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enigmatic engineering need more information can read all can but real is only four building can.
Yes it was not written anywhere that only 4 buildings can be chosen.

And the top of that, Fallen empires became Angry to me after I have researched and built some of the buildings (just like when Cosmogenesis is used) - is it intentional?
 
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We're investigating some solutions to this. (One of the possibilities is exactly what you're suggesting - an Abandon Colony decision.)

An "evacuate planet" decision that costed influence and forced all pops to automigrate, regardless of open jobs/habitability, would be great. Would have a lot of use cases and could add some great narrative moments as you order the evacuation of worlds ahead of a crisis, and have to deal with the sudden influx of jobless, homeless citizens on the rest of your worlds.
 
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In a test game as purifier with the new origin that eat aliens for traits, I got no progress on the origin situation from purging aliens. I did however get thousands of extra, free unity per month from purging.

Has this been fixed?
 
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Thank you for the constant stream of updates, devs!

With that said, could you please provide a proper explanation for the automation building? What kind of description is "it automates"? Every other thing in the game tells me its function at a glance, yet I only have a vague idea of what this is supposed to do. Is colony automation now dependent on this thing? Is it not? I have no idea, and given the upkeep cost before this hotfix, I didn't bother testing since it felt like a resource hog with no clear purpose.
 
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Thanks for the quick update, I'm wondering if I'm doing something wrong in my huge galaxies, by year 60, I might have eight-ten colonies but I'm struggling to fill jobs. Is everything fed from the capital planet now for growth? Maybe spreading too thin?
 
If it's one thing I truly dislike though, it's the UI, it's TINY! If I open the planet screen, I get a tiny little window, same with the fleet designer. Just WHY?! It's a pain to use, and the super miniscule filter buttons for buildings? Yeah I can hardly click on them.

Right now I have to play with it because the UI mod isn't fully done yet, and it reminded me just how horrible it is.

Stellaris originally came out in 2016, and as such our lowest supported resolution is 720p. All UIs have to work with that resolution unless we choose to stop supporting it, which is something I would like to avoid. (There are a much larger number of players than most people think that play at sub-1080 resolutions.)

This summer I plan on investigating whether (downward) UI scaling can be used to provide a satisfactory experience for low resolution users while letting us make the base UI screens larger. Even moving the default to 1280x800 (Steam Deck) would provide a huge amount of space for our UX designer.

And the top of that, Fallen empires became Angry to me after I have researched and built some of the buildings (just like when Cosmogenesis is used) - is it intentional?

Yes, Fallen Empires don't like upstart empires exploring technologies they feel they're not ready for. I've asked the designers to flag them as Dangerous Technologies so it's clearer.

In a test game as purifier with the new origin that eat aliens for traits, I got no progress on the origin situation from purging aliens. I did however get thousands of extra, free unity per month from purging.

If you have the Consume option selected, the situation should progress faster per species that is actively being purged. It doesn't give progress for each individual pop purged. This is by design.
 
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Also when the Wilderness will be fixed? Workforce calculations after 1000+ seems to be still broken, only first drone counts as 1000 workforce and after that game just adds random number to fiil the rest.
 
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We're investigating some solutions to this. (One of the possibilities is exactly what you're suggesting - an Abandon Colony decision.)
An "evacuate planet" decision that costed influence and forced all pops to automigrate, regardless of open jobs/habitability, would be great. Would have a lot of use cases and could add some great narrative moments as you order the evacuation of worlds ahead of a crisis, and have to deal with the sudden influx of jobless, homeless citizens on the rest of your worlds.

This decision when used on a highly populated planet should indeed be very expensive or unusable.

But for those cases where it's just a few fractional pops on a small planet: please make it cheap or just equivalent to the cost for resettling those pops. I don't think there's risk of exploits anymore, since colonising a world does not produce pops.
 
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If you have the Consume option selected, the situation should progress faster per species that is actively being purged. It doesn't give progress for each individual pop purged. This is by design.
Ok, but I got nothing at all from consuming. Two different species purged, it had no effect at all on the situation.
Only progress was from planetary deposits.

I did file a bug report with attached save.
 
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Asking here : Is it intentional for factions' base Unity production to be 0.05? For context, it used to be 0.5. With the new pop calculation, the current unity production for factions are basically 10x faster than pre-4.0
 
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Also when the Wilderness will be fixed? Workforce calculations after 1000+ seems to be still broken, only first drone counts as 1000 workforce and after that game just adds random number to fiil the rest.
Building on this, I've noticed some other weird Wilderness things. Not sure they count as bugs or just oversights:
Things that affect X number of pops have weird effects. For example, I picked an event option that killed 70 something pops in the Purity situation and it completely depopulated and uncolonized a well developed planet because of the weird pop numbers.

Also, the final stage of idyllic bloom for Wilderness doesn't really work right. The bloom event fires but the trait is never added. The building can't be deleted, so the whole civic ends up pretty terrible (not that it was amazing but I like it).
 
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Thanks for the quick update, I'm wondering if I'm doing something wrong in my huge galaxies, by year 60, I might have eight-ten colonies but I'm struggling to fill jobs. Is everything fed from the capital planet now for growth? Maybe spreading too thin?
Yes, pops just grow based on their own numbers now, colonies don't grow pops at a set minimum speed. So the more you colonize, the thinner you are spreading yourself.
 
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Yes, pops just grow based on their own numbers now, colonies don't grow pops at a set minimum speed. So the more you colonize, the thinner you are spreading yourself.

Almost sounds like justice for small empires then that get wedged in, which is good. Thanks for your help.
 
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Building on this, I've noticed some other weird Wilderness things. Not sure they count as bugs or just oversights:
Things that affect X number of pops have weird effects. For example, I picked an event option that killed 70 something pops in the Purity situation and it completely depopulated and uncolonized a well developed planet because of the weird pop numbers.

Also, the final stage of idyllic bloom for Wilderness doesn't really work right. The bloom event fires but the trait is never added. The building can't be deleted, so the whole civic ends up pretty terrible (not that it was amazing but I like it).
Yes, Wilderness is overall in a rather disappointing state right now. I was really hyped about this concept, but sadly it's rather unplayable for now (
 
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Reverted many of the leader changes:
  • Leaders once again gain traits at every level.
  • The number of trait picks per level has been set back to 2 by default.
  • Low level traits that were merged and buffed remain so.
Just wanted to check regarding this, are Gestalt Councilors (In this case Machine Empire) supposed to be reverted as well?
I notice after starting with the new patch they are still following the leveling structure first implemented in 4.0, just wondering if they were perhaps missed.

Edit: Not exactly the same as implemented in 4.0 but noticed the Nodes did not gain any trait pick at level 2. (unsure on further levels)
 
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If you have the Consume option selected, the situation should progress faster per species that is actively being purged. It doesn't give progress for each individual pop purged. This is by design.

This has not been my experience. Purged pops have not provided me with any progress in any form at all. I have only tested this with a Devouring Swarm, so I don't know if it is bug specific to them.

 
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