Yall are fast with these patches! What would yall say is the state of the game now? Is it on a good place or will there be more patches next week?
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Do I understand it correctly that wilderness pops provide 99999 workforce instead of 10 (or whatever) provided by regular pops?Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won't start trying to employ pops like a normal empire
They have already said they will release about 2 bugfixing patches next week so they are still having some issues with the game in current state.Yall are fast with these patches! What would yall say is the state of the game now? Is it on a good place or will there be more patches next week?
Thank you! I was having trouble using the focus system at all because of Inward PerfectionYes. The actual change is to add the "is_diplomatic" trigger to them, so Inwards Perfection also won't get them.
Just assume that wilderness has no pops and instead automatically fills all jobs that are availableDo I understand it correctly that wilderness pops provide 99999 workforce instead of 10 (or whatever) provided by regular pops?
Also. How automatic migration works in wilderness origin? I haven't seen my biomass migrating from overcrowded planets to planets with available housing, was I just not paying enough attention, is it a bug or biomass do not migrate?
And I haven't seen an option to stop grow of pops in wilderness origin, is it a feature or should I issue a bug?
I thought so, good to know it was bug and not my misunderstanding of wildernesses theme.@Archael90
Biomass is both pops and the primary resource for Wilderness empires. 1 Biomass is supposed to work all jobs of any given type on a planet (miner, technician, etc...). Migration should be a non-issue, since you only need about a dozen or so biomass to work everything on a planet. On the flip side, you need biomass to build pretty much everything except for ships and stations. Without that massive workforce bonus, Wilderness empires simply wouldn't function
it was kinda of broken. you could easily get like 40k science by 2280 just from knight jobs alone.Yikes, cutting the knight jobs in half is crazy. The squire changes were needed because of their uncapped nature, but hitting the origin with three nerfs seems absurd.
Wowa, was there another exploit beyond piles of squires?it was kinda of broken. you could easily get like 40k science by 2280 just from knight jobs alone.
I started a Broken shackles run in 4.0.4 which I had to abandon because I started with a -50 food deficit because not a single species had the same climate habitability than my main species . Second game was fine - I got 60-70% wet species and that one worked well, I'm currently in a fairly good position. It goes to show how much a 20% habitability can crash your economyGlad to see Broken Shackles getting a boost, as it was imploding within a couple years under the new economy. A big habitability boost should make the melting pot more manageable.
A bunch of the bugs (my gut says "especially ones relating to bad numbers") would still have gone live, and so would the change to leaders that ended up part-reverted.what would have happened if they had delayed the release by just one week?