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IMO, the best bit of this patch is the litle UI update.
Yesterday i couldn't figure out where a bunch of jobs where comming from. Turns out the City districts were providing some and i had no clue, i just tought they were ment for housing.

edit: a litle wishlist for more information
  1. Pop Demotion time. If the time to demote a pop is listed somewhere, i can't find it.
  2. "current population" shows the population change of the last month (wich includes migration). Thats fine but i wish it was shown /elsewhere/ because i'd much rather see projected pop growth for this month! (so just natural pop growth.)
 
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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.

Wilderness don't have proper pops though, they have biomass. It grows like pops but is your most essential building resource. They also don't have housing or amenity issues since you are always spending biomass on other things, so overcrowding does not happen unless you just stop expanding/building/upgrading. Stopping biomass growth would be bad. You can't even build districts without it. Ceasing biomass growth would be like ceasing mineral production for a standard empire. It would immediately cripple you.
 
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Wilderness don't have proper pops though, they have biomass. It grows like pops but is your most essential building resource. They also don't have housing or amenity issues since you are always spending biomass on other things, so overcrowding does not happen unless you just stop expanding/building/upgrading. Stopping biomass growth would be bad. You can't even build districts without it. Ceasing biomass growth would be like ceasing mineral production for a standard empire. It would immediately cripple you.
Yeah, I know that. but there will be point where I can't expand or build thing. It would be end of the game, yes, but such point in time exists, and would be good to not collapse only because I can't stop growth.
 
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Yeah, I know that. but there will be point where I can't expand or build thing. It would be end of the game, yes, but such point in time exists, and would be good to not collapse only because I can't stop growth.

Ah, I see. That hadn't occurred to me. I think the only time I have intentionally stopped growing was as a Virtual empire after finishing my ecu and ringworld. I see how that could become necessary.
 
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why amenities traits dosnt buff elites workstrata production? =(
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Thanks for the continued and fast updates.
The game is back to be in a good playable states.

The small UI improvements over the last patches really helped.

May I add one small UI addition? Back in 3.14 we could see what one pop/job actually produces and consumes. This is alot more helpful then getting the sum of all the 1429 or 745 pops working on it which i then have to manually divide.
For example I actually want to compare one of the scientist jobs with one of my civil education buffed civilians. However because i only see the sum of those 726 civilians and the sum of my 1894 researchers, i'm not able to compare them well.

Please bring back a view where i can see how much 100 pops working on this job produce/consume:
 

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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.
Yeah, that's exactly what was happening to me: crippling food shortage. Started a run this morning and things went much, much better.
 
*Sigh*.

*Double sigh*

Fine, I'll raise a damn bug report for the Shipyard bug, then.

Additionally: I'm not totally sure, but I think Civilians might be moving off planets they're manually resettled to, awfully quickly. It would be good if they would stay put for a little while - perhaps a policy or setting we could enable about this. Their numbers are jumping all over the place - it's really hard to track what's pop growth/decline and what's migration. Please could this be looked into?
 
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  • Knights OP:
    • Halved the number of knight jobs from most sources
    • Squires no longer grant the stability of soldiers
    • Reduced the Bonus Pop Growth from the Lover's Pox

I am a little concerned this is too much of a nerf in terms of actually speed to finish the origin. The relic is also still pretty rough given the long cool downs between using it. I think if you boost the actual progression per knight back up that would be fine balance wise.

But thanks for making them less silly OP compared to what my post on reddit was doing with them lol. Glad you choose to nerf their quantity instead of nerfing their bonuses being assigned. It is such a unique unit I love keeping it in the game.
 
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Something I noticed while doing this experiment: the memory usage of Stellaris was going up while I had the planet UI open and mouse permanently hovering over the population tooltip. Daily ticks were much slower when I did that compared to normal play, wouldn't be surprised if drawing the tooltips is a significant performance hit (since normally players don't do that all the time). Some numbers:

- 2458548K when I started looking at Task Manager halfway into my experiment
- 2517856K after a few in-game years went by perma-hovering over the tooltip
- 2404380K when I restarted the game
 
, wouldn't be surprised if drawing the tooltips is a significant performance hit
I absolutely guarantee it.

Paradox games are full of tooltips that hammer the CPU.