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The Wilderness Open Beta has been updated with the following changes today:

Improvement​

  • Planetary Automation no longer actively tries to keep some civilians around.
  • Grown pops now spawn in a default stratum instead of their parents'

Balance​

  • The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.
  • Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.
  • The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots
  • 20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.
  • Shattered Ring Origin now starts with two additional Scrap Mining districts.

Bugfix​

  • Fixed the Controlled Evolution achievement checking you had the pre-BioGenesis genetic ascension. Also made it check that the species that granted the achievement did in fact have genes.
  • Fix Slaver Guilds constantly reassigning slaves and never enslaving workers
  • Updated the ship role handling of the cosmogenesis biological ships
  • Cosmogenesis biological ships can now equip the unique components of the equivalent regular biological ships, excluding growth components.

AI​

This is the next round of AI improvements. We have more in progress.
  • The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
  • Reduced the AI's love of hydroponic farms and other static job resource production buildings, and commercial nexuses.
  • AI is more likely to build Engineering, Physics, or Society Research modifying buildings if they have a specialization focusing on that research branch on the planet.
  • AI Shattered Ring empires will now actually clear their blockers to make use of their other habitable segments. They also favor the techs that are prerequisites for their shattered ring blockers.
  • AI Shattered Ring empires will wait a bit longer and space out their colonization of the other segments.
  • AI now has a better opinion of housing buildings and will not blow them up as often.
  • AI (and automatic tech selection in general) now more strongly favors techs that unlock District Specializations.
  • Reduced the "stickiness" of trade and urban designations on planets
  • The AI now has a greater preference for Cruisers and Battleships.
  • Adjusted AI priorities regarding research and trade targets.
  • The AI is no longer quite as gung-ho about Defense Privatization.
  • AI will no longer spam amenity buildings if it doesn't actually need them.
  • AI will no longer mix unity or trade district specializations with research or industrial specializations.
  • AI will now re-evaluate planet designations once per year.

Stability​

  • Fixed an OOS at reconnect related to the bureaucrat job
  • Fix OOS related to Specimens and Exhibits
  • Fixed an OOS when a client uses a different language from the host

Performance​

  • Fixed biomass growth on_monthly being called for non-wilderness empires

UI​

  • Update Deposits when a blocker is cleared while Planet view is open

Modding​

  • Add district_limit to buildings
 
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The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.

If this is supposed to fix already existing saves having the bug this game did not get unborked. I just started a new file and am simming to see if the bug does not occur again.
 

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Thanks for the update.

The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.

I know the plan is to keep the beta active and drop 4.0.22 in August, but if this fix works I think it would be worth a hotfix to the main game. Otherwise for two months the AI will consistently stall out in the game.
 
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Attaching save does not seem to have fixed it. (well it is at least still occurring no idea if it stops occurring and starts occurring again or something).

Year 2044 Empire id 16777228

Screenshot 2025-06-25 at 11.30.22 AM.png
 

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Attaching save does not seem to have fixed it. (well it is at least still occurring no idea if it stops occurring and starts occurring again or something).

Year 2044 Empire id 16777228

I'm seeing it resolve itself eventually in your save.

1750866094770.png
 
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What year did you sim to? I simmed another 2 years out and it didn't resolve. Are you running off the actual build from steam or a local one?

The only other thing I can think of I am on Mac OS. (PLEASE DONT BE A MAC ONLY BUG I WILL CRY). Let me know if there is some other debug or dump stuff you need me to run.
 
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What year did you sim to? I simmed another 2 years out and it didn't resolve. Are you running off the actual build from steam or a local one?

The only other thing I can think of I am on Mac OS. (PLEASE DONT BE A MAC ONLY BUG I WILL CRY). Let me know if there is some other debug or dump stuff you need me to run.
I was running on the steam build for a few months. I'll look into it more tomorrow, and will see if it repros on Mac.
 
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@Eladrin uploading another 3 saves. So I was able to verify that my later save 2 years out resolved itself in september. I then loaded the older save that I originally uploaded and it also resolved itself in september. But when I had simmed the game those 2 years without reloaded it had not unborked itself. Attaching all 3 saves. Not sure if there is something that runs on game load that isn't running on each sim year that needs to be fired or something but it seems odd to say the least that it happened in september exactly both times.

Edit for clarity: originally simmed to 2246.06 was still broken. Then reloaded it after reading your message and it fixed in sept. Then loaded my previous save and also fixed in sept. Steam did not update the game or anything between these as I just checked my last update timestamp.
 

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Thanks for the update.



I know the plan is to keep the beta active and drop 4.0.22 in August, but if this fix works I think it would be worth a hotfix to the main game. Otherwise for two months the AI will consistently stall out in the game.
Agreed, especially since not everyone is able to access the beta in the first place, such as GOG users like me.

A bug like that is truly game breaking, and it would be incredibly disappointing for it to be left in game for 2 months.
 
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Alright this gets even more strange. So the bug again occured and I simmed multiple years out. It never resovled I saved snapshots of several of the autosaves.

Upon reloaded an autosave the game deletes some buildings 1 months post reload and several months later reliably unborks itself. Same effects happens in every single save. But here is this one (2247.07.01) and an non reloaded later save (2248.01.01) so you can see that when it simmed without reloading the buildings didn't delete. IDK what the hell is going on lol. Screenshots are in reverse order sorry about that.
 

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@Eladrin Good news on the WTF is causing this tracing. So Because I noticed those buildings are getting deleted each time it reloads I added them back manually to the colonies. And upon doing so the game did not start generating economic plans again.

Deleting the exotic gas refinery causes it to start generating build plans again. Deleted them one by one waiting 6 months.

Loaded back a save just added the exotic gas refinery and it again does not generate build plans. Then I nuked all their food production and the game then suddenly starts generating build plans again. It 100% is the food going over a certain value causing it to trigger right now. Now I wait for it generating food output. Below are the screen shots from waiting once it gets over this last value it once again drops dead. (look at dates in corner).

Attaching autosave and the manual save I made after it died. Once the buildings being deleted bug is resolved this should let you pin point the exact moment it is flipping to dropped dead. So hopefully this can let you round out whatever logical problem is causing this.
 

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The Wilderness Open Beta has been updated with the following changes today:

Improvement​

  • Planetary Automation no longer actively tries to keep some civilians around.
  • Grown pops now spawn in a default stratum instead of their parents'

Balance​

  • The Arc Furnace no longer decreases in Mineral output as it increases Alloy output. The stages are now: 1m, 2m, 2m+1a, 2m+2a.
  • Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.
  • The Cipher Mauler has given up two of its small weapon slots in exchange for two point defense slots
  • 20% of the habitability ceiling reductions from Shattered Ring blockers have been moved to the more easily cleared Ancient Rubble blockers.
  • Shattered Ring Origin now starts with two additional Scrap Mining districts.

Bugfix​

  • Fixed the Controlled Evolution achievement checking you had the pre-BioGenesis genetic ascension. Also made it check that the species that granted the achievement did in fact have genes.
  • Fix Slaver Guilds constantly reassigning slaves and never enslaving workers
  • Updated the ship role handling of the cosmogenesis biological ships
  • Cosmogenesis biological ships can now equip the unique components of the equivalent regular biological ships, excluding growth components.

AI​

This is the next round of AI improvements. We have more in progress.
  • The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death.
  • Reduced the AI's love of hydroponic farms and other static job resource production buildings, and commercial nexuses.
  • AI is more likely to build Engineering, Physics, or Society Research modifying buildings if they have a specialization focusing on that research branch on the planet.
  • AI Shattered Ring empires will now actually clear their blockers to make use of their other habitable segments. They also favor the techs that are prerequisites for their shattered ring blockers.
  • AI Shattered Ring empires will wait a bit longer and space out their colonization of the other segments.
  • AI now has a better opinion of housing buildings and will not blow them up as often.
  • AI (and automatic tech selection in general) now more strongly favors techs that unlock District Specializations.
  • Reduced the "stickiness" of trade and urban designations on planets
  • The AI now has a greater preference for Cruisers and Battleships.
  • Adjusted AI priorities regarding research and trade targets.
  • The AI is no longer quite as gung-ho about Defense Privatization.
  • AI will no longer spam amenity buildings if it doesn't actually need them.
  • AI will no longer mix unity or trade district specializations with research or industrial specializations.
  • AI will now re-evaluate planet designations once per year.

Stability​

  • Fixed an OOS at reconnect related to the bureaucrat job
  • Fix OOS related to Specimens and Exhibits
  • Fixed an OOS when a client uses a different language from the host

Performance​

  • Fixed biomass growth on_monthly being called for non-wilderness empires

UI​

  • Update Deposits when a blocker is cleared while Planet view is open

Modding​

  • Add district_limit to buildings
Is it possible it broke something with biomass growth? Biomass doesn't increase anymore, but yesterday it was still working. I checked an older save, and a newer one, and it happens in both.

Strangely enough, it still seems to be there on the planets.

Edit: Some save files attached to show it used to change, but won't anymore. It could be because of a mod, so no real bug report yet, just curious if other people have the same problem
 

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It seems I'm only picking cursed playthroughs o_O:p

@Eladrin

Ok i just started a completely new game on todays beta and some buildings seems to be removed after a month change and luckily I could capture the exact moment it happens.

Savegame attached. One day before month change. Capital, monument is getting removed out of nowhere

(Same happened to "Fields Dynamic Center" on colony "Tech 1 at an earlier stage but i couldn't capture the moment)

Only same type of buildings are affected

This is a specific issue only happened to me on todays beta 4.0.22, not on live version

Edit1: Just a quick, probably not helpful test, went back to 4.0.21 live and it didn't get removed, so something specific to beta changes.
 

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Updated the broadside stingers to correctly follow the 24-36-48 small slot-equivalency for their weapon slots. The youngest stage now has more medium slots but fewer large slots, while the adult and elder stages only have large slots.
Also this change doesn't actually make sense. All the bio weapons have the same damage for L and M slots, easy to check by inspecting any weapon in game. Stringers can now no longer equip bio missiles outside of their juvenile size, it is only available on G and M slots. The actual issue is platforms and such should be adjusted to have double L slots. The value of X slots doesn't really make sense in this context otherwise as they are half the damage of mechanical x slots despite also counting as double the value of L slots. L slots vs M slots has a bunch of draw backs for most weapons as they get a minimum damage range so it isn't like its a better pick then M slots regardless.
 
Can confirm the multiple building deletion. On my wilderness playthrough, after the update on all my planets certain buildings got deleted. Had to rebuild a lot of buildings on all planets. Did have to resort to console to get it fixed. Not very fun.

After rebuilding, I saw some buildings again being removed after some time and after my final round of rebuilding, luckily they stay built up.
Without console this playthrough would have been over. Food +3K to -1K, trade from positive to a big minus, same with energy, minerals and alloys.
 
Is it possible it broke something with biomass growth? Biomass doesn't increase anymore, but yesterday it was still working. I checked an older save, and a newer one, and it happens in both.

Strangely enough, it still seems to be there on the planets.

Edit: Some save files attached to show it used to change, but won't anymore. It could be because of a mod, so no real bug report yet, just curious if other people have the same problem
Came here to report this as well, latest update broke biomass growth. It seems there's now two separate "pliable biomass" jobs on each planet but the game only considers one for resources.