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We're looking to update again today with the following changes:

Bugfix​

  • Fixes building limit calculation that was causing incorrect removal of buildings.
  • Fallen Empire trade buildings should no longer self destruct
  • The Corporate Embassy now correctly gives trader jobs for Worker Coop empires

AI​

  • Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
  • The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
  • The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
  • AI Void Dwellers will now correctly budget alloys towards building Districts.

Stability​

  • Fix CTD related to specimens

We'll look into the Biomass issue you guys mentioned. I suspect it's related to the "new pops start in the default stratum" thing, and they may be getting stuck in a "biomass (processing)" job.

Edit: Added CTD fix, updated spoiler to reflect the preliminary nature of the notes.
 
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Hey beloved developer team <3

Do you guys have the broken spy network progress on your radar? My spy networks are staying at intel level 0 in yesterdays beta release.

AI planets look better in the beta so far (had some trouble integrating the freshly conquered, over-specialized planets in my early game and had to run deficits for a few months x)), but still too many luxus apartments (but I guess if the AI swims in resources from difficulty modifier it makes sense to fill up the planet with apartments to encourage growth/happiness)
 
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We've updated the Wilderness Open Beta with the changes I mentioned earlier today.

Bugfix​

  • Fixes building limit calculation that was causing incorrect removal of buildings.
  • Fallen Empire trade buildings should no longer self destruct
  • The Corporate Embassy now correctly gives trader jobs for Worker Coop empires

AI​

  • Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
  • The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
  • The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
  • AI Void Dwellers will now correctly budget alloys towards building Districts.

Stability​

  • Fix CTD related to specimens

We're still investigating the Biomass issue.
 
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Is there any update on the slave issue where they vanish from the jobs currently when they have no work, but also don't show as unemployed ?
It's really annoying and ruins an entire playstyle.
 
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We've updated the Wilderness Open Beta with the changes I mentioned earlier today.

Bugfix​

  • Fixes building limit calculation that was causing incorrect removal of buildings.
  • Fallen Empire trade buildings should no longer self destruct
  • The Corporate Embassy now correctly gives trader jobs for Worker Coop empires

AI​

  • Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
  • The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
  • The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
  • AI Void Dwellers will now correctly budget alloys towards building Districts.

Stability​

  • Fix CTD related to specimens

We're still investigating the Biomass issue.

Couple of things for your attention, been meaning to raise them for a bit:

1. The Mature, and especially the Eldar Harbinger Stingers don't get enough power to use all of their slots in X slot builds with equal tier weapons and reactors, (typically Zero Point power and T5 weaponry). Even leaving the L weapons empty and using full reactor boosters you still can't get an even mix of Armour and Shields. Not being able to fully use the slots you have available feels very bad when nothing else functions that way unless your trying to use lower tech reactors than your weapons.

2. Lithoid main species with Bioships can't easily pull the food related production techs which makes it hard to keep up the needed food production. They either need the weights adjusting, or have lithoid bioships follow the main species and use minerals instead.

Edit; Fixed my brainfart, meant Stingers, not Harbringers.
 
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Couple of things for your attention, been meaning to raise them for a bit:

1. The Mature, and especially the Eldar Harbinger don't get enough power to use all of their slots in X slot builds with equal tier weapons and reactors, (typically Zero Point power and T5 weaponry). Even leaving the L weapons empty and using full reactor boosters you still can't get an even mix of Armour and Shields. Not being able to fully use the slots you have available feels very bad when nothing else functions that way unless your trying to use lower tech reactors than your weapons.

You can use reactor boosters to offset the power requirements, but it still feels really odd that the Stinger(not Harbringer) doesn't get enough power to use all its X slot weapons, without even touching the L slots. There isn't even any really good options to put in the L slot. I myself and probably many others tend to leave this slot blank.

Options to replace the L slot
Point defense
Torpedoes
Missiles
 
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The mature and Elder Stingers really could use a reactor power boost. It is basically not possible to build XL Slot Elder Stingers with shields. The reactor boosters are not enough to offset that.

I would agree though that Harbringers are mostly fine.
 
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We've updated the Wilderness Open Beta with the changes I mentioned earlier today.

@Eladrin Thanks for the update. The bugfixes on the list seem to work.

However, a new issue specific for this version appeared (at least, i never ever encountered it before in 1k hours): Faction vanishing on year change.

On year change (2210->2211) all 3 completely healthy factions vanished, and were then refounded 2/3 months later

Screenshots (in chronological order):

1 -> 2 -> 3

Order of saves for comprehensibility:

2210.07.02.sav -> autosave -> Faction disappeared.sav

If it matters:
After democratic election + ruler change 2210, immediately switched to oligarchic + one other civic
 

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The mature and Elder Stingers really could use a reactor power boost. It is basically not possible to build XL Slot Elder Stingers with shields. The reactor boosters are not enough to offset that.

I would agree though that Harbringers are mostly fine.

I did indeed mean the stigners. Brain fart moment right there.

You can use reactor boosters to offset the power requirements, but it still feels really odd that the Stinger(not Harbringer) doesn't get enough power to use all its X slot weapons, without even touching the L slots. There isn't even any really good options to put in the L slot. I myself and probably many others tend to leave this slot blank.

Options to replace the L slot
Point defense
Torpedoes
Missiles

The issue is they have regular BB reactors in stats. Those are fine for a regular BB because the power draw of the weaponry isn't so extreme.
 
Hi i'm running into an issue on the main branch and the beta branch where I get some negative trade from planetary deficits.
I set the slider for it to 0 in galaxy creation.
1750966332992.png
 
Hey beloved developer team <3

Do you guys have the broken spy network progress on your radar? My spy networks are staying at intel level 0 in yesterdays beta release.

AI planets look better in the beta so far (had some trouble integrating the freshly conquered, over-specialized planets in my early game and had to run deficits for a few months x)), but still too many luxus apartments
I'm also having issues with the broken spy networks as well.
 
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The game is duplicating pops upon loading a save due to and may happen whenever job efficiency is increased or decreased.
Screenshot 2025-06-26 at 4.02.07 PM.png


Load save wait 2 days inspect plant pops spawn out of thin air.
Screenshot 2025-06-26 at 4.02.39 PM.png

Also unemployed and civilian are getting their modifiers applied twice resulting in 4x job efficiency for civilians.
 

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I can confirm the issues, @turtleturtle111 described above
Also I didn't do a calculation about produced values, atleast the UI shows totally wrong and confusiong values (same as above)

Screenshots: Correct value should be 400 genomc reasearches, as always (+efficiency, but not 320)

Edit: To me more precise, for every job, irrelevant of stratum, the job efficiency bonus is applied twice:
a) One times the usual way, e.g having 400 jobs with 25% efficiency leads to 500 jobs beeing worked on (If enough pops available)
b) One time already before the point above, in this 320 pops * 1.25% efficiency are 400 workforce, for which the above is applied then too

It is either an unintended bug or if you want to generally change the efficiency from generating more workforce to needing less jobs beeing worked on, it has to be reflected in both the UI and (obviously) point A has to be gone.
 

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I can confirm the issues, @turtleturtle111 described above
Also I didn't do a calculation about produced values, atleast the UI shows totally wrong and confusiong values (same as above)

Screenshots: Correct value should be 400 genomc reasearches, as always (+efficiency, but not 320)

Edit: To me more precise, for every job, irrelevant of stratum, the job efficiency bonus is applied twice:
a) One times the usual way, e.g having 400 jobs with 25% efficiency leads to 500 jobs beeing worked on (If enough pops available)
b) One time already before the point above, in this 320 pops * 1.25% efficiency are 400 workforce, for which the above is applied then too

It is either an unintended bug or if you want to generally change the efficiency from generating more workforce to needing less jobs beeing worked on, it has to be reflected in both the UI and (obviously) point A has to be gone.

Ahhh that explains why my full ecumenopleis had so few pops.
 
We're looking to update again today with the following changes:

Bugfix​

  • Fixes building limit calculation that was causing incorrect removal of buildings.
  • Fallen Empire trade buildings should no longer self destruct
  • The Corporate Embassy now correctly gives trader jobs for Worker Coop empires

AI​

  • Relaxed some restrictions regarding the AI building "flat job" buildings like Research Labs and Foundries.
  • The AI will now only build Research Specialization buildings on planets likely to have those types of researchers, but are more likely to do so than before.
  • The AI will only build more than two Strongholds on planets with a Fortress District Specialization.
  • AI Void Dwellers will now correctly budget alloys towards building Districts.

Stability​

  • Fix CTD related to specimens

We'll look into the Biomass issue you guys mentioned. I suspect it's related to the "new pops start in the default stratum" thing, and they may be getting stuck in a "biomass (processing)" job.

Edit: Added CTD fix, updated spoiler to reflect the preliminary nature of the notes.
I am completely unable to actually build a Faculty of Archaostudies on my relic world. I can start construction, but it is immediately cancelled.
 
Still nothing on the biomass issue? Wilderness games are quite literally impossible to play since 4.0.22 on the "wilderness beta", should be *top* priority even if it means rolling back to 4.0.21