• 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.
please don't overdo tuning down strategic resources. It is VERY welcome to not have to min-max them in the mid game with edicts for warfare and stuff. Having to click 15 times to turn them all on, then 15 times to turn them all off, each time you want to save some resources, is the opposite of interesting gameplay.

I never had to do this in 3.14 before. And there I simply used crappy useless planets (hello Ubugleet) to produce the neccessary amount of strategic ressources in combination of make use of some planetary features, relics, trade, etc. It was still easy to do this but it wasn't for free.
There wasn't a need to turn them on/off pre 4.0 either.

Now you build from one (Ancient Refinery) up to three (one building for each strategic ressource) once on an average CG or alloy planet, or in one case even on my Void Dweller unoptimized home planet and without any effort you have enough ressources for you and to throw them at anyone for free opinion, free ressources, free everything (except alloys). You also could simply sell them at lowest market price rates and trade every other ressource you need in sufficient quantities.

It doesn't have to do with balance. It is the same as cheating. The exact issue here is you simply can't avoid to ruin / unfun your game as the previous 3.14 methods were removed so you can't balance them yourself by using less of them because even a totally average colony produce way to many of them. And you also can't choose to abstain from them as you could have done with psi telepath spam by simply not going Psi ascension (in SP, or forbid it in MP).
I normally don't care about OP / busted gameplay as in MP you can forbid it and in SP you can choose to not play this way. But if there is no way arround (or only in ways even more unfun like forced to wait for Modularium) I can't stop complain.

In my opinion there was no need to remove and/or radically change the strategic ressource gain at all as even in the new system it could work by creating a district specialisation.

Funnily enough, the FE building Dimensional Replicator is now utterly trash compared to a T2 cheap and early building.
 
  • 14
  • 1Like
Reactions:
Enigmatic Engineering buff granted us at least a minimal reason not to pick Cosmogenesis in every game, but now you decide to add some unnecessary limits to make Cosmogenesis intsta-choice again because it is less affected by these limits. Why? I would rather add the most of Cosmogenesis content as regular lategame technology tier since there is no reason not to pick it. This also is true for other almost mandatory perks, e.g. Ecus/Hive/Machine worlds should be obtained as regular tech (like it is done for Federations). Maybe there must be even special slot for Ascension path, it is also regular go-to pick.
And we don't need additional limits, especially when they (I dare) would be extremely unclear and difficult to track from player's perspective (e.g. kilostructure limits: is there any UI tooltip about Dyson Swarm/Ark Furnace capacity? Or how the player should know that Enigmatic Engineering allows to research only 4 FE techs without reading the game files or going into web browser?).
Balance reasons are irrelevant, instead of investing into all this shiny fancy stuff like FE buildings, megastructures and overpriced FE ships, you can create one more boring stack of corvettes, terrorize one more AI and your economy would be even better. It is lategame content, if you've reached lategame - you won. It is better to focus on early game exploits, that allows reaching lategame unnaturaly fast (Parliamentary system, civilian spam builds, telepath stacking, the existence of Clone Army and so on).

Also do not even try to revert rare resource production changes. 4.0 system is perfect, it is completely superior to old, bulky and mega annoying refinery spam. At least now you are not completely screwed if you have <=4 planets since rare resource production take only 3 building slots, but not 30. And it is awesome.
 
  • 12
  • 4Like
  • 2
Reactions:
Enigmatic Engineering buff granted us at least a minimal reason not to pick Cosmogenesis in every game, but now you decide to add some unnecessary limits to make Cosmogenesis intsta-choice again because it is less affected by these limits. Why? I would rather add the most of Cosmogenesis content as regular lategame technology tier since there is no reason not to pick it. This also is true for other almost mandatory perks, e.g. Ecus/Hive/Machine worlds should be obtained as regular tech (like it is done for Federations). Maybe there must be even special slot for Ascension path, it is also regular go-to pick.
And we don't need additional limits, especially when they (I dare) would be extremely unclear and difficult to track from player's perspective (e.g. kilostructure limits: is there any UI tooltip about Dyson Swarm/Ark Furnace capacity? Or how the player should know that Enigmatic Engineering allows to research only 4 FE techs without reading the game files or going into web browser?).
Balance reasons are irrelevant, instead of investing into all this shiny fancy stuff like FE buildings, megastructures and overpriced FE ships, you can create one more boring stack of corvettes, terrorize one more AI and your economy would be even better. It is lategame content, if you've reached lategame - you won. It is better to focus on early game exploits, that allows reaching lategame unnaturaly fast (Parliamentary system, civilian spam builds, telepath stacking, the existence of Clone Army and so on).

Also do not even try to revert rare resource production changes. 4.0 system is perfect, it is completely superior to old, bulky and mega annoying refinery spam. At least now you are not completely screwed if you have <=4 planets since rare resource production take only 3 building slots, but not 30. And it is awesome.
Jesus, just use cheats and console edits if you want everything for nothing.
 
  • 12
  • 9
  • 1Haha
Reactions:
FE building cap is total Bullsh#t. I got an FE capital with their buildings (i conquered them using my claims), they now have 2/0 limit and they are destroyed in next month. So you literally broke that was working back before 4.0.
I hope it's a bug that will be fixed, no intended behaviour.
So what happened - you capture a FE capital, almost all buildings will be destroyed in next month.

Sure i will make bug report, but it's my feedback
UPD: https://forum.paradoxplaza.com/foru...lly-erase-fe-capital-if-i-conquer-it.1760537/

UPD: in fresh game if your get the planet ("own") most (not all) buildings have 1/1 planet and all excess is removed, added screenshots in to comment to bug report
 

Attachments

  • Screenshot_1358.png
    Screenshot_1358.png
    1,1 MB · Views: 0
  • Screenshot_1359.png
    Screenshot_1359.png
    777,6 KB · Views: 0
Last edited:
  • 16
  • 3
  • 2Like
Reactions:
Yes this is intentional, you must have a colony on the planet before you can remove blockers.


Hopefully, I was talking with a programmer today about it.


Yep, that was fixed in this patch.


Yes, this was our "Fix the exploits" balance patch. We still want to do an actual economy balance patch soon-ish. Probably not next week as this week is only 3 days.
Hivemind's can't use the Strategic Resource Specialist Buildings at all, because they increase upkeep while not adding any Strategic resources to production because they incorrectly target the non-hiveminded job type. That makes it hard to get the SR income you need as a hivemind because you can only get it from mining or orbital stations.
 
  • 4Haha
  • 1Like
Reactions:
FE building cap is total Bullsh#t. I got an FE capital with their buildings (from game start), they now have 2/0 limit and they are destroyed in next month. So you literally broke that was working back before 4.0.
I hope it's a bug that will be fixed, no intended behaviour.
So what happened - you capture a FE capital, almost all buildings will be destroyed in next month.

Sure i will make bug report, but it's my feedback
UPD: https://forum.paradoxplaza.com/foru...lly-erase-fe-capital-if-i-conquer-it.1760537/
I suspect this one is unintended.
 
  • 5
Reactions:
First time i was able to get past year 30 with my friend without desyncing, seems the worst offenders for us have finally been fixed, thanks!

EDIT: monthly desync at around year 90, better but still not good.
 
Last edited:
  • 4Like
  • 1Love
Reactions:
Also do not even try to revert rare resource production changes. 4.0 system is perfect, it is completely superior to old, bulky and mega annoying refinery spam. At least now you are not completely screwed if you have <=4 planets since rare resource production take only 3 building slots, but not 30. And it is awesome.
The new system objectively does make it too easy to get strategic resources, but I really didn't care for the number of refinery buildings you used to have to spam to support a late-game economy. I hope they mostly keep the new system, just with some adjustments for better balance. I'd like to keep the strategic resource buildings so that production scales with the number of city districts, but it would be a good idea to have them impose a job swap rather than simply adding strategic resource production to metallurgists. Something like this:
  • Convert 25% of alloy producers to mote/gas/crystal producers for each building.
  • If you built all three, then you'd end up converting 100 alloy producers to 25 each of alloys/motes/gas/crystal.
  • Without accounting for any modifiers to production, the net effect on a planet with double heavy industry specialization would be to go from producing 6 alloys per city district to producing 1.5 alloys and 0.5 of each strategic resource per district.
There's lots of variations on this that might be easier to implement, but the key point is that there should be a tradeoff on any given planet between producing alloys and strategic resources.
 
  • 6
  • 2
  • 1Like
Reactions:
Sadly the FE buildings limiter erases all the FE buildings when you conquer FE planets, and the scripted jobs efficiency does not appear to work.

Also, devs, please look at:
and
Thanks!
 
  • 4Like
  • 3
  • 1
Reactions:
Can a Devv or representative of stellaris please answer this if possible
So recently, I’m not sure if this is a bug or not
But you can no longer see a diverse population when you look at the economy or the management population tab
For example, I have humans all white male humans
There’s no women there’s no races. I guess I could say.
It kind of feels like they’re all clones now that doesn’t happen for the leader section I do have different varieties for leaders. It’s just annoying seeing a planet, and they all look exactly the same.
I kinda just tried to ignore it, but it does kind of the role-play vibe so I was hoping would this be a bug or is this something that you guys implemented?
An answer would be so good thank you so much thank you so much. Have a great day

Would love to get a response to this too. Pop groups all using the same portrait takes away a lot of the fun of just looking at your planets and makes it really weird for gendered species where you only see one of them.
 
  • 2
  • 1Like
Reactions:
Sadly multiplayer is still very broken, played with a group tonight and 60 years in we had a recurring NUM_POPS, ECONOMY, ECONOMY_OVERLORD desync that we couldn't fix with resyncing. Didn't seem to be on a monthly update just very frequent. Rather disappointing that multiplayer is still in an unplayable state about a month after release.
 
Sadly multiplayer is still very broken, played with a group tonight and 60 years in we had a recurring NUM_POPS, ECONOMY, ECONOMY_OVERLORD desync that we couldn't fix with resyncing. Didn't seem to be on a monthly update just very frequent. Rather disappointing that multiplayer is still in an unplayable state about a month after release.

Can confirm it still happens with my Linux and Windows group after 7-11 years still. I've tried digging into the save and OOS files myself and I can't even begin to figure out why it happens. Even diffing the files from when the desync happens to 6 months before reveals nothing that wouldn't have caused it to desync way before that.

Wish we'd get a debug build at this point purely for OOS testing, since if the Devs are using our OOS/Save files for this — I highly doubt they can find much.
 
  • 1Like
Reactions:
The Synaptic Lathe provided by the Cosmogenesis Ascension Perk currently fails to correctly convert pops into Neural Chips, resulting in buildings on the Lathe not functioning as intended. This bug has persisted across several versions. Is there a planned fix for this issue?
 
  • 1
Reactions:
  • Added Job Efficiency for Organic Pops modifier and implemented where appropriate
There are no traits that have organic_pop_bonus_workforce_mult. Psionic, Cyborg and Synthetics got theirs, but organic ascension just lost 20% workforce, because robotist destiny trait doesn't work on them anymore.
 
Is the next patch going to fix the fleet behavior for Deep Space Citadels? It still does the infinite circle of death when it tries to destroy it.

 
  • 2Like
Reactions: