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Must say I love that we can now specialize research torwards just one science. This seems like something that could change how the game is played pretty fast.
It was probably the single thing I was most sad to lose from the tile system, and one of the others was mixed output planets being functional.
 
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One thing I do dislike is how Food Processing Facilities do not increase base food output from Farmers but Hydroponic Farms do? It feels very confusing.

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And resource processing buildings are apparently separate buildings now, rather than each other's upgrades? It makes the building slots feel very cramped.
 
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Finished a full game on this version and am back again with notes.

- This update feels significantly slower than the previous (Yes, the optimizations aren't in yet and this is most likely due to AI being slightly more competent). For reference, in last version a 100 years in the average daily tick was around 60ms, and on this version it hovered around 100ms.
- As I mentioned before, transforming a colony to and ecumenopolis deletes every building and zone on the planet, including the planetary admin building, this one returns after a month, but I feel like this isn't intended as it's quite horrible for the economy.
- I don't know if I'm missing something, but all rare techs were nowhere to be seen until I was on all repeatables and did something. I did have a bit of a hiatus on the game from before machine age to a couple of weeks ago, but this was quite annoying.
- On the colonization menu, enabling "Founder Species only" doesn't do anything.
- The game informs you of pirates spawning every once in a while, but most of the time none seem to appear and the "go to" button only works for the first spawning fleet. This goes on for the entire duration of the game. I was also seeing some alarmingly large (27k or so) pirate fleets around in the early game.
- AI seems to be really interested in building the artificial gas/mote/crystal building on each planet, even when no industry is present.
- When taking over AI planets, they seem to gain extra government zones. Worst I saw had 4 government zones on it.

I also don't know how to feel about the ecumenopolis districts at the moment. My understanding was that they would have custom districts available, but currently they only have what is essentially 3 more of the city district, with the same zones that go into the base city district. So other than the extra jobs per zone and housing ecumenopoli have, they currently don't do much.

Forgot to build a ringworld, I'll probably try those out later as well.
 
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Also, I'd like to note that at least currently, the pop groups quickly get unreadable in the economy menu. Especially if you have more than 1 species in your empire.

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Looking forward to seeing some change to trade. It is possible to keep typical 'income' in recent test games for energy, minerals, food, consumer goods in the range of +1 to +15 per month while trade, over which one seems to have no control is over +120 a month. That's with only my Home world and one colony. Although a fairly substantial domain I also have at this stage only in contact with two other 'empires' and have a common border with only one of them.

I am able to buy vast quantities of alloys from I know not where, just burning off the excess trade . . .

To quote Macawber in Dickens' David Copperfield:

"Annual income twenty pounds, annual expenditure nineteen nineteen and six, result happiness. Annual income twenty pounds, annual expenditure twenty pounds nought and six, result misery."
 
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Also, I'd like to note that at least currently, the pop groups quickly get unreadable in the economy menu. Especially if you have more than 1 species in your empire.

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I really think in situations like that, they should combine all pop groups from the same main species into one, and then show the breakdown of those in the side window.
 
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I really think in situations like that, they should combine all pop groups from the same main species into one, and then show the breakdown of those in the side window.

Given that pop groups have several characteristics, what I think we really need is a control that has the effect of "Divide pops into groups based on: Job / Species / Ethics / Habitability / Happiness". There are different times you'd want to view your pops via those different slices to manage your empire.
 
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Here's a thought I had for keeping zones while avoiding the issue of jobs you don't want generated by the Urban Zones when you only want, for example, more researchers or metallurgists, and not both.

Remove specializations from zones and make buildings use up district cap. For example, instead of building an industrial zone and a research zone, I would build the research, alloys, and consumer goods buildings. Each one would use up one district cap and provide jobs and housing. If I want more researchers, I click an upgrade button on the research building, which adds more housing and research jobs, and uses district capacity, but doesn't add more alloys and consumer goods jobs. Zones could otherwise stay as is (i.e., gated behind tech and provide building slots).
 
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I really think in situations like that, they should combine all pop groups from the same main species into one, and then show the breakdown of those in the side window.

Agreed. It’s the same with the pop growth menu. I don’t think we really need to see a breakdown by ethics or subspecies all the time.

It would be great if we could have it nested. So you see a human portrait and a blorg. You click on each one to expand it and see the breakdown of subspecies and ethics if you like.
 
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I am seeing auto-migration.

I had a Lithoid Void Dweller who made two friends and used them to settle two different climates -- and almost immediately I saw a number of Lithoid VD pops appear on both planets.
 
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Can we get more details on the Medical Workers rebalanced part? Are they rebelanced by improving them or made worse?
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.
I agree. I have been saying this about leaders for a while now. I am hopeful still that these changes don't go through in the end. If they do, just to spare a few clicks for some people, I will not only be honestly upset, but also dissappointed in the fact that this stole dev time that should have gone to more important matters, like the rest of the beta or even rebalancing leader traits instead.

This change makes leaders worse mechanically and thematically, not to mention boring. The solution to the click problems exist in the same way that exists for other similar issues, you don't like designing ships? Use auto design. Don't like managing planets? Use automation? Don't like leveling leaders? Then use the auto trait pick.

But no, instead all players will be affected by this change, whether they are on team 'I like leaders' or not, it really and honestly pisses me off. I am ok with some changes being made to accommodate larger parts of the community, but so far this is clearly not something most of the community wants, but rather a smaller part of it, and on top of that, instead of making leaders better, they gut them for all.
 
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Putting this here too, because I came up with what I think is by far the easiest solution to the problem I and others have with getting unwanted jobs and it requiring too much micro + demotion time.

Add a prioritize and deprioritize button, keep current prioritize as a "First Priority" option. Prioritize takes available workforce before anything else does, deprioritize takes it after everything else does. No maximum prioritized/deprioritized jobs. Still can use First Priority to forcibly pull from other jobs.

If I can prioritize the job I want filled first (for instance, CG) and deprioritize ones I don't want to pull off of other jobs (for instance, unity and research on a world with miners, when I added those jobs inadvertently for a third thing those districts come with), I won't need to revisit those planets when the district completes. I also won't need to close jobs, wait for anyone to demote, or remember to reopen those jobs later.

It takes this from a massive QoL loss to an actually pretty significant improvement over 3.14 behavior. It in turn resolves my big 4.0 complaint, which IS the QoL loss.

I think this is an elegant solution. Let us prioritise multiple job and it changes the weighting so they're filled equally first. Reprioritization makes it last. Could be a simple left click/right click or just click to cycle through priority, depriority, normal.
 
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Regarding the actual feedback to this Beta:

1. The build queues are hidden by default (still, I have said several times already, as well as others, but this is the beta about planet UI, so I hope this is the time to fix it, though IMO it could have been done earlier too) is a NO GO for everyone. Planet management is already a system that demands much more time (more than leaders actually, and in the same update they get gutted while this feature becomes even worse, I can't understand the logic for all this honestly) we need to be able to Tab over planets and see what is going on on each of them without needing to do additional clicks. This is a massive regression compared to the previous system.
2. Feature/blockers must be in the overview just like it is right no, so we can hover over it to get the info we need at a glance.
 
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Can we get more details on the Medical Workers rebalanced part? Are they rebelanced by improving them or made worse?
The issues with Infrastructure?

Infrastructure from districts unlocked build slots (1 per 10) and scaling numbers of jobs (1 per 20) rather like Zones do now. It had all the same issues as zones.
Massive changes in number of jobs and accidentally making lots of unwanted jobs (this was before we could change job priorities or open and close jobs).

If you swapped a city district (+6 infrastructure) to mining district (+2 infrastructure) you'd lower the total infrastructure, which would in turn lower the jobs from every building and also lower the max build slots potentially ruining another building and closing even more jobs. Even adding a new mining district could cause a death spiral as more jobs that use minerals could be created than the jobs producing minerals and pops would promote into those new jobs and produce even fewer minerals (and take decades to demote).

After infrastructure was removed buildings were changed to unlock from population numbers instead of infrastructure. This change caused buildings to be ruined if you moved pops to new planets. Eventually it was changed again to build slots being unlocked with districts so that build slots only went down if you destroyed a district and not because someone migrated and caused a butterfly effect that somehow ruined your industry.

It's easy to see why it evolved into what we have in 3.14. Although I can't find Dev comments explaining why or when exactly "infrastructure" was abandoned.

Or did you mean this issues with Megacorp?
There were lots of issues and it's hard to remember exactly what was wrong and when. But I think:

The big free patch at the time was released just before the holidays and like now had a short beta but quickly pushed to live without time to fix everything.

The 2.2 update and Megacorp made massive changes and had bugs, but also:
1. Lacked quality of life features (missing hotkeys for research, no branch office planner, poor sector management)
2. Didn't output of space deposits to match job outputs,
3. Changed pop growth
This was less control than before when multiple species could grow and migrate at the same time, robots could have different models queued for specific jobs and you could move pops around to make sure they worked the correct job. People were frustrated seeing pops working jobs that didn't benefit from their pop traits because of buggy job weights and new forced automation of job allocation.
4. Added Strata changes with frustratingly long demotion times and no control of pop job weights etc. and it all took a very long time to fix.

Now, 7 years later the 4.0 update should improve the experience of being a megacorp with changes to how megacorps interact with rival megacorps and gestalts also having trade. I am a little nervous how massively increasing the number of potential branch offices is going to impact balance. But I hope we can have Gestalt megacorps sooner rather than later.
Ah, I see. Thanks for explaining it. This was the kind of things I was interested about. I agree with you in most of it too. Thanks again.
 
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Built a second Habitat as VD.

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Am I not supposed to build directly over a resource?



Also:

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Toasts feel even less useful, somehow.
 
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Ok, I have been able to play this release a couple of hours. The more and more I play the beta, the more I hate 4.0. Just to point out some issues:

1. All new UIs are bad. Planetary one wastes lots of space on bigger elements, space that could be better used in other data that is instead pushed to other tabs.
2. Management tab is awful for instance, lots of convoluted information that so far just tires the eye and confuses (I wonder how troublesome it will be to newer players too).
3. The summary (surface) tab is bad too, imagine having to travel to another tab (management) just to know that the planet is an arctic one... Apparently it is not good to show it on the actual surface, not the blockers/features summary.
4. The blockers/features summary is on another tab, previously you just looked and knew if there where planetary features, then you could hover to know which ones. Now, you have to go to management tab to even know if there are any. I am ok (I think it is good that the planetary features and blocker section exists there, but it needs to be in the first tab too)
5. The building queue hidden by default is a NO GO. This together with features not being on the same tab means that no longer can I just tab over my planets and know the info I need at a glance, which I could do before.
6. Info is badly presented. I need to have a window where I can see the same information I could see before: Districts (or equivalent), feature/blocker counts, build queue and summary. The current summary line is not better nor worse, so at least it is normal. I did prefer the Box design from before than these line though. At least all the info was close by, now I need to read along an entire line to get the same info. Well, I guess that being a ruler on an 'hyper advanced' society became worse, praise technology!
7. The Modification Template windows is THE ABSOLUTE WORSE THING I HAVE SEEN IN AGES. Who thought that this:
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With the 'permanent' scrolling was good? The previous window gave the exact same information, without forcing me to scroll constantly, nor with the traits ordering themselves according to some (logical, but ultimately unwanted) rules. I prefer the elements of the UI in predictable places. For instance, previously all my Genetically Ascended traits where at the bottom. Now They will move around as they become unavailable. Let them BE IN THE DAMN SPOT, I do not want to play Scrollaris. (Kudos on the species window though, specially the expand variants part, it is the opposite of the modification windows: less scrolling. I honestly cant believe that in the same general area the designs are so contrary.)
8. The reset to default button should be readded (the one for species rights) needless to say it allowed a Generic action to be easily done, now it is more tedious to set all species rights to be the same, needing to go to each one.
9. The All Species tab should be renamed back to Galaxy Species, it feels more intuitive IMO, but this is subjective.

All in all. I hate the planetary UI with the soul of all my ancestors. My opinion of 4.0 sadly worsens each day. This has included a lot of things, it should have tried to do less and do it well instead of this mess we are seeing.

Hopefully, this is not finished and perhaps some of the issues that currently exists are just TODO stuff instead of design problems. But if they are working the way it is intended, then for the love of god do not release this on may. Planetary UI and Modification Templates are windows with an awful design and QoL.

And the leaders, pls, revert that entirely.
 
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Also, it is hard to know if Medical Workers are better or not due to the current state of stats/numbers on the beta.

Can we get more details on the Medical Workers rebalanced part? Are they rebalanced by improving them or made worse?
 
Can we get more details on the Medical Workers rebalanced part? Are they rebelanced by improving them or made worse?
Can we get more details on the Medical Workers rebalanced part? Are they rebelanced by improving them or made worse?
Can we get more details on the Medical Workers rebalanced part? Are they rebalanced by improving them or made worse?
Are you OK? Do you need me to call a medical worker? I hear they've been improved or possibly made worse.
 
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Also, it is hard to know if Medical Workers are better or not due to the current state of stats/numbers on the beta.

Can we get more details on the Medical Workers rebalanced part? Are they rebalanced by improving them or made worse?
They are re-balanced by making them actually do something. In the previous versions of the beta they had no effects. At least none that I saw.