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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
Do 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?
 
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?
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.
 
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@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
 
Thanks for the hard work guys!

Looks like I'll still have to wait a bit for a proper Starlit Citadel run, as the citadel templates are still bugged

 
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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.
 
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Glad 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.
 
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@Eladrin why are the bio shipset civics (Aerospace Adaptation & Shared Genetics) for hivemind permanent and locked? They aren't good starting civics but could be good to switch into later. They don't have the mechanical impact or requirements that normally make a civic permanent. This isn't an emergency or even a high priority but it seems inconsistent with precedent.
 
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I know many of these bugs are much easier to fix with the entire community helping find them, but I cannot help but see the enormous amount of fixes just this week and think: what would have happened if they had delayed the release by just one week? Do we get more of a "normal" Paradox release that is buggy and requires a quick patch or two but isn't the horrible mess this was?
 
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Do 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?
Just assume that wilderness has no pops and instead automatically fills all jobs that are available
 
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@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
I thought so, good to know it was bug and not my misunderstanding of wildernesses theme.
But still, I don't want overcrowding, that's why asked for migrations, not for workplaces but to housing. This is tied to the question of ceasing drone growth.
 
it was kinda of broken. you could easily get like 40k science by 2280 just from knight jobs alone.
Wowa, was there another exploit beyond piles of squires?
If you take all quest research buffs you can get 24 total research per knight. Even if you stack on enough other bonuses to triple their output that's still more than 500 knights to make that much science so I must be missing something.
 
Glad 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.
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 economy

A 30% habitability boost will go a long way, honestly.
 
what would have happened if they had delayed the release by just one week?
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.
 
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