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Oh right, I missed that part. So yeah, Gestalts can't use the decision at all.
 
I have unemployed workers on a couple of my planets that won't take specialist jobs. They have full citizenship and all three planets, which I took from a rival more than a decade ago, have job openings. I checked one of them and that pop had 40% happiness, in case it matters. Can someone explain why this is happening?

Edit: Nevermind. Turns out they're serviles.
 
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How do I purge non-sapients? My policies have them set to be exterminated, but they are enslaved instead.
 
Policy enables purging, the species in question need to have their rights switched to "undesirables" on the species screen.
 
Will the Shard attack habitats I‘ve got in the Rubricator system too or just the colony on the relic world?

And if I manage to kill it right after it spawns, will it still destroy my colony?
 
Dunno about habs but I assume 'yes'. In 2.6.3 they changed behavior of Shard again, so you have small window chance to defeat him prior to colony destruction, saving your colony.
Yeah, last time I was warned that my colony is in danger, and after a couple of months it destroyed the colony completely. This time I‘m planning on defeating it right after it spawns, but I also want to move my capital into the same system because of its strategic position. Thanks!
 
I cannot pick the Evolutionary Mastery perk at the moment. I have the prereqs (engineered evolution and glandular acclimation), I have a perk slot open. Evolutionary Mastery does not show up on the list of perks to be chosen. It doesn't even show up as an unavailable perk.

The only thing I can think that might have anything to do with this is that I inherited some cyborg versions of my main species and applied that template to most of my main species. But I never chose Flesh is Weak, so that should not have screwed up my perks, right?
 
I checked the game files and I was wrong. The problem is indeed that your primary species has the Cybernetic trait.
 
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I checked the game files and I was wrong. The problem is indeed that your primary species has the Cybernetic trait.

Interesting. So, even w/o choosing Flesh is Weak, it prevents Evolutionary Mastery? Lame. Thank you for checking.
 
Interesting. So, even w/o choosing Flesh is Weak, it prevents Evolutionary Mastery? Lame. Thank you for checking.
Given that cybernetic and psionic cannot be removed currently from a template, I guess that there is some overzealous correction involved.
You should still be able to generate a template of your species without cybernetic and just apply it everywhere, which should/might re-enable biological ascension.
Of course, this could mean losing all event-generated traits. Totally annoying. Otherwise, some savegame editing could help.
 
I made a template without the cybernetic trait, applied it, took evolutionary mastery, then reapplied the template that had cybernetic to everyone. I really think they should just change that requirement.....
 
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Anyone know how the new 2.7.1 force_remove_civic thing works? To, say, remove Inward Perfection?
force_remove_civic = civic_inwards_perfection should be the syntax.

If you're doing this from the console, do:
effect = { force_remove_civic = civic_inwards_perfection }

This will leave you down a civic, so you'll have to either add your new desired civic or reform your government.
 
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I own system with dead tiyanki matriarch body (I killed her). Soon tiyanki protection resolution will be on the table. Will I be in breach if said resolution passes?
 
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I'm not 100% sure, but I don't think you will. AFAIK you are in breach of it only if you kill a tiyanki after it's been passed.
 
There is no official word on why the choice was made and I am not aware of any such mods existing. Hmm. Maybe I should make it myself.