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Why would you further nerf psionic (and buff other ascension paths in the same patch) when you already fix telepath spam bug.

Do I need to wait for pay to win (dlc) so that I can play psionic and don't feel like I'm handicapped myself
 
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I can't understand why limits fallen empire buildings without repairing the synaptic lathe.
It has not been functioning properly since 4.0!
I have repeatedly raised this question, but no one has replied to me at all.:(
 
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Yeah, wow, that limits of three for Fallen Empire buildings seems damn harsh. It's really easy to roll more than that with minor artifacts and what happens when you conquer an FE world? I'd at least fix the second, ASAP.
 
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what happens when you conquer an FE world?
If you had FE planets from the last patch - FE buildings will be demolished next month.
In a fresh game if you conquer (i used "own") - most buildings get Planet limit 1/1 and rest will be demolished instantly.
Such a waste. They should just don't let BUILD new buildings, not remove old.
 
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Would appreciate it if they could at least let psionics keep the capital building providing telepaths instead of enforcers.

Letting planets spam precinct buildings to make lots of telepaths was obviously OP and its good that they changed that, but since psionics already have the telepaths to manage crime, the non-optional enforcer job on the capital is sometimes just a waste of space. While its not much effort to just disable it, it always felt a bit silly having to go out of my way to disable a useless job just because the devs didn't consider that the psionic empires might not want their capital buildings wasting pops on the normal version of their unique job type.

Was very happy to see that they'd apparently considered this with the new update, and am therefore equally disappointed to see the solution to the telepath spam just be straight reverting to the old arrangement.

And remove the Planetary Capital Restriction for Psi Corp while they are at it.
 
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FWIW regarding fallen empire buildings, the planet/empire limit is per building type, not all FE buildings combined. So quite restrictive if you're just reverse-engineering (but then you probably aren't getting many to begin with,) but otherwise not horribly impactful. The fact that capturing FE planets demolishes their buildings due to this limit seems like a huge oversight, and needs to be fixed ASAP. Quite frankly, I'm not sure what they're even trying to accomplish with these changes except to keep some distance between enigmatic engineering and cosmogenesis. Even less so regarding their proposed "repeatable building tech" idea, which just seems frustrating in the extreme.
 
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After testing with friends in the 4.0.14 open beta on steam it appears that it does not actually include the faster file transfer in MP as it is much slower than the 4.0.13 open beta was
 
Why can't bioship empires build defense platforms with G slot sections? I want to equip some defense platforms with proton/neutron throwers.

There is an energy torpedo ship role for bioship defense platforms, but there's no section with G slots available for equipping them.
 

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When the trade re-work was announced, i was expecting trade to cover all the "cash" related stuff we currently are using energy for, like paying enclaves, clearing blocket using campaign edicts and so on.

Is this something we will se in the future, or will energy continue to be the de facto Currency of the Galaxy?
 
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i think that nanite world should have their base ressource output malus removed from nanite world designation. They already have half the job from normal planet and a third of the job of a machine world.

Or at least make it so that building giving jobs are affected by their "building output" bonus.

Because with -50% jobs -33% base ressource output is a lot
 
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Proposal: move „Leaders upkeep is Trade instead of Unity” feature from Advanced Governments to Civic (for example Precision Cogs). It is a really cool feature but does not fit BioCorporations + it is something generally fun to play.
If you feel that this feature would be too cumbersome on economy early, consider making it similiar to Gestalt civics (-1 Unity +2 Trade per Level).
Leader Capacity civics could use improvements in general. Heroic Past and Precision Cogs are just sad.
 
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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?
Sadly even with 4.0 buff to Enigmatic Engineering it was automatically worse choice than Cosmogenesis because you could only research 4 buildings from the list of 16.

Meanwhile as Cosmogenesis you get all juicy buffs and goodies without* restrictions. And AI won't even hate you if you don't build Lathe.


*No Defender AP.
 
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Did a quick round last night with a Wilderness. The new Logistics tradition is nice but Wilderness gets nothing from the "Trade from Maitenance Drones" Tradtion because they have none.
 
Sadly even with 4.0 buff to Enigmatic Engineering it was automatically worse choice than Cosmogenesis because you could only research 4 buildings from the list of 16.

Meanwhile as Cosmogenesis you get all juicy buffs and goodies without* restrictions. And AI won't even hate you if you don't build Lathe.


*No Defender AP.
AI hates you just for the fact you level through a crisis. -200 last opinion malus. Also you can't use other crisis paths and can't get a custodian fleet (i know you can make a cosmogen fleet, but i like a big size fleet you can make as Custodian).
UPD: Custodian (and Emperor) always can travel everywhere, they ignore closed borders inside the community. So you can do bad things, and no one will restrict you from doing it
 
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