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There are some changes that should be done to DLC yet before release, so it should be changed and fixed not by Custodians later, but in the nearest future with regular patches. Some of those changes was already mentioned, some was mentioned in time of 4.0 Beta.
But there is another one I would like to bring up - because of Biomass, Wilderness have no visible Consumer goods, in most cases it's not a problem, but if our prospectorium is paying CG we have no way to see how much per month and how much we already have. CG should be shown somewhere, idk where, but should be.
 
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Please, fix the game performance if nothing else.
 
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- "Missing Orbital" planets can be targeted by game effects, which renders the effect useless. Got this with the build-a-species Astral Rift where the entity tells me the creatures we designed were deposited onto Heilto I (which was missing).

- Synaptic Lathe can be used for a while? I put fewer than 40,000 pops on it and the game didn't crash for months. Then I pushed more pops onto it and the game crashed to desktop on month rollover.

- Saw some Robots listed in the Growing Species list (and also in the Assembly list). Dunno if robots were actually growing.
 
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Never thought I'd see the day where fixing a French recursion bug would break a save I literally made last night, but here we are. I need a better bingo card lol.

Keep up the good work, devs! Your hard work is really appreciated, and I wish you all the best. ❤️
 
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I'd be glad to have Biogenesis working with 3.14 - if it's something doable - while you guys work on the 4.0 beta.

Otherwise it's a shame to be unable (not literally unable, of course) to play the DLC content because of this mess.
 
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Keep up the good work, devs! Your hard work is really appreciated, and I wish you all the best. ❤️
I would appreciate this work much more if those patches were included at release :D
 
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- Synaptic Lathe can be used for a while? I put fewer than 40,000 pops on it and the game didn't crash for months. Then I pushed more pops onto it and the game crashed to desktop on month rollover.

I was playing around with it over the weekend and didn't get any crashes related to the lathe at all, but I have noticed that the purging on it just seems broken currently?
 
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Thanks for the continous patches. (You fixed alot of stuff in short time)
I guess different people work on different stuff (bugs, balance, rework) so it doesn't work wishing for bugfixes before balance changes(albeit nothing wrong with them).

My wishlist (fixes / balance):

UI:

- Disregarding if it is easily accessible, almost all relevant information regarding pops, pop upkeep, and overall production is visible as sum and as a base 100 pop production (as it was equivalent visible for 1 pop in 3.14). However job production only exists as the sum of all its pop type working on it (e.g. 1423 Avian Egalitarian produce sum X, and 278 Avian Pacifist produce sum Y). It would be really nice to have the same "per 100 working pop" job production we had in 3.14 and before. I don't want to get my calculator each time and divide the stuff myself to compare different things with eachother.

Broken stuff:

- Cybernetic Creed Origin is broken and unplayable (Most often no colonizing progress, special temples get destroyed and can't be rebuild when changing specialisation)

- The normal Galactic Curators civic (Non-Megacorp) councilor position has zero effect as culture workers don't exist anymore

- Hollow Bones Avian negative phenotype effect is only 10% of its stated value

- Faction Output is multiplied twice, leading to absurf values with high pop count: https://forum.paradoxplaza.com/foru...n-output-counts-pop-group-size-twice.1746332/

Balance changes (by simply reducing numbers or increasing cost 25/50/):

- Output of buildings working on artisans and metallurgist to give special raw ressources (motes, gas, crystals) gives hundreds of ressources for basically no cost, rendering every other source of those completely obsolete (not only system deposits but also stuff like the Modularium relic, just a joke now)
 
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I'd be glad to have Biogenesis working with 3.14 - if it's something doable - while you guys work on the 4.0 beta.

Otherwise it's a shame to be unable (not literally unable, of course) to play the DLC content because of this mess.

Won't be possible, this path is too far advanced. They'd have to partially redesigning it to make it work and naturally pull people off of getting 4.0 being the best it can be.
 
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The EV change was also because IIRC, people were getting into death spirals at building max defense platforms on every platform, so the default was changed to something that would prevent that.

It's not like you can't just change the policy, anyway.
 
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Still suffering mass stuttering slowdown on opening any planet with a population above about the 2.5k range, likely related to too many portraits, same as the leader menu slowdown. We really, really don't need this many portraits on display. The game obviously cannot handle it.
 
The "funniest" part about the Eternal Vigilance nerf is that you didn't even fix the part where the perk still spawns defense platforms on captured starbases...


For all the people confused about the change, yes, they made it so no matter which policy option you choose, Eternal Vigilance now fills out your Defense Platform capacity to 50% max. The policy only determines which Starbases/Orbital Rings.


Anyway, I think you should create a 2nd policy for that perk.
Keep the first one as is: which starbases/orbital rings benefit, and make the second policy about how many defense platforms max.
And make it low by default. Between players who don't read and the AI that struggles with economy... actually, it should probably be disabled by default.
Even with the defense platform upkeep reduction, they can end up very expensive pretty quick.
 
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The EV change was also because IIRC, people were getting into death spirals at building max defense platforms on every platform, so the default was changed to something that would prevent that.

It's not like you can't just change the policy, anyway.

That's an argument for it being set to default no spending, and for the spending to work more sensibly in terms of nothing > bastions only > all upgraded starbases. Having it be 50% less doesn't solve the issue and severely undercuts the QoL of this perk.
 
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4.0.9 is now up on Steam and GOG. MS Store will follow as soon as it can.

This change reverts an OOS fix we had in 4.0.7 because of the massive performance impact the change was having. We are hoping to have a more comprehensive fix for Thursday.
 
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