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Where do I go to open the Empire Focus? I can see it when a Toast is available, but I have yet to find the actual button for it.

Edit: Found it. For anyone else looking for it, It is in the same menu as the Situation Log (F1).
 
I own the Season pass and the DLC looks great in theory, but they really should have delayed the patch. There obviously was not enough time to finish the work need and it is a pretty bad look (yes, I realize I am technically supporting Paradox doing this by preordering).
 
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I own the Season pass and the DLC looks great in theory, but they really should have delayed the patch. There obviously was not enough time to finish the work need and it is a pretty bad look (yes, I realize I am technically supporting Paradox doing this by preordering).
To be fair, it makes zero difference if we buy it today, last month or next week
 
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A Machine Empire with the Resource Consolidation Origin starts with negative housing and negative amenities. Also, all Districts on a Machine World are labeled as Nexus Districts.

Edit: The Districts all being labeled as Nexus Districts might be WAI. If you dig into the menus, you can see their specializations and what jobs they provide. It could be that all Machine World Districts are supposed to be this customizable. If this is the case, I would strongly recommend the tooltip listing what jobs they provide per district so it is easier to tell at a glance what they provide.
We had some flavour of that bug back in the beta as well. It seems that they didn't touch it, along with several other things...
 
I'm curious how colonizing 0% habitability works in 4.0. Presumably colonies start with 100 pops from the colony ship and finish settling when 100 new pops have migrated or grown, but you can't get migration with 0% habitability. There's no minimum pop growth now, but those 100 pops still have some tiny growth rate right?

This could be pretty crippling for Life-Seeded empires, but settling 0% planets was already pretty crippling.
 
most definitely. hearing about all the major issues has actually turned me off of wanting to play it.
I'm really displeased to be proven right, but between the issues and the lag... what was the point of this?

Lag got significantly worse instead of better. Economic design MIGHT be better, it was awful in the last beta patch, but I literally can't tell because I don't know what is working as intended and what isn't through the Sea-O-Bugs. I know for sure it isn't entirely fixed, because we're still stuck with blended job outputs and no control over it. Many empire designs are effectively unplayable because they start in an economic death spiral due to literally no QA at all being done for them, so much as starting a game and observing that huge deficits to start off aren't good.

Leaders were supposed to be changed to fewer, stronger traits with less RNG due to more options when picking them. They have fewer traits with less RNG, but the traits didn't actually get stronger, so leaders got massively nerfed for no obvious reason, seemingly not even a deliberate change that I disagree with but just the devs forgetting to do half of what they said they would.

The UI has massively reduced readability, is extremely cluttered with too many elements, with entire tabs of essentially worthless information. I look at the management tab under current population and I get 10+ [Species Name] Specialists/Workers entries, with no useful details at all... with one species! This is unreadable! That entire entry could be removed and we would lose nothing of value because it doesn't communicate anything anyway!

This isn't a release version, it's a beta version masquerading as one using the paying playerbase as free bug testers. They've finally found the point past which I just won't buy it, I'm waiting for the work that should have been done before release to be done after it. I'd buy a DLC that gave access to a closed beta, I won't buy one for a DLC in that same state that they're trying to sell as a finished product a few short months before going on vacation with no guarantee this will be fixed first.
 
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I might have to make a Machine World Master Bug Report at this point, as I have found yet another bug regarding them. If you have Resource Consolidation as your Origin, your starting Machine World has a blocker called Malfunctioning Replicator Bay that blocks the bonus Replicator Jobs (presumably +100 of them as of 4.0). Clearing this blocker no longer provides those bonus Replicator Jobs. I don't know if these jobs are now missing on all Machine Worlds or if this is just a bug with Resource Consolidation. I have filed my 3rd bug report for this origin now and I'm only 9 years into the game.
 
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Crowdsourcing just casually breaks the research game, generating me 1k research in 2250.
Same applies to Purity Megacorp. My pops produce obscene amounts of Trade Value.
It’s borked, chief.
 
Gestalt machine pops don't seem to auto-migrate at all now. You just get insane amenitys from all the maintence drones unless you resettle them yourself.
Yeah but in return you get assembly. And normal biological pops do not grow at all. So this might be the trade off. I have no clue if this is intended or a bug.
 
I noticed when making a plantoid/fungoid hive mind you can take the rooted trait and then grab the hivemind civic sudsumed will that you cancle out the massive negitive of the trait of the incressed resettlement cost. all thought they will still be subject to not auto resettling.
 
I like how total leader traits were cut in half and were replaced with exactly nothing, not even the buff to leader traits that was theoretically going to make up for the loss.
 
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Sure does look like the "free" patch has broken the game, as I predicted. These major changes often take months, or even a year to get working properly. Sure hope that isn't the case this time. Very disappointing, and given the huge list of known issues, Paradox released knowing it was broken.
 
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I'm really displeased to be proven right, but between the issues and the lag... what was the point of this?
I also have been consistently warning about, protesting and predicting all these problems ever since the first time the overhaul was announced, just as I did in the lead-up to the 2.2 changes that devastated the game for years, and just as I have done all the other times features have been broken for no good reason. It's always the same story: Most of the forum blindly cheers on the changes and awards us few cooler heads who see the smoke on the horizon with a bounty of little red crosses, then the patch comes out, we are proven right once again, and all the people with their little red crosses NOW start complaining about the very thing they fully supported until release while dismissing our warnings.

As with 2.2, maybe the game will end up in a better place at SOME point, but that's not worth all the time in the trash can. I would like to play with the cool new features (of which there are many in this DLC) NOW, not in a year after the problems have finally been fixed.
 
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Sure does look like the "free" patch has broken the game, as I predicted. These major changes often take months, or even a year to get working properly. Sure hope that isn't the case this time. Very disappointing, and given the huge list of known issues, Paradox released knowing it was broken.
Well I said it as well, but it's the usual "push beta into production and let the customer plebs do the QA" - and the mob was celebrating "meat ships!!".

Looking at the state of things and the exploding list of issues in the forum, 4.0 could take 2-3 months to shake it out and make it functional and pretty.
 
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I'm curious how colonizing 0% habitability works in 4.0. Presumably colonies start with 100 pops from the colony ship and finish settling when 100 new pops have migrated or grown, but you can't get migration with 0% habitability. There's no minimum pop growth now, but those 100 pops still have some tiny growth rate right?

This could be pretty crippling for Life-Seeded empires, but settling 0% planets was already pretty crippling.
Just terraform the planet first?
Same strategy as it has always been - at first you play tall, then you get aliens and habitats and finally you turn everything into gaia worlds

Or you get that gland adaptation tech and simply modify your own species to be able to live elsewhere
 
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Just terraform the planet first?
Same strategy as it has always been - at first you play tall, then you get aliens and habitats and finally you turn everything into gaia worlds

Or you get that gland adaptation tech and simply modify your own species to be able to live elsewhere
Sure, that's how it used to be way back when for Life-Seeded, but I was hoping it wouldn't be reverted to that point. If you can't get migration treaties for whatever reason, you're kind of stuck with a single planet until near midgame. No idea how that will play in 4.0, but I guess I'll have to test it when I have time.
 
I'm worried about how much content has likely been removed from the game without mention. Is piracy still in the game at all? Space pirates are a core sci-fi element that needs to be in the game.
Looking at the threads, one such removal is Culture Workers.

We have literally been through this before. They were removed, then added back in because guess what, people want culture and flavor to be represented on their planets. The re-added culture workers were fantastic with their unique per-ethic traits. Now they've been removed again?

What were the devs thinking with this whole patch?
 
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