oh crap, i thought it will fill up entire planet up to 100-150 (old) pops on Ecu for example D:yes, it was still stuck at 40 from pre-4.0 so now scales to 4k
oh crap, i thought it will fill up entire planet up to 100-150 (old) pops on Ecu for example D:yes, it was still stuck at 40 from pre-4.0 so now scales to 4k
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.
Jesus, just use cheats and console edits if you want everything for nothing.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.
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.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.
Just revert to 1.0.3 if you want to disable everything.Jesus, just use cheats and console edits if you want everything for nothing.
I suspect this one is unintended.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/
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: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.
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
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.