < 34 }
            create_pop = {
                species = owner_main_species
                ethos = random
            }
        }
    }
...
    if = {
        limit = {
            owner = { has_origin = origin_default }
            owner = { is_hive_empire = yes }
        }
        while = {
            limit = { num_pops < 35 } # This should be 38
            create_pop = {
                species = owner_main_species
                ethos = random
            }
        }
    }
I see you did fix the job weight for Coordinators (it used to be favored by pops with bonuses to science even though Coordinators don't give any resources at all anymore). However, the job weight for Synapse and Patrol drones is wrong (missing a bonus for Traditional, since they do give Unity). The weight for literally all resource-producing gestalt jobs appears to be slightly wrong (no bonus for Efficient Processors or Robust). The jobs that provide Defense Armies (Patrol Drone and Warrior Drone) should have bonuses for Lithoid but don't, and actually have a penalty for Cybernetic when they should have a bonus.

That's all out of just one file, 04_gestalt_jobs.txt. Not an encouraging sign. You really need to consider computing these dynamically based on resources / modifiers given, rather than manually setting the weights; I don't think they've been correct in even a single release since 2.2.0 overhauled the system!
 
Frankly, I think robots could get nerfed further. Completing Synthetic Ascension should swap roboticist jobs (which give 2 base growth) for Replicators (which give 1 base). Alternatively, the Robot Assembly Plants could produce 2 base growth and roboticist jobs could give % growth instead of base growth.

This makes no sense. Why would synth ascension make your Roboticists worse at making synths? It might be reasonable to change robot factories to employ 2 pops each making 1 growth instead of 1 pop making 2 growth (since Roboticist is an overpowered job), but in that case, change it for everyone, not just synth-ascended empires.

I have to agree with others though that if we're going to nerf synth-ascended empires' pop growth, a penalty to organic growth is the place to start, especially growth of species that are being assimilated. Being able to run a continuous organic assimilation pipeline on top of all the roboticists adds up to a ridiculous number of primary species super-pops.
 
Some games, if I research Droid Workers before Gene Tailoring, I go for The Flesh is Weak without intending to pick the second ascension perk. Nerfing Flesh kinda ruins that option, as now it is a much worse perk. Before this change, Flesh and Engineered Evolution were kinda comparable, Flesh giving +33% robot growth, and Evolution giving +33% organic growth from Cloning Vats. No more.

I feel like synthetic ascension is OP precisely because of 'The Flesh is Weak'. If it had less growth speed it wouldn't be as powerful as it is.

Additionally, +33% growth from cloning vats requires you to spend a building slot which isn't always available.
 
Some pretty solid changes. I particularly like the synth ascension nerfs and being given a chance to kill Shard before I lose my colony.

* The Juggernaut technology now requires Battleships instead of Titans.
[/SPOILER]

I see I can edit my signature now.
 
No fix to League of Unaligned Powers adding Empires at War with each other? This prevents any changes to succession type, and as the warring factions are now allies, they stop fighting each other but remain at war, effectively bugging out the League.

Should be easy enough to fix by forcing a status quo if two members are at war with each other upon joining.
 
If this is an issue with the new patch, is there a way to revert to 2.6.2? I don’t see the option in the steam beta interface.

2.6.2 is the current version, to revert to it just opt-out from the 2.6.3 beta.