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There is never a bug free release in gaming. Release has a broader audience that can make reports.
There's a difference between wanting a 'bug free' release, and wanting a 'the game crashes 30 years into multiplayer' free release. Everyone expected bugs, but the scale and sheer size of the bugs is insane. The game is currently unplayable. Paradox is using their community as free beta testers, and charging them for the privilege.
 
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As a writer, many years ago I conceived an idea that a planet was a dragon egg (well a dead dragon that wants to be reborn if we are to be very specific), that desired to devour souls of races that lived on it in order to "hatch", and to get more souls it connected to other planets to get their souls (biomass in Stellaris terms).
Wilderness + Behemoth kinda allows that fantasy, so suffice to say I too wish this restriction gets removed (yesI can just remove it by myself, but I'd rather not clutter my mod list any further).
You can do that in 4.0.1-.2 But dont, for your sake. IV behemoth just wrecks your economy. WIlderness use a unique pop system, even with multiple planets designated to build just food you cant keep up with him. He eats the workers working that job, and the food deficit just make any advvanced building impossible to maintain since it has a huge biomass cost.
 
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  • Significantly buffed the scientist expertise traits
Tier III expertise traits: 15% research speed of the scientist expertise or 30% researchers' output of the scientist expertise on the planet.

Paradox's so-called 'buff' to players feels like tossing scraps to a beggar.

Oh, our leaders are too strong!
 
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Could you please make the districts display their NET results rather than requiring us to do math constantly?

IE: I build a city district, which says "+1000 Housing" is its only effect. But with the 2 specializations it actually produces... carry the 3.... divide by 0... add a debuff... Tacos!
 
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I think current performance issues comes from 2 factor: new common auras, pop migration calculation on every tick.
Ship's conditional modifiers are one of major performance burden from lot of versions before so it is not suprising when new conditional ship modifier cause issue. And something that use calculation on every tick is like exist in every major version release. Usually that is patched to every months in 2-3 hotfixes, so I think this is the case too.
 
Spoiler: Cultist Fleet

The change to the Cultist Fleet event chain is pretty amazing.
and here I just never bothered boarding in the initial encounter to park it till I was ready to deal with the chain
 
There's a difference between wanting a 'bug free' release, and wanting a 'the game crashes 30 years into multiplayer' free release. Everyone expected bugs, but the scale and sheer size of the bugs is insane. The game is currently unplayable. Paradox is using their community as free beta testers, and charging them for the privilege.
This is a common sentiment around every major paradox release. It's certainly true that they have a problem with buggy releases. I would not claim it's isolated to this patch though, a lot of ppl just have rose tinted glasses
 
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Please don't nerf luxery housing or other normal-empire stuff

For once normal empires are competing with Robots/Gestalt without having to use giga-meta shenanigans.

That's all I have to say.
 
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Please don't nerf luxery housing or other normal-empire stuff

For once normal empires are competing with Robots/Gestalt without having to use giga-meta shenanigans.

That's all I have to say.
In the thread about the luxury housing scale, a dev noted that Luxury housing is currently correct and the other ones for gestalts are not scaled properly. So luxury housing won't be nerfed!
 
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As a preview of what we're currently looking at, 4.0.4 will have fixes for a number of the Out of Syncs fixed, purging being 100x as effective as intended, Offspring drones, and Amenity improvements for both Holotheaters and gestalts. (This is a non-comprehensive list, just some of the changes coming.)

It will also be released this week.
Interesting, I didn't feel like Holotheaters in particular were giving too few amenities.

What surprised me more was that they and other similar buildings were not changed to provide jobs scaling with the district type they were placed in. That seems like it fits better with the new system where everything is based on scaling district numbers and non-scaling building slot numbers.
 
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any ETAs on a fix for the resourceless galaxies bug?

That should already be fixed with today's release. Let us know if you're seeing it in newly generated galaxies.
  • Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
Please don't nerf luxery housing or other normal-empire stuff
All of the Housing buildings will be giving 1500/3000 Housing and 2500/5000 Amenities at the two tiers (except for Communal Housing, which will be 200/4000 Housing and 3000/6000 Amenities).

Interesting, I didn't feel like Holotheaters in particular were giving too few amenities.
We felt that they could use a buff to remain somewhat competitive with the Housing buildings, as they require pops to fill their jobs.
 
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why just why it was such an amazing thing to be able to do and worked perfectly for RP PURposes please reconsider this instead of limiting player choice

Definitely good to see patches coming out so diligently (just don't overcrunch yourselves).
Still, any chance the Wilderness + Behemoth Crisis change could be reverted at some point?
Something we as the content team for sure want to re-introduce at some point. But right now the mindlink district is not working for wilderness and it just takes too long. We will investigate a fix once things quiet down!
 
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Interesting, I didn't feel like Holotheaters in particular were giving too few amenities.

What surprised me more was that they and other similar buildings were not changed to provide jobs scaling with the district type they were placed in. That seems like it fits better with the new system where everything is based on scaling district numbers and non-scaling building slot numbers.

Agreed. It feels like there aren’t enough buildings in the early game so you end up in this weird position where you can either increase a district or slap down a jobs building and it’s functionally the same choice, at least on a specialised world.
 
While the devs are checking this post are you aware of this? I am not sure if it is just a ui bug or a bug with calculating the workforce. The upkeep seems to suggest that the is only one pop but it says there are 4; however, if I reduce the jobs avaliable to below 1000, it goes from 5 pops to 1 pop i have attached a save to make it easier for u to check
 

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Glad to see the resourceless systems bug was fixed, that was particularly noticeable.

This is less a bugfix, but one thing I really want is for pop groups to be summarized in the UI unless I very explicitly tell the game that I want to look at them.

In regular gameplay I don't really care about the actual entity that is a pop group, the ethics or faction of who is working a particular job is almost never going to be relevant information since faction/ethics don't directly impact productivity and there's not much you can do about it anyways. And usually when I'm looking at population information the main thing I want to see is the species breakdown, which is currently hidden in mouseover text instead of the big prominent pie chart the old UI had.
 
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As a preview of what we're currently looking at, 4.0.4 will have fixes for a number of the Out of Syncs fixed, purging being 100x as effective as intended, Offspring drones, and Amenity improvements for both Holotheaters and gestalts. (This is a non-comprehensive list, just some of the changes coming.)

It will also be released this week.
Will this include making sure the Starlit Citadel stops malfunctioning and deleting itself from reality so my Grand Empire doesn’t get munched on by bioships? Cause Imperial Citizens are very upset and dismayed by the great protector vanishing like that!
 
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