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after the housing building change imperious architecture add 100 housing become useless

should change it to 500

also now gestalt use trade value should they get a variant of mercantile tradition

maybe call it logistic
 
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Can you please fix pops trying to move among jobs? Seriously how hard is this? Another fun issue is settling a new colony is immediately having to manually move population among jobs, if possible at all, to solve the amenity problem. HERE IS A HINT - ASSIGN JOBS BOTTOM UP. got it?

To close out on a positive, or mostly positive.

We need to be able to Favorite a specie within any job row, there is some complexity with this request due to faction issues, but I am tired of seeing pops who clearly have bonuses to a specific job not in that job and instead some dimwit is in there. Perhaps an ability to toggle a specie to never work a job? Like one click to favorite, next click forbids, and last click removes the modifier?


Still think this is the utmost worst release ever and it may be one of the worst I have ever experience in gaming since a certain game named Outpost
 
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I believe the bug causing colonization progress to get stuck ticking up and back down every month is fairly game breaking. Seen an AI empire with 3 colonies stuck in such a loop with one of them having been a guaranteed habitable spawn for its start. While the player can fix this bug if it happens to them, this can obviously significantly decreases the AI’s potential possibly without a player even realizing it.
 
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@Eladrin I am still experiencing the COUNTRY_RESOURCES OOS in multiplayer. Whatever fix was included in this open beta does not resolve all instances of it.

 
[*]Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
PDS goes MOGA: Make Oligarchy Great Again!
 
I'd suggest giving the AI some actual decision making capacity when it comes to species modification. Currently it doesn't have any weights on most of its traits, so it'll randomly take traits even if doing so would be detrimental to its pops (adding lots of negatives, nerve stapling its core population, etc).
 
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I think version 4.0 is even more numerically broken compared to version 3.14. Population growth, civilian research, and so on have turned NORMAL development into a joke. Since balance is already out of the question, why does the Clone Army origin still lock three clone options in Biomorphosis?
 
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I think version 4.0 is even more numerically broken compared to version 3.14. Population growth, civilian research, and so on have turned NORMAL development into a joke. Since balance is already out of the question, why does the Clone Army origin still lock three clone options in Biomorphosis?
After watching Montu's tournament and how Clone Army with Civic Education then into Psionic ascendancy was producing 7k research by year 9 in the game, I think that is rather broken. Makes the already ridiculously OP virtuality, synthetic fertility builds look slow in comparison. The game is seriously broken when by 32 years into the game all traditions are completed, and players are 3/4 the way through the Player Crisis by the 32 years, just insane. Really the only thing better than this is using console commands. The game has turned from Grand Strategy into a Meme; all this OP crap needs to be seriously nerfed. Oh, and the constant OOS are certainly not fixed yet, I think 4.0 needs at least a few more weeks and a whole heap of patches to get the game back to a playable balanced game like it used to be, more or less.
 
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After watching Montu's tournament and how Clone Army with Civic Education then into Psionic ascendancy was producing 7k research by year 9 in the game, I think that is rather broken. Makes the already ridiculously OP virtuality, synthetic fertility builds look slow in comparison. The game is seriously broken when by 32 years into the game all traditions are completed, and players are 3/4 the way through the Player Crisis by the 32 years, just insane. Really the only thing better than this is using console commands. The game has turned from Grand Strategy into a Meme; all this OP crap needs to be seriously nerfed. Oh, and the constant OOS are certainly not fixed yet, I think 4.0 needs at least a few more weeks and a whole heap of patches to get the game back to a playable balanced game like it used to be, more or less.
Obviously, Paradox has no proper benchmark for balancing strength.
 
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We’ve put an open beta up on Steam with some of the fixes that we have scheduled for the 4.0.7 patch, currently planned for next Tuesday. It’s likely that there will be more changes in the final 4.0.7 release, and as a preliminary changelog some of these may be removed if testing indicates unforeseen issues.

This includes a workaround for the common COUNTY_RESOURCES out-of-sync that many players have encountered in multiplayer, and more localization strings for most languages. (Russian, unfortunately, did not arrive in time to make this build. It will be updated when 4.0.7 actually releases.) There's another crash related to Terraforming Candidates that we found and fixed internally, but it hasn't made this release.

To opt into the Stellaris 4.0.7 Open Beta:
Go to your Steam library, right click on Stellaris -> Properties -> Betas -> select "stellaris_test - 4.0.7 Open Beta" branch in the Beta Participation dropdown.

Stellaris 4.0.7 Open Beta​

Bugfix​

  • Localization updated for most languages. (Russian unfortunately did not arrive in time for this build.)
  • Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
  • Species modification cost is no longer divided by 100 twice
  • Machine Nexus Designation no longer mentions Amenities,
  • Tech-World Designation description is more specific.
  • Behemoth death animation particles are now spawned correctly
  • Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
  • The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
  • The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it.
  • Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
  • Random ethics changing should now work properly and not complain about invalid pop group
  • The shipyard should always display ship design names for military ships again.

Balance​

  • Refitting a DSC no longer costs unity

Stability​

  • fix common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
  • Fixed CTD when dlc is not readable for unknown reasons

UI​

  • Fixed recommended DLC staying visible after exiting the empire selection view.

Modding​

  • local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled

Thank you for playing Stellaris!
After playing with an indiviualistic maschine empire i have the problem that my population keeps increasing after virtually ascending. Of my 3 Habitats 2 of them had around 13k population because all civilians moved to the 3rd and at year 2310 i had almost 500k civilians producing aound 400k unity per month because of factions
 
Pop growth still bugged for purifier necros. They cannot grow pops at all.

Quality of life suggestion, 0 expected pop growth should not result in tooltip for active pop growth modifiers to become hidden. This impares your ability to investigate what modifiers are causing the pops not to grow.
 

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So, how are things progressing? Are we getting an update soon? As much as I like the 4.0 concept, I am growing increasingly annoyed with all these bugs, you can't trust anything to work, numbers seem to be bugged everywhere.

I'm so disappointed it got released like this, it felt so pointless to do it when you can't play the game as it was intended to be, and you just tease people with what could be, not what is.
 
It is wild that I have yet to be able to finish a game even though this update has been out for 2 weeks now. I want to play 4.0, but all the crashes, desyncs, and freezes just won't let me finish a game. Only one of my games so far has made it to the mid game without persistent crashes, only this time it decides to freeze indefinitely at the same date every time. For goodness sake, at least make sure the release is stable enough to actually play it next time.

 
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Can you add additional Policy Options for Eternal Vigilance, specifically, Defense Platforms for Upgraded Starbases (not just Bastions) & Orbital Rings? Bastions, Everything, Nothing is just not flexible enough. Thanks!
I made a test, 2nd option (Half Spending) doesn't build defence stations around Orbital right (even if wiki states it does)

So:
Full Spending - builds around Deep Space Citadel, Orbital rings, every starbase at whole territory
Half Spending - only around a Deep Space Citadel (i didn't checked Bastion vassal)
No Spending - nowhere.

Yeah, I feel we are missing something like "build only at upgraded starbases, orbital rings and Deep Space Citadel."
 
Immediately jumped to 4.0.7, didn't try out 4.0.6, but a quick warning to others, it broke my late game save. Crashing right before it finishes loading. My save started all the way back to 4.0 launch day build, so maybe it's time to just start another game.
I started a new game and just took the slowdown of performance into the late game hoping for a kind of 'high' from the end-game crisis. Got the swarm to show up and year was 2440. Now the game is crashing consistently a few months into my last autosave, still early into the crisis . Really frustrating. Submitted a crash report thread now in hopes it helps.

One thing I brought up in the crash thread too is the crash reporter app/pop up gives me an error every time I try sending the crash report to paradox. Does anyone else have this problem? Wondering if paradox is not receiving as many crash reports as they could because of this error, and I really want stellaris to be in the best position it can be to come back from this buggy/unstable state.