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IMO Cosmo needs to feel more like a crisis. As it stands it's pure power fantasy since no one ever attacks you, and you can glide through without having to do more than one galaxy damaging experiment. I feel it would be a more fun challenge if you were required to do more applied infinity theses to progress and had to defend your needle against the entire galaxy. The fact the galaxy always sits back passively undercuts the feeling it's a crisis at all.
I agree, but making it imperfect perk was far important issue in my opinion. No limit on FE buildings make them best in every field empire can do. Now at least they have some form of weakness.
Given that pops in Wilderness works differently, has this been tested with Wilderness as well? Just asking, because I had to restart 4 times my Wilderness campaign due to patches breaking everything (which is expected, you're doing a great job fixing things!) and since it wouldn't be outlandish to have to start over again, I want to make sure to be able to build the Grand Archive.
Out of Syncs are always classified as "critical" bugs. They're often not just one thing though, which is why you may see what looks like the same OOS fixed in multiple patches.
Here are some preliminary patch notes for tomorrow:
Stellaris 4.0.15 Patch
Improvement
When a species is modified the new version will now automatically be the default
Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
Technologies that when researched upset Fallen Empires are now marked as dangerous.
Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.
Balance
Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
You can no longer smuggle out Biomass from Wilderness Empires
Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
Gestalt empires can now access Fallen Empire trade buildings
Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.
Bugfix
The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
Refactored Tzynn Tithe to use the new pop system and being much prettier script
You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
Pirates will no longer decide to set up shop in Leviathan controlled systems.
The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
Updated the Esteemed Quartermaster trait to mention 100 Soldiers
Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
Deep Space Citadel will no longer display duplicated models in certain situations.
Added missing descriptions to Space Fauna tab in Fleet Management.
Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
Fix Grand Archive thinking it's still destroyed after being rebuilt
Fixed leaders getting the wrong number of trait selections.
Cloned leaders now copy pending trait selections from the original.
Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
Aligned Genetic Memory tooltip with effects
Fix missing description for the coordinator job
Corrected job information for Justice Complex and Ziggurat of Justice buildings.
Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
Fixed Automation buildings not having any upkeep on habitats
Fix Robot species with negative traits costs sum declining
Uplifted presapients now correctly enter the Civilian stratum
The Nanite Interdictor can no longer equip both cruiser and battleship reactors
Fixed Job Efficiency modifiers for species types not working in some cases
Fix Synaptic Lathe view not always updating properly
Colonizing planets will now take damage again from bombardment
Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
Regular colonies will be destroyed of all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony, that just would not die.
Idle gestalt drones now demote much faster.
Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you researched any new ship tech.
Ecclesiastical Center colony designation now has proper tooltip
Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
The planet view's portrait is now correctly displayed after changing planet class
Common Ground federation allies now start with Planetary Administration building.
AI
Significant adjustments to AI priorities.
The AI can now sell Energy for Trade.
The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
The AI will no longer feel content with itself if it has 10000 Pops.
Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.
UI
Add tooltips to Focus Card rewards
Fix an empty cost string in the Change Focus confirm popup
Add a pulsing glow to the district pip about to be built when hovering the build district button
Stability
Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order
Modding
Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
Fixed traits override for clone_leader.
Added more info about traits to create_leader and clone_leader documentation.
Most Pop effects that use amounts can now have a randomized range
add_building will no longer add districts that can't be built.
Add country modifiers to District Specialization types
District Specializations can now be limited per planet and/or empire, like buildings
We now have an add_variable effect to complement the subtract_variable effect
Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
We will also be putting up another stellaris_test build tomorrow that has more OOS and performance fixes that we haven't been able to fully test to our satisfaction, along with the faster save game transfer.
Looks great actually missed having the faster save transfer,
Not sure high performance ranks against things like oos but any chance someone has looked into the species portraits being a big lag source.
Also a q on long term slow down, is there an obvious cause for it or is it a bunch of subtle things that are just snowballing atm?
IMO Cosmo needs to feel more like a crisis. As it stands it's pure power fantasy since no one ever attacks you, and you can glide through without having to do more than one galaxy damaging experiment. I feel it would be a more fun challenge if you were required to do more applied infinity theses to progress and had to defend your needle against the entire galaxy. The fact the galaxy always sits back passively undercuts the feeling it's a crisis at all.
Maybe I'm just uniquely annoying but they seemed perfectly willing to attack me over it, even when I wasn't destroying reality.
But, personally I like that it's worth taking even if you're not actively destroying everything and fighting everyone. It's the variety of ways I can use it that actually make me want to use it more. If they make it necessarily aggressive I don't think I'd bother with it outside of when I'm already bent on extermination.
So if i understood well, to have fallen empire building tech, you must either roll it with arcane deciphering or research it if you have enigmatic engineering? If you do not do those, you will never get them?
Or be cosmogenesis and gain it via regular research after appropriate crisis level. I was first critical toward the idea of making the tech repeatable, but I suppose this is a lesser evil in terms of game balance.
IMO Cosmo needs to feel more like a crisis. As it stands it's pure power fantasy since no one ever attacks you, and you can glide through without having to do more than one galaxy damaging experiment. I feel it would be a more fun challenge if you were required to do more applied infinity theses to progress and had to defend your needle against the entire galaxy. The fact the galaxy always sits back passively undercuts the feeling it's a crisis at all.
I agree and Ive been saying this for a long time. Empire opinion needs to be tied to crisis level more than just the Lathe, in my opinion. And I would love if there was some in-game explanation given to the hostility, like empires contacting you and saying that they don't trust us or that we "dabble in forces we don't understand" etc. Some flavorful way of explaining *why* the other empires start to dislike us.
Maybe I'm just uniquely annoying but they seemed perfectly willing to attack me over it, even when I wasn't destroying reality.
But, personally I like that it's worth taking even if you're not actively destroying everything and fighting everyone. It's the variety of ways I can use it that actually make me want to use it more. If they make it necessarily aggressive I don't think I'd bother with it outside of when I'm already bent on extermination.
I tend to find that while the AI hates me they are so weak they never do anything. I do think that inherent to a crisis path you should be seen as one by the whole galaxy and that should be part of the challenge. For cosmogenesis the crisis aspect is that you're messing with reality in ways that can cause untold destruction across the galaxy, but mechanically you don't have to do that more than once and the AI negative opinions are flat from being a crisis empire and using the lathe (which you don't even need to use). Just like with Galactic Nemesis I think the galaxy should see you as an existential threat and there should be a challenge to having to deal with that at higher levels, with AITs tied more closely to progression.
Or be cosmogenesis and gain it via regular research after appropriate crisis level. I was first critical toward the idea of making the tech repeatable, but I suppose this is a lesser evil in terms of game balance.
I agree and Ive been saying this for a long time. Empire opinion needs to be tied to crisis level more than just the Lathe, in my opinion. And I would love if there was some in-game explanation given to the hostility, like empires contacting you and saying that they don't trust us or that we "dabble in forces we don't understand" etc. Some flavorful way of explaining *why* the other empires start to dislike us.
This is why I think the applied infinity thesis should be tied more closely to progression. As it stands you have to do it once and that's it, and there's no real reason to do it again since there's better ways to get advanced logic. Making you change reality in dangerous ways fits the theme and the mechanics.
i thought about something for the building like the nanite transmuter and the fe empire strategic ressource build : instead of giving few ressources like they do now, why not making them give this few ressources +x amount per district built? You can also increase the energy upkeep by the number of districts. Like that they still give fewer ressources than jobs but are still usefull on planet that will not be producing them in large quantity.
also giving an auto minor artifact use on artifact actions could be cool since right now arcane deciphering has become really important.
If by halfway through the game you’re researching one repeatable in every science a month then congratulations, you’ve won. Everything after that is a victory lap.
If it’s a temporary thing due to a burst in the lathe then yeah it’s attention grabbing for a bit, but not hugely and not for long.
I wouldn’t mind a feature to right click a repeatable and have the auto research function keep repeating it. But I really don’t think the end game is ruined, fallen empires have been murdered in a ditch, and the end is nigh for lacking it.
I want to say that quite literally everyone's reaction to the FE building changes seems to be in agreement with me, both in the subreddit and the forum .15 announcement.
I don't want to sound to mean but people like you actively make this community worse, and I don't think you're even trying to. Yes, the devs are people and deserve support but such blatant echo chamber voices like you build makes it really hard for them to actually gauge whether a negative opinion on a suggestion is worthwhile or meaningless.
Please really strongly consider whether the opinions you are putting forward is reasonable, because people like you are the ones who most often speak in the forums and thus the most exposure to the team, and I cannot emphasize enough how horribly terribly dangerous this is. This is a change that absolutely should have be shot in the crib and has not been; now they will have to spend even more time reverting it.
Anyway, I tried. Thanks for an honest conversation regardless.
I want to say that quite literally everyone's reaction to the FE building changes seems to be in agreement with me, both in the subreddit and the forum .15 announcement.
I don't want to sound to mean but people like you actively make this community worse, and I don't think you're even trying to. Yes, the devs are people and deserve support but such blatant echo chamber voices like you build makes it really hard for them to actually gauge whether a negative opinion on a suggestion is worthwhile or meaningless.
Please really strongly consider whether the opinions you are putting forward is reasonable, because people like you are the ones who most often speak in the forums and thus the most exposure to the team, and I cannot emphasize enough how horribly terribly dangerous this is. This is a change that absolutely should have be shot in the crib and has not been; now they will have to spend even more time reverting it.
Anyway, I tried. Thanks for an honest conversation regardless.
I’ve had plenty of chats with people that agree with me that it’s not the end of the world. There’s plenty of stuff I criticise, and honestly jumping to “you’re making the community worse” is just wishful thinking on your part to dismiss any opinion that isn’t your own. Don’t see how you can say that and then brush it off with a “thanks for an honest conversation”.
For the record I’m quite ambivalent if it stays like this or goes. I don’t think the sky is falling with the current systems and I’ve offered constructive criticism on how I think cosmo should be changed and FE buildings should be buffed. Those opinions don’t let you pat yourself on the back though for being special while dismissing those who disagree with you as creating echo chambers.
Honestly you could have just left it mate. We disagreed and that was it.
I'd wager on them just already having the research for it, I think they have every tech equivalent to the "research all technologies" command with some added repeatable too. This is just my guess though.
I'd wager on them just already having the research for it, I think they have every tech equivalent to the "research all technologies" command with some added repeatable too. This is just my guess though.
I thought a same, but then i remembered quote from wiki:
The Synaptic Lathe has no defenses and immediately surrenders if an enemy fleet enters orbit. The megastructure will be disabled if the occupying empire does not have the Cosmogenesis ascension perk. If the system is completely occupied, the megastructure is destroyed.
I want to say that quite literally everyone's reaction to the FE building changes seems to be in agreement with me, both in the subreddit and the forum .15 announcement.
I donno about the subreddit, but it doesn't appear that "literally everyone" is agreeing with you here. Clearly I must be missing something so can you help me out here.
And for what? seriously? balance? really??? this isn't balance its just tedious lore breaking nonsense. No shade to the devs but like actually what are you guys doing? these band-aids are gonna keep falling off... Take the time, do it right, or don't waste the time.
Its not lore-breaking, since Fallen empires already got that tech.
But it is a balance issue because it doesn't feel like a crisis, but is super-strong. We need to fix the part why it doesn't feel like a proper crisis. A crisis where nobody hates you or that you can counteract the negative opinion out somehow is no real "crisis".