Bug: I am unable to save changes to a deep space citadel template in the current beta because it is "currently used by a Station starbase."

So I decided to actually rebuild the code from 3.14 with updates to support 4.00. It did not freeze its economy at all. Based on my findings from that I am not under the impression that the code as created in the beta actually addresses the cause of the issue. Just removed the largest cause, naval capacity.The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
The main problem with the script that was written for 4.0 launch is that the game does not handle mixes of non optional fixed subplans and scaling optional subplans with a shared resource.
(sorry its 3am for me super sleepy) that is what I am saying. I didn't have this bug trigger. I am under the impression its because of mixing optional scaling subplans and on optional base resources. The only other real difference besides that as I don't use multiple triggers for scaling unity and science and alloys I use 1 fixed one that covers all the logical groups. This stops happening and they scaled until my laptop shuddered.Another of the main issues was that if the AI is meeting 90% of the target goals, it will consider a plan "complete" and look for a more advanced plan to move to.
potential = {
has_monthly_income = { resource = minerals value >= @minerals_target }
has_monthly_income = { resource = energy value >= @energy_target }
if = { limit = { country_uses_food = yes } has_monthly_income = { resource = food value >= @food_target } }
if = { limit { country_uses_consumer_goods = yes } has_monthly_income = { resource = consumer_goods value >= @consumer_goods_target } }
}
The issue isn't if it needs to the code as written should be 310 but it doesn't do that.idk much about this, but CG is a thing where the target doesnt really have to increase no? They just need enough for upkeep. Same for food if not bioship/catalytic)
I'll summarize it thusly.
A couple ships means each one is very important. It's basically a tactical RPG.
Dozens to hundreds of ships still means you care quite a lot, maybe not quite on the individual level but it's close.
Thousands of ships is where we've long since transitioned from "I care about individual ships" to "I'm going to throw more cannon fodder at the problem until it resolves itself." Depth is gone due to sheer quantity. Individual ships are completely unimportant.
It would work better with ship numbers massively reduced, for performance and otherwise.
I have a new specimen that I want to activate but I can't make room for it. In addition to fixing this bug, can you please make it possible for us to more freely choose which specimen to put on display? Currently, we have to sell older specimen to make room for newer ones. Let us put specimen into storage (we might want to use them again later) and choose which specimen to replace them with.
I don't think it's that deep. Numbers of fleets adds to performance issues, people were grouping them together anyway, so as a quick fix fleet cap has gone up.
Now isn't really the time for an in depth attempt to rework the military system and this change doesn't prevent that from happening in the future.
- Substantially increased the base Command Limit of fleets and most sources of Command Limit. We know you were going to doomstack those fleets anyway. (This is secretly mostly for performance reasons, don't tell anyone.)
Ok, let me break down what rustles my jimmies with this one:
I, and others, have raised concerns about the game having shallow military gameplay for years. It boils down to building the biggest doomstack and steamrolling the enemy — which becomes dull fast if you're looking for engaging tactical and strategic depth from early to late game. Stellaris falls flat when your economic snowball and doomstack snowball outpace everything — often before the endgame crisis even appears.
And even when it does, the crisis is just a final stat check: does your doomstack beat their doomstack?
Me and a small group of players have been vocal about improving or rebalancing this. For us, it's disappointing that the game — which ultimately functions as a military-industrial complex simulator — doesn't offer more meaningful variation or depth in that core loop.
On the other side, you have people arguing that Stellaris is a story-driven, RP-heavy experience, and it’s “not meant to be about war.” I get that. But I think that view deliberately ignores how the actual systems function — and how dominant military power is in determining success.
What's more frustrating: PDX devs have acknowledged the doomstack problem multiple times. Yet we’ve gotten years of DLCs with fluff, reworks of systems that were never a main complaint — while the core problem of doomstacking remains untouched.
Which brings me to this seemingly minor, logical change — and why it stings.
With the things I just roughly lined out about the issue, this line is a literal slap in the face for people like me who argue that doomstacking is real — that the game boils down to it and makes military interaction (another reminder that the game is heavily focused around military) dull and boring. Because it simultaiouly aknolegdes what i wrote for years and it makes the issue just even more convient.
And on the opposite side — the crowd that often argues with “well, I don’t do it,” or “you don’t need to do it,” or “it’s not incentivized” — gets a slap too, because this basically tells us: “We know you’re going to doomstack”. So the issue is real, we all do it, and it’s the primary military mechanic. No need to wonder IF it's even a real issue it just is.
Now, I could say “haha, I knew it!” — but chocke on it because we get a change that makes it not even a secret anymore. This is Stellaris: - a doomstack simulator. And now it’s made even more convenient.
Yes, I understand and agree that it might be an easy performance improvement — but holy hell, this has been part of my ongoing feedback for years, and now the solution basically says, “F it". At least, that’s what it reads like to me.
But please — correct me if I’m wrong in my interpretation.
I'll summarize it thusly.
A couple ships means each one is very important. It's basically a tactical RPG.
Dozens to hundreds of ships still means you care quite a lot, maybe not quite on the individual level but it's close.
Thousands of ships is where we've long since transitioned from "I care about individual ships" to "I'm going to throw more cannon fodder at the problem until it resolves itself." Depth is gone due to sheer quantity. Individual ships are completely unimportant.
It would work better with ship numbers massively reduced, for performance and otherwise.
Maybe You could think about changing individual ships into fleets that acts like single entity?
Different ethics, traditions, perks, politics, etc. Could allow for building different compositions. Ordering to build a fleet would build it partially unless empire can afford to pay for whole.
Players can design individual ships, but whole fleet is Thier combined defences and offences.
Torrents (IMO) should be removed, projectiles would be only visuals for fun, and damage should be calculated as single shots.
Another bug while playing the current beta: Selling a specimen from my grand archive causes a CTD. I've tried multiple times with different specimen. Trading a specimen to another empire also causes a CTD.
Given the context of trying to fix the firestorm of problems with 4.0 and the surveys on military reworks that went out at the end of last year I expect there are more comprehensive discussions/plans happening regarding the military systems. But we won't see those soon so for now the changes aren't being made with a mind to address big issues so much as assist in performance and convenience in the interim.
I've seen a lot of your posts and while I don't necessarily agree with every proposal about the war system I completely agree that it's bare bones and leads to the game being quite simple at its core. To my mind a big part of this is also the lack of fleshed out internal politics which leads to military/vassal play just being a snowball, something the new pop system with its pop groups has a better chance of addressing (a small example being dev comments in the 4.0 beta that pops on conquered planets might join a resistance fighter group).
I don't think this decision is a slap in the face unless you think the devs have implemented this change with the intention that it be permanent and sufficient (i.e. to the devs mind this change has been implemented in lieu of any future military rework). It seems unlikely this is the case. People already doomstack with multiple fleets which just adds more calculations and currently the devs are looking at performance. Having bigger fleets doesn't lead to much of a difference in how people are playing (though there is a slight balance concern with high level admirals) but is a quick fix to performance.
Given the context of trying to fix the firestorm of problems with 4.0 and the surveys on military reworks that went out at the end of last year I expect there are more comprehensive discussions/plans happening regarding the military systems. But we won't see those soon so for now the changes aren't being made with a mind to address big issues so much as assist in performance and convenience in the interim.
Perfect! Despite all this, I still wish you the best and success in the process of fixing 4.0, and I hope we can see these designs sooner rather than later! – It’s not like I’m here to make the game look bad, but to see it improved, as Stellaris is my favorite sci-fi GSG!We do have designs to investigate some ideas around Squadrons (groups of identical ships in a fleet would form together into larger units) and Armadas (fleets of fleets), but those will only be able to be looked at after we're able to stabilize more of the current systems.
Example of fleet composition rule. While each hull type has a point value it could also be assessed a fleet percentage value. The percentage value would update throughout the game as the number of hull types increases. Early on you would be allowed 100% of a fleets composition to be Corvettes/Frigates. By the time Battleships are available the limit is down to fifty percent with battleships and cruisers limited to a third. What happens when exceed the limit, the command cost is doubled beyond. So if your fleet has only Corvettes and you have sixty fleet size, the first 30 cost normal but the next 30 command points only slot in 15 corvettes because they cost double. Battleships, well they start out at eight points so that you could squeeze 4 into that sixty fleet size without penalty but any more cost 16 each which means you cannot do but 5 of them (32+16 leaving 12 points which is not enough for another)
This sounds really interesting. It's a compromise between going EU4 like, and remaining true to the current 1-2-1 model. I really can't wait to try it!Would it be possible to get a save with this? We weren't able to reproduce it internally when we tried.
The command limit change is primarily intended to reduce the number of fleets the AI has in the mid to late game. It is not intended to be a solution to some of the issues surrounding fleet combat, and I fully agree that reworking fleet combat is not something we can prioritize at this time.
We do have designs to investigate some ideas around Squadrons (groups of identical ships in a fleet would form together into larger units) and Armadas (fleets of fleets), but those will only be able to be looked at after we're able to stabilize more of the current systems.
@Eladrin I also had the issue with specimens in the Grand Archive and I submitted the crash logs, it was in the previous open beta and in this new release. While you are fixing that, would you consider allowing specimen to be move to storage instead of selling them?? I want the flexibility to choose what I display and change that display based on what my empire needs are (which changes over time). The current design is inflexible and unnecessarily limiting while breaking the roleplay and fantasy elements. It would also be nice to be able to expand your Grand Archive to gain more slots/vivarium space and/or allow it to display relics also.Would it be possible to get a save with this? We weren't able to reproduce it internally when we tried.
Edit: Grunts got it to happen, thanks.
The command limit change is primarily intended to reduce the number of fleets the AI has in the mid to late game. It is not intended to be a solution to some of the issues surrounding fleet combat, and I fully agree that reworking fleet combat is not something we can prioritize at this time.
We do have designs to investigate some ideas around Squadrons (groups of identical ships in a fleet would form together into larger units) and Armadas (fleets of fleets), but those will only be able to be looked at after we're able to stabilize more of the current systems.