• 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.
Not really a bug so much as a potential balancing question. I just completed the "Plight of the Beta-Universe" situation and transferred the mirror homeworld to my universe. My understanding is that it should arrive with the same districts and buildings as I have in the base game. However, the planet that transferred had zero basic resource districts on arriving. Is this intentional?

If it helps, in Crossing the Dimensional Border I chose to let the families cross and in Mission: Dimensional I chose to return the relic. The planet arrived with a pop of 1.8k which was enough to fill all of the Specialist/Ruler jobs with 200 Civilians leftover.
 

Attachments

  • Screenshot 2025-05-24 014854.png
    Screenshot 2025-05-24 014854.png
    893,6 KB · Views: 0
Last edited:
migration control doesn't seem to work

hive mind pop just migrate all over even with migration control on all pop

they can even migrate out of lathe

couldn't use cultivated worldscaping on planet already used master of nature by other empire

maybe allow them to replace each other via decision
 
Last edited:
  • 1Like
Reactions:
Best way would be to revert those changes to Pre-4.0 where you at least had to invest into a colony with population to synthetisize a moderate amount of them
Agreed, having my strategic resource production tightly-coupled with any other job, whether it's resource extraction or alloy/CG production, is obnoxious. Refining was fine in 3.14, idk why they decided to go mess it up rather than making some city district specializations for it or just keeping the old buildings (buildable in industry specializations, maybe in certain rural specs, idk) and having them add 200 refiner jobs of an appropriate type.
 
  • 3Like
Reactions:
@Alfray Stryke You were so kind to have a look and fix Cybernetic Creed endless colonization issue. Would it be possible for you to have a look at the same issue happening in combination with an AI Fruitful Partnership origin, targeting one of your uncolonized planets in your borders? It then results in the same endless colonization. (if caused by pops switching factions, high chance issue is identical due to planet modifier)

I documented it here:
 
Last edited:
Just tried a new game with friends, got to 2342 then had the monthly desync loop of ECONOMY_OVERLORD and NUM_POPS as well as one I don't remember

Can confirm this, though it happens even earlier (as early as 11 years consistently) for me and my friends. We're Cross-OS/Platform as well so not sure if that makes a difference.

I made a bug report under the Sub-Forum if you want to send your OOS folder and save over - would link but don't have enough posts to do so yet.
 
  • 1Like
Reactions:
Had our multiplayer game completely break due to OOS. Even by allowing host to progress alone before connecting results in OOS.


Just figured I'd let you know that this OOS is also problematic. Unlike "RANDOM_COUNT" or other OOS we ran into, we can't "fix" this by re-hosting.
 

Attachments

  • 20250522215905_1.jpg
    20250522215905_1.jpg
    16,6 KB · Views: 0
  • 1
Reactions:
I just recently did a Void Dweller. While I was familiar with habitats pre 4.0, it was the first time I used them in this recent update.

I was a bit confused about the availability, or better not-availability of basic ressources support specialisations.

The main difference between planets and habitats is the number of jobs per districts and the (not-)availability of orbital rings which kind of works for early/late game differences. As a void dweller you also benefit early from the species trait (unique to them) and the research habitat specialisation (not unique but early available for them). On the downside you have a slower expansion.

Therefore I don't get it why habitats don't have access to the three basic ressource specialisation which gives +20% ressource output (+ little more trade upkeep) for each specialisation multiplied with the districts. While their "performance" is another topic, this is such a huge disadvantage for them for no reasons.

I really would like them to be added, with whatever percentages seem ok for them.
 
  • 3
  • 1Like
Reactions:
If it's dropping today it'll show up within the next 7 hours

Supposedly yes, although things are a bit up in the air cause of long weekends.

how'd you figured that "Supposedly yes"
 
how'd you figured that "Supposedly yes"
We expect the 4.0.14 release will be next week (probably on Tuesday), and is expected to include some fixes to a few infinite loops and some select balance changes (like splitting up Enforcers and Telepaths again). It will be a short work week here in Sweden, so it’s likely to be the only update of the week.
 
  • 2
  • 1Like
  • 1
Reactions:
Had our multiplayer game completely break due to OOS. Even by allowing host to progress alone before connecting results in OOS.


Just figured I'd let you know that this OOS is also problematic. Unlike "RANDOM_COUNT" or other OOS we ran into, we can't "fix" this by re-hosting.
Weirdly we had one in our last game (country_resources) that *began* after rehosting and came back each month in a previously stable game. Unable to get rid of it.

Makes me wonder if the save went wrong somehow.
 
Decades of working in IT means you learn innately that "It's dropping on Tuesday" means, in fact, "It's supposedly dropping on Tuesday."
nah i got that part, i'm asking where was tuesday even mentioned, which red death helpfully linked