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How to describe what changes in new path is "Mechanic population they were too good. We know that, but don't worry, No longer!". "Happy organic voices".

* The Flesh is Weak assembly bonus reduced from 33% to 10%.
* Roboticists now have 2 alloy upkeep instead of minerals.
Mechanist origin are now totally unplayable. There were overpower but now playing them doesn't make any sense now.
How are you supose to keep up with millitery defenses on alloy when u use them to make a robots. No more fun to play them.

And one stupid mechanic with Machine empires are pop dosen't have any happines (50% modifier), but stability are going down like crazy if u don't have 10 pop to keep up with Amenities. They using it like crazy (for what? how mindless pop of robotic species need that).
What gave them (~15% less production) How this is good? All of that makes now Machine empiers in big gap with organic pop.

Sugestion for DE next nerfs for organic species pls. They are overpower now.
 
I found that Determined Exterminator somehow still want to research food tech, is this intentional, a bug, or something to do with tech tree that can't be work around?
Advancing between tech tiers has a requirement that you have a certain number of techs from the current tier. If your empire type prevents you from getting some techs (as some genocidal empires do), you may end up with only being able to select from techs that are otherwise extremely rare for your empire to draw. This is not considered a bug.

Determined Exterminators (and Terravores) have access to Bio-Reactors, so can turn food into energy if they desire. You can also end up with a planet that has very few mining and generator districts but plenty of agricultural ones, which could cause a situation where you can only build nexus districts or farms. In those cases, the food production techs have some minimal value.
 
Mechanist origin are now totally unplayable. There were overpower but now playing them doesn't make any sense now.
How are you supose to keep up with millitery defenses on alloy when u use them to make a robots. No more fun to play them.

Just build more alloy foundries (and get the T2 tech asap).
 
How to describe what changes in new path is "Mechanic population they were too good. We know that, but don't worry, No longer!". "Happy organic voices".



Mechanist origin are now totally unplayable. There were overpower but now playing them doesn't make any sense now.
How are you supose to keep up with millitery defenses on alloy when u use them to make a robots. No more fun to play them.

And one stupid mechanic with Machine empires are pop dosen't have any happines (50% modifier), but stability are going down like crazy if u don't have 10 pop to keep up with Amenities. They using it like crazy (for what? how mindless pop of robotic species need that).
What gave them (~15% less production) How this is good? All of that makes now Machine empiers in big gap with organic pop.

Sugestion for DE next nerfs for organic species pls. They are overpower now.

The whole point is that previously, pop growth was king. These changes aimed at tackling the mad flat +2 growth that robotic empires get actually make it a lot more interesting as a trade-off. You can still play mechanist empires, but you need to use those extra pops you get to produce more alloys.

In other words you seem to be complaining that mecha empires are on par with bio empires now, instead of being OP as before. Tough luck (btw, I'm a fan of MI empires myself, so).
 
I don't expect all OOS to be 100% fixed. However I really hope that there's a way to fix a game save once it desyncs.

Like my understanding was that an OOS means that the host and another player have different versions of the save/state of the game. And that all it takes to fix it, is for the other person to reload the host's version of the save. So a hotjoin should be able to fix that. But as of 2.6.2 hotjoins didn't actually fix that. The game would desync after that.

I can't speak for 2.6.3 yet as I haven't been in games that lasted long enough, but I hope that at least hotjoin/rehost fixes OOS now.
 
How are you supose to keep up with millitery defenses on alloy when u use them to make a robots. No more fun to play them.
Using this logic, is Warrior culture a bad civic because you have an alloy upkeep for Holo theaters? They don't even make pops!
No, I don't think so. You only need one more alloy foundry to offset the initial cost, and there is a trait for reducing the cost if you hate it that badly.
Now instead of being a mindless decision to plop down a robot factory, you have to decide if it's worth it at the moment.
 
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* Fixed the bug when ethics almost never shifted.

Did a few test runs using different origins and ethics. Can confirm that ethics attraction doesn't seem to be working any better than before.

1. POPs still have what seems to be a random allocation of ethics at game start. Your government ethics seem to have no noticeable impact.

2. Suppressing/promoting a faction doesn't seem to do anything, even after 50+ years.

3. POPs do not seem to move towards expected number on the faction page, even after 100+ years of constant ethic attraction separate to promoting/suppressing. I checked this by taking note of the expected and observed ethic distributions at 10 year intervals for 200 years.

Unfortunately this 'fix' seems to have broken the Real POP Ethic Shifting mod that I've been using (for the second time). Perhaps the devs should look into how the author of that mod manages to make the system work better?
 
Steam charts show 64k daily players, and there are only (maybe?) 20 people or so that are loud about the state of synths on this forum, not a proper representation of the community or state of the game in comparison.

So to sum up your essay,

1. Guesstimate the number of people who complain on this forum (not mentioning other places like reddit) so their argument is invalid since you came up with a small number.
2. 64k daily players so there is no way the percentage of people whose views on the forum translates to that. All the people who think synths are bad just haven't defended that viewpoint.
3. There is this great silent majority of elitist who are smarter than everyone else who are just too busy playing the game.
4. Your game that goes way into the late game which it isn't really balanced around at all is a perfect example of balance.
5. Your results show how weak synths are. (Even though player skill is the largest determining factor in a competitive game)
6. A species who has two ascension path abilities in the late game is better than synths, at research.
7. A tournament would give us all the data we need on whats truly balanced and wouldn't be skewed by player skill?

Although I do agree the synth change to alloys is a big buff in the late game but it is a nice balancer for the early game where they gain such a lead in pop count.
 
I finally had time for another game, tag swapped to an AI fed member and it seems like the ideology Casus Belli is working in this patch. Has anyone else had trouble with it in their games?
 
It looks like the AI is still struggling when it comes to consistently upgrading their starbases. I don't know what triggers or weights are keeping it from upgrading, but it's making the AI much less competitive than they could be. The only thing keeping this from being a full blown disaster are the Naval Capacity techs, ascension perk, and difficulty bonus

I can't stress enough how critical it is for a fun and competitive game to have an AI that can compete with the players in terms of fleet power. It is the primary way Empires interact with one another and is the most important factor in determining who wins and who loses. In fact, one of the consequences of this is that it prevents the AI from getting any late game ships like titans, colossus, and juggernauts because they need a citadel.

Three things desperately need to be addressed:

1. AI needs to prioritize upgrading starbases more.
2. AI needs to learn how to swap modules in starbases
3. AI needs to stop spamming Crew Quarters everywhere
 
It looks like the AI is still struggling when it comes to consistently upgrading their starbases. I don't know what triggers or weights are keeping it from upgrading, but it's making the AI much less competitive than they could be. The only thing keeping this from being a full blown disaster are the Naval Capacity techs, ascension perk, and difficulty bonus

I can't stress enough how critical it is for a fun and competitive game to have an AI that can compete with the players in terms of fleet power. It is the primary way Empires interact with one another and is the most important factor in determining who wins and who loses. In fact, one of the consequences of this is that it prevents the AI from getting any late game ships like titans, colossus, and juggernauts because they need a citadel.

Three things desperately need to be addressed:

1. AI needs to prioritize upgrading starbases more.
2. AI needs to learn how to swap modules in starbases
3. AI needs to stop spamming Crew Quarters everywhere
4. AI needs to make sure it has sufficient Amenities. Many planets collapse due to low Stability.
5. Take Point needs to be fixed so players and AIs can finally use it again.
 
Internally, the Trade League effect was deemed too strong when we set them to have full energy along with the Consumer Goods and Unity.

Disappointing. I was waiting for this to be patched. Without it, I don't see any particular reason to start any trade federations. The 15% energy tax will outweigh any unity gains I will get from the trade policy. This essentially kills the core part of the DLC as trade federations were the only useful ones, everything else is more about RP rather than any actual benefits for the player.

I strongly agree with this sentiment. Unity is not worth it for such a substantial hit to EC income (Consumer Goods can be situational, such as for a highly expansionist empire in the first 150 years). Perhaps the policy improves with the level of the Federation? Tier 1-3 is .5/.25/.25, Tier 4 is .75/.25/.25, Tier 5 is 1/.3/.3? Add in a decision which costs a boatload of Influence (300 + 100 for each Federation member above the average size) and it seems fine.

Related to Corporate Empires, can we get a decision when relations are bad to "Raid Corporate Offices"? Right now it seems strange that any CB other than Eviction doesn't do anything to the corporate empire's offices, and can actually give them more resources in the long run if the wrong planets are conquered. If I'm at intermittent war with, and have had terrible relations for decades with, a corporate empire, I feel I should have some control over the business they are doing on my planets.

Perhaps this could be a new policy tree? "Corporate Interference Banned" (preferred by Materialists & Corporate empires), "Wartime Corporate Regulation" (can raid/seize assets when at war with the Corporate empire), "Full Corporate Regulation" (can raid/seize assets if relations are poor, cannot take if Materialist). Gives some more counter-play to currently diplomatically & economically unbeatable (given the same number of planets & pops) corporate empires.
 
also... cybrex... rip that one

converting a bunch of minerals into alloys, and spawning armies... ARMIES mind you, a feature that is utterly,... useless instead of its previous effects...

at least its not the pox... that one is still utterly useless
Having played a game last night from start to almost finish with the war forge, I consistently found myself using it a lot. Being able to conjure up 5,000 alloys on demand (because hoarding minerals is not hard to do) is clutch for making fleets, megastructures, etc. I really like how it pairs so well with repairing the cybrex alpha ringworld - very nice design!

At a 900 day cooldown, this is equal to getting 166 alloys/month of extra income, and it's available around 2250-2260ish depending on anomaly rolls. Or ballpark 50 metallurgists' worth of output. Even late game once you've bought up the market, this is still handy to keep the Megastructures flowing. The Cybrex Warform armies appear to be loosely mega warforms statwise, cost 250 alloys and take 500 days to make. So that's just flavor.

I strongly agree with this sentiment. Unity is not worth it for such a substantial hit to EC income (Consumer Goods can be situational, such as for a highly expansionist empire in the first 150 years). Perhaps the policy improves with the level of the Federation? Tier 1-3 is .5/.25/.25, Tier 4 is .75/.25/.25, Tier 5 is 1/.3/.3?
If you get an early trade league, the policy is just totally stupid strong. It's hard to grasp looking at numbers but if you go change it yourself and play a game you'll probably see that 1/.25/.25 has about as much business being in vanilla stellaris as the original cybrex warforge. You can get almost +100% trade value bonuses already, so the fact that a merchant can already spit out ~8 energy/4CG/4 Unity is pushing things.
(/Stellaris/common/trade_conversions/00_trade_conversions.txt , change line 68 to set energy to 1.0 instead of 0.5. )

BUY LOCAL, BUY LEAGUE!!
 
^if you care about such fickle things as "megastructures"

afterall, the only thing that is constant is destruction