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View attachment 1271358


I've solved the colony problem temporarily by setting:
default_starting_district = no
under
C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\districts\04_ringworld_districts.txt\district_rw_city

Not a long-term solution, and might have some whacky effects on Ring Worlds, but makes expansion playable outside of Ring Worlds until the devs have a better fix.
I'm using console command "effect add_district = district_city" while selecting the bugged colonies. This seems to be working to change the City Segment to a City District.
 
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We do not consider zones an experiment.

We do believe that there are some changes that need to be made, but that the additional level allows us to provide more customization to planets and open up some interesting design space in the future.
I wish you good luck. If zones aren't considered an experiment I don't know what is.
The changes in 4.0 are a monumentally massive undertaking, and working to a fixed deadline with no backup plans to revert any un-fun changes is... bold.

Personally I don't love, or even like zones - I feel a fundamental loss of control having to build a mix of 3+ jobs when I only want 1.
To achieve similar results using 3.14 mechanics I'd have made new Districts for Research, Unity, Fortress, Trade, Betharian, etc. and had players select the districts to show in the UI, much like we are selecting zones from a list now. Then I would only have mix of jobs if I intentionally built districts with mixed outputs.
(and just getting more researcher jobs with the restrictive and unintuitive zone building options to me feels answering a riddle about musical chairs while playing a memory card game, but hopefully that will get better)
 
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I'm using console command "effect add_district = district_city" while selecting the bugged colonies. This seems to be working to change the City Segment to a City District.
Unfortunately now I cannot upgrade my capital buildings, so I guess this isn't really a fix either.

1742909832017.jpeg
 
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I just tested void dwellers to see if those colonies had the same issue, looks like they're working fine. I built a second habitat, colonized it and the flicker issue isn't present.

But... I ran into a different issue. I noticed suddenly 100% of my pops are all spiritualist, despite being a xenophile/egalitarian/materialist. I noticed when I was trying to hire another scientist and everyone was spiritualist. I did have the cultist leader event pop off, so wondering if it's related. Here's my save in case you're curious.
 

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Unfortunately now I cannot upgrade my capital buildings, so I guess this isn't really a fix either.

View attachment 1271377
effect add_district = district_city has helped a bit and I've seen the same issue as you here.

Interestingly clicking the yellow upgrade button still works... no idea why it doesn't let you pick the building normally though.
 
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The changes in 4.0 are a monumentally massive undertaking, and working to a fixed deadline with no backup plans to revert any un-fun changes is... bold.

This seems like a recipe for failure, and as long as these Posts doesn’t get removed somehow, it will be the milestone we can point back to when May comes and the update is ill-received.

But surely PDX has learned from recent missteps in terms of testing, time in the oven, and mechanically sound design changes and additions—so this will surely work out in May. (If it wasn’t clear, I see and paint the devil on the wall here very, very clearly!)
 
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This seems like a recipe for failure, and as long as these Posts doesn’t get removed somehow, it will be the milestone we can point back to when May comes and the update is ill-received.

But surely PDX has learned from recent missteps in terms of testing, time in the oven, and mechanically sound design changes and additions—so this will surely work out in May. (If it wasn’t clear, I see and paint the devil on the wall here very, very clearly!)
4.0 is going to be a far more stressful release than it needed to be with the number of changes + time pressure. I really hope it can be polished without massive crunch.

If zones aren't popular I expect a wave of negative reviews about the quality of the free update rather than all the good and new DLC (like the Megacorp release).

The current zones system is almost identical to what was shown back in 2018 Dev Diary #121. Wiz showed an internal build with city districts providing 6 infrastructure, rural districts providing 2 infrastructure and all the jobs and build slots scaling with infrastructure (so building involved a complex mix of jobs and build slots). The experiement has already been tried before in Stellaris and there should be some internal records of what happened, why it didn't work out and why it was decided that it needed to be changed.

If you don't learn from history then history repeats.
 
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4.0 is going to be a far more stressful release than it needed to be with the number of changes + time pressure. I really hope it can be polished without massive crunch.

If zones aren't popular I expect a wave of negative reviews about the quality of the free update rather than all the good and new DLC (like the Megacorp release).

The current zones system is almost identical to what was shown back in 2018 Dev Diary #121. Wiz showed an internal build with city districts providing 6 infrastructure, rural districts providing 2 infrastructure and all the jobs and build slots scaling with infrastructure (so building involved a complex mix of jobs and build slots). The experiement has already been tried before in Stellaris and there should be some internal records of what happened, why it didn't work out and why it was decided that it needed to be changed.

If you don't learn from history then history repeats.
That is interested, I would need to read about it later. But out of curiosity, do you remember what where some of the main points that people said at that time?
 
We do not consider zones an experiment.

We do believe that there are some changes that need to be made, but that the additional level allows us to provide more customization to planets and open up some interesting design space in the future.
Personally, the only thing I consider absolutely critical to fix is job allocation after a district completes.

I end up with unwanted jobs, but I don't want to need to remember to go to each planet any time a district completes to disable the ones I don't want and then wait for pops that moved to be specialists to demote for my economy to recover.

It doesn't matter specifically whether ways are added to only get the jobs I want, or to control what will happen after the district completes without going back to the planet, or some third thing. Whatever makes me not need to go close jobs whenever a district completes is sufficient.
 
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As a lot of people has pointed out, this seems problematic:
Yes, the 4.0 Phoenix update is releasing on May 5 alongside BioGenesis.
I wont go and say it wont work or anything. You guys might have been working on the DLC for a long time and have it actually (decently) ready since a while (though I can't 100% believe that). Maybe some details are most of what remains etc. I can't know that for sure. I would also expect that some thought came with this all and we are thinking that it will be worse than it will actually will etc.

However, I can't in good faith feel at ease. We have the last year as reference, the release cadence was intense and there was no 4.0 there, and we have suffered with the issues for a while now. I really hope this is not the case, but if it is. I would at least expect that the post release patches are better than the ones we got.

We are also still missing some details on the still missing patch to rough up some of the remaining issues on season 8. Any chance we get some info on it? It seems like it is never happening at this point. As I find it hard to believe that it will come after the DLC.

All in all, please do not do the same thing that has been done in the past. With so much people being excited for the genetics rework after the entire machine fiasco (fiasco balance and design wise) if it is underwhelming, then they (me included) will get the pitchforks. Add the beta on top, which is even more important due to the magnitude of the changes, and we are in thin ice (metaphorically speaking).
 
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4.0 is going to be a far more stressful release than it needed to be with the number of changes + time pressure. I really hope it can be polished without massive crunch.

If zones aren't popular I expect a wave of negative reviews about the quality of the free update rather than all the good and new DLC (like the Megacorp release).

The current zones system is almost identical to what was shown back in 2018 Dev Diary #121. Wiz showed an internal build with city districts providing 6 infrastructure, rural districts providing 2 infrastructure and all the jobs and build slots scaling with infrastructure (so building involved a complex mix of jobs and build slots). The experiement has already been tried before in Stellaris and there should be some internal records of what happened, why it didn't work out and why it was decided that it needed to be changed.

If you don't learn from history then history repeats.
Wow, cool post. I remember this when it came out, doesn't seem long ago at all to my mind - but totally forgot this detail. Pretty interesting read.
 
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I wouldnt be a pdx dev rn, 5 weeks with 2 beta updates, thats 10 patches and some things still isnt set in stones. The size of weekly updates seems too low to say it will be in a playable state when 4.0 launches, not to say that it should be considered "done" in at least a week in advance, so we guys actually can give feedback. Many origins/civics still not being worked on, either we get 4.0 in a wacky state where there are still bugs, or its get pushed to a later date.

And i hate the leader update, i mean surely it was bad to micromanage but it didnt change much, leaders dying 40 years into the game wont make people spend the time to do that 2 clicks which was 4 before.
 
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As a lot of people has pointed out, this seems problematic:

I wont go and say it wont work or anything. You guys might have been working on the DLC for a long time and have it actually (decently) ready since a while (though I can't 100% believe that). Maybe some details are most of what remains etc. I can't know that for sure. I would also expect that some thought came with this all and we are thinking that it will be worse than it will actually will etc.

However, I can't in good faith feel at ease. We have the last year as reference, the release cadence was intense and there was no 4.0 there, and we have suffered with the issues for a while now. I really hope this is not the case, but if it is. I would at least expect that the post release patches are better than the ones we got.

We are also still missing some details on the still missing patch to rough up some of the remaining issues on season 8. Any chance we get some info on it? It seems like it is never happening at this point. As I find it hard to believe that it will come after the DLC.

All in all, please do not do the same thing that has been done in the past. With so much people being excited for the genetics rework after the entire machine fiasco (fiasco balance and design wise) if it is underwhelming, then they (me included) will get the pitchforks. Add the beta on top, which is even more important due to the magnitude of the changes, and we are in thin ice (metaphorically speaking).
I, bluntly, consider making this huge change and being unwilling to ditch it if nobody wanted it a huge red flag.

I'm still hopeful that this will work out, and it only has the one problem that I'm just not willing to deal with, but we've gone over half a decade with a deeply flawed planetary system because they didn't keep iterating or scrap it. There is probably enough time to iterate until it's good, but needing to fix it to be good before a release that cannot be averted and now cannot be delayed because they announced a release date is exactly what we were promised would stop after last year. This shouldn't have had a release date yet because the design itself isn’t that good yet, it's not just needing to make it work on the code end.

I'm very excited for this year's DLC and I'm very optimistic that they can make this work so it won't ruin the game before I get to play with any of it, plus it's good that this season's roadmap has three things to give more dev time in between. But it's still not a good sign and while the genetic and psionic updates will fix my primary problem with Machine Age there are still huge problems with Cosmic Storms and fauna mechanics. I don't see where an update fixing that is going to fit, and I can't say I'm thrilled that Cosmic Storms will therefore most likely remain bad content that we paid for until over a year after release at minimum.
 
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Did you let a month pass or is this form the very start? I have noticed that for the first month, it reports wrong numbers, should correct itself once it rolls over.
Numbers directly after loading or gamestart are buggy. I think the game is running all calculations with 0% habitability?
Let a month pass to get real numbers.
It should refresh and stabilize after the monthly tick recalculates.

Ah that helped, thanks.

After month rollover, instead of -52 food, we had just -1 food. Still not viable as-is but at least it gave me enough time to build a Hydroponics District.


... however.

This also prompted me to try Lithoids Void Dwellers and HOLY VOID it's so much better than bioligicals, it's not even funny.
- Instead of building a mandatory Hydroponics district, you get an actual district choice
- Extra minerals for quick Industrial district
- Quicker CG means quicker next Research District

Lithoid Void Dwellers feels pretty good.


... however.

On month rollover of my Materialist Lithoid Void Dwellers, I got the Planned Obsolescence achievement, which seems to imply that I had a lot of robots, when in fact I had zero robots. So someone should take a poke at achievement criteria.
 
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Thats a bit concerning tbh :/ I hope you can pull it off. But the dlc might introduce new buggs into the new district/pop/building systems...
That's largely been the method for the last 8 years or so. There will still be bugs in 4.0, they fix them afterwords as well as before. They have a different word force for DLC and regular fixes.
 
I'm enjoying the new districts, personally, since I like hybridizing planets. I play on minimum guaranteed worlds, so YMMV.

The current flow seems to be to check the two guaranteed habitables and allocate your food/minerals/energy among them + your capital. Those planets will then handle your gas/crystals/motes.

Hyper-specialization then starts to happen as you discover more planets. Plus stuff like replacing industry with factories as soon as you have an arc furnace going.

Though, I do feel like the buildings to add secondary resources to basic jobs should probably be gated.
 
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This week's update feels way too small considering there's only 6 weeks left until launch. In fact it's so small that it doesn't really feel like there's much to test on this build. It's a bunch of minor bug fixes, while most of the Beta is still unplayable. There are currently a lot of Civics, Origins, and Empire types (Like Gestalts) that are going to need to be tested which are simply not updated for this new version of the game yet.

On top of that, even if all of the above does manage to get implemented in time, that doesn't address the underlying issue that 4.0 is getting a massive overhaul that I think a lot of players are going to be unhappy with. The systems I think could work with some adjustments, but as it stands I think it's an incredibly flawed system that somehow has complicated things that didn't need to be complicated and simplified things that should not have been simplified. The new system is not intuitive (Though this is partly due to tooltips not all being up to date), and also very restrictive.

I think it's easy to write off a lot of the negative feedback that I and others are giving as simply being Negative Nancies who don't want change, and I hope the Developers are not doing that, but I honestly think this new system CAN be great. It's just not quite there yet and it's going to need more than stopgap measures like Urban Districts to make it enjoyable.
 
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I'm enjoying the new districts, personally, since I like hybridizing planets. I play on minimum guaranteed worlds, so YMMV.

The current flow seems to be to check the two guaranteed habitables and allocate your food/minerals/energy among them + your capital. Those planets will then handle your gas/crystals/motes.

Hyper-specialization then starts to happen as you discover more planets. Plus stuff like replacing industry with factories as soon as you have an arc furnace going.

Though, I do feel like the buildings to add secondary resources to basic jobs should probably be gated.
The problem I find is I'm spending way more time fiddling with the market and rearranging buildings and zones on my planets, in order to take advantage of new colonies. And either my planets fill up with a bunch of unemployed pops before I build a zone, to prevent crashes from the pop strata rush; or if I want to keep everyone employed I'm fiddling with the sliders constantly to keep job growth in the new Zone steady.

And yeah, it's weird that the "advanced" resources are available out of the gate. I'm hoping that's a temporary choice because it's an early beta. If those are just available from game beginning, I don't know why we'd still need the research options as given, just unlock them all from the start.
 
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