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Found an issue which is technicaly not a bug, with virtual ascension, machine empires can't make maintenance drone since they are not "requested" jobs, but rather "created" jobs when unemployed, those jobs are never filled since never requested
 
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Please tell me the devs at least aknowledge that amenitiy production is a major issue for Gestalt empires rn? As they can go without civilians completely, you have to manually micro every single planet so that there are always drones unemployed so they default into maintenance drones. Please give Nexus districts the maintenance job back, so we can freely assign them. Machines are just unplayable rn and nobody seems to care o_O
 
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Found an issue which is technicaly not a bug, with virtual ascension, machine empires can't make maintenance drone since they are not "requested" jobs, but rather "created" jobs when unemployed, those jobs are never filled since never requested
same for all Gestalts basically, see my above comment. Paradox also quietly removed them being free from the strata system, so Drones also no longer choose freely from open jobs. Also they still dont get acces to the holo theater or equivalent building to at least offer some respite from the lack of amenities.
But I dont think thats the solution, wasting building slots for those buildings or the pityful bonus from drone storage means any tech or unity world will be artificially handicapped for gestalts only which is a super annoying and unnecessary stealth-nerf. The solution is simple: remove the civilian system from gestalts and revert back to the pre 4.0 system of Nexus districts creating an assignable job that produces amenities. At least that way the maintenance protocols civic gets some of its value back.
 
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Haven't been able to play the game I paid for (I know you can rollback but still) or the new DLC in the gamemode (That is on the store page) I prefer for a week now, and possibly won't be able to until somewhere next week at the earliest.
Selling something and not delivering it is pretty well covered by the word "scam".

And before anyone starts, I am not saying PDX are willfully scamming people because obviously that was not the intent, or any gamers hysterics like that, but buying something that turns out not to do something it was advertised to is not a great feeling.
"i am not saying PDX are willfully scamming people..." then its not a scam. Besides, theyre working on fixing the mess. What more can they do?
 
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Fixing bugs now is a PR operation.
Not fixing bugs, but rather fixing bugs with semi-daily patches (that barely allow any time for development, let alone testing) after a botched release is.
 
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Please tell me the devs at least aknowledge that amenitiy production is a major issue for Gestalt empires rn? As they can go without civilians completely, you have to manually micro every single planet so that there are always drones unemployed so they default into maintenance drones. Please give Nexus districts the maintenance job back, so we can freely assign them. Machines are just unplayable rn and nobody seems to care o_O
Just build drone housing or hive warrens. They heard people complaining, so they made the problem trivially easy to solve in a way that's compatible with pre-building your planets.

A single drone housing provides enough jobs for 8 rural districts or 12 urban districts (2500 amenities, or enough for 25 pops in 3.14).
 
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Just build drone housing or hive warrens. They heard people complaining, so they made the problem trivially easy to solve in a way that's compatible with pre-building your planets.

A single drone housing provides enough jobs for 8 rural districts or 12 urban districts (2500 amenities, or enough for 25 pops in 3.14).
Not good enough! Any regular empire can have a world soly dedicated to research or alloy prodution. As Building slots are now tied directly to districts, with a large planet you are looking at dedicating more than half of of your building slots in your nexus districts to buildings only to fill your amenities, as they dont scale at all with the number of districts. It would be fine-ish to just make the flat bonus scale as well, but why not just give us back the job, it is not that hard PDX.
 
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Not good enough! Any regular empire can have a world soly dedicated to research or alloy prodution. As Building slots are now tied directly to districts, with a large planet you are looking at dedicating more than half of of your building slots in your nexus districts to buildings only to fill your amenities, as they dont scale at all with the number of districts. It would be fine-ish to just make the flat bonus scale as well, but why not just give us back the job, it is not that hard PDX.
If your empire is running out of space and you need to reclaim the building slots to make more jobs... just let drones pile up to be maintenance drones. Then turn housing into jobs, slowly.

There's no scenario in which you simultaneously want to reclaim those building to fit in even more jobs and also don't have drones without jobs that can provide amenities. Either you have pops that need jobs, or you don't. If you do: replace the housing and use the unemployed drones. If you don't: leave the housing.
 
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If your empire is running out of space and you need to reclaim the building slots to make more jobs... just let drones pile up to be maintenance drones. Then turn housing into jobs, slowly.

There's no scenario in which you simultaneously want to reclaim those building to fit in even more jobs and also don't have drones without jobs that can provide amenities. Either you have pops that need jobs, or you don't. If you do: replace the housing and use the unemployed drones. If you don't: leave the housing.
again: unnecessarily hard, just make the jobs assignable in the first place.
 
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Ok, but "this doesn't perfectly match my preferred method of manually microing amenities" and "this is unplayable" are two extremely different statements.
Try doing that for 100 worlds, have you ever actually done that? My latest attempt to somehow get past this had my capaign crash and burn due to low stab on all colonies in year 11 (!!). After 200 Years, those planets will all be inhabited by 20k+ pops. This cant seriously be intentional, or the devs just hate gestalts, because regular empires will never have this problem.
 
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Try doing that for 100 worlds, have you ever actually done that?
After 200 Years, those planets will all be inhabited by 20k+ pops.
You have 100 worlds, all of which are so full of pops that you've already built every district, upgraded every building, and are now looking to reclaim building slots for more jobs? You have 2 million machine drones?
My latest attempt to somehow get past this had my capaign crash and burn due to low stab on all colonies in year 11 (!!).
Sounds like you should build Drone Housing on those colonies, since you definitely won't have completely full colonies by year 11.

This cant seriously be intentional, or the devs just hate gestalts, because regular empires will never have this
Regular empires are more restricted, not less. They can build Luxury Housing (same stats as Drone Housing) or a holotheater, and get the same number of amenities from a building slot. They can assign pops to amenity jobs, but those jobs come from building slots (except on an ecu).

You're literally complaining about how you have the option to bulk produce amenities from pops instead of building slots. Other empires don't have this drone assignment problem, because they are forced to use building slots (unless they get their amenities from some civic/ethic special job).
 
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Currently we believe that the state of gestalt amenities is in a pretty good place, as there are several options to satisfy them. We'll be keeping an eye on Logistics Drones though.

Regarding the patch cadence - I expect that we'll be patching twice a week until the release is in the state we want it at. On Tuesday, there were two additional hotfixes, because we're not going to leave a crash or performance issue that bad for multiple days. I don't think of it as a PR effort, I feel that fixing things as well and as quickly as we can is the right thing to do.

Speaking of which, I have preliminary notes for 4.0.10, currently expected to be released tomorrow. As with all of the previews I've been making for these, the final patch notes may differ, as things may be added or removed.

Stellaris 4.0.10 Patch​

Improvements​

  • Bloomed Biomass is now prioritized if unqueing a Building that costs Biomass on Gaia worlds.
  • Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
  • Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.

Bugfix​

  • Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
  • Wilderness Empires will no longer be offered Gene Seed Purification
  • The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
  • Wilderness Biomass is now more likely to gain the Bloomed trait
  • Democratic Transference will no longer be granting hundred times more efficiency than expected.
  • Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
  • Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
  • Updated the "Weak" trait tooltip
  • Fixed outdated Overtuned Traits tooltips
  • Restored icons to the "Win a War" Focus Card
  • Total War Empires can now complete the "Win a War" Focus Card
  • Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
  • Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
  • Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
  • Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
  • Fixed Clear Design for space fauna duplicating components and not clearing anything.
  • Fix some incorrect text in civics tooltips during empire creation
  • Slaves and purged pop groups no longer listed as being demoted
  • Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
  • Fix some modifiers missing from job production tooltips.
  • Fix to Tiyanki Graveyard animation
  • Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos

Balance​

  • Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
  • Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
  • Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.

UI​

  • Significantly improved Pop Job's production tooltip and details panel
  • Buildings in the Planet UI do not escape their frames anymore.
  • Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
  • Updated the District Cap Background size and also the district slots padding.
  • Added more padding and even margins for the Planet UI.
  • Updated the look of Planet Production and Planet Deficit section of the Planet UI.
  • When opening the leaders view, the Available Positions window will now always start closed.

Performance​

  • Reduce amount of pop groups by adding mechanic for merge smaller similar ones.
  • Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations

Stability​

  • Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
  • Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
  • Fixed crash when opening leader level up message if there is no trait to pick.

Modding​

  • Add can_be_automated token for jobs that cannot be automated
 
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  • Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
As in: all terraforming links now cost the same biomass, but the ones that actually change the class have energy cost as well?
 
When can we expect fixes for machine world district specializations? As of 4.0.9, they still don't have proper tooltips, no indicator as to what they are specialized in (unless you click on them which is no bueno) and don't provide any housing.

EDIT: I see they (the tooltips) now show approx. job production! Yay! :D
 
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Is it intended that nanite worlds are *terrible* at rural production? Their zones for minerals only provide 100 jobs, even with the designation buff to nanites from miners, you would still need over 2x the district count just to break even on nanites which just doesnt seem correct, especially considering that nanite worlds were almost identical to machine worlds previously.
 
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