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Uplifting presapient species doesn't seem to work properly. They correctly gain the Uplifted trait and start being able to grow, but they're still stuck in the Pre-sapient stratum, won't work any jobs (including the pre-sapient ones), and vanish from the Economy tab. Checking the is_sapient = yes and is_pop_category = pre_sapients triggers reveals they're counting as both sapient and pre-sapient simultaneously.
Really? I had them working all jobs. But then again i gave them all ful citizenship/chattel slavey immediately after uplifting. Should try see what happrns if you uplift and dont touch citizen rights, see if they work or not and i can reproduce the bug in my savegame

Edit: My savegame is genesis guides, dunno if that changes things
 
Well, 3.995 is at least playable, although there are *many* glitches, as advertised. IMHO, I have noted the following general concepts...

The planet maintenance and their screens are too complex. and require too much user clicking to even get an overview. Hiding the construction queue as a drop down is an example. At least show the number of items queued. In late game, with large number of colonies, clicking through all of this is a lot of work, and effectively makes Stellaris a turn-based game.

Planet economies need a lot more balancing, it is very tricky right now to keep things in balance. Job creation and population handling and the cause-effect remains rather obtuse.

Focus to me is just another mouth to feed, and the UI of disappearing old tasks replaced by new can go by too fast.

The option of setting up which message types generate a persistent display is good. To go with it, a running log of dialog text (say the past year/month) to refer back to things missed or accidently dismissed would be helpful.

Non-FTL civs advance much too fast. I have yet to try to see if Observation Posts still ALWAYS generate a rouge scientist/god.
 
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Its true, the planetary window is too small. I wonder if it shouldnt turn into a planetary screen at this stage. It would give more space for display and larger fonts
A nice thought! I understand that they don't want to stop supporting 720p (even if it's used by an already tiny [and shrinking] % of the player-base) so let's at least use all the screen real estate, then.
 
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as near as I can tell, the new UI obscures the pop growth mechanics. is this by design? if not, either where do I find that, or note the pop growth is obscured in the present UI

I'm fairly certain they still have not made month-to-month pop growth visible yet so its not a bug or UI failure
 
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Any hope of seeing 3.99.6 today?
 
Was there a Dev diary that expanded on the changes that were being made to the pace of the game, planet generation, anomalies and so on? I ask because the last part of the survey for 3.99.5 focused on that and I felt unprepared to answer aside from just what I've seen so far.
 
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"zones are intended to be your way of picking what special district you want here"

What about having special districts only — scrap zones and spare yourself the work and complexity of explaining what zones are and how they work?
Just have "district slots" where we can freely build districts — expand upon that and give us a wide variety of districts we can slot onto planets.
Districts could mainly depict planet growth with stats like housing, provide us with building slots, and primarily offer jobs.

Two layers of planet building: Districts and Buildings. BÄM — done.
 
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I believe they said it would be tomorrow in the live stream last week.

So an intentional release on April Fool's Day?

Well then.

Was there a Dev diary that expanded on the changes that were being made to the pace of the game, planet generation, anomalies and so on? I ask because the last part of the survey for 3.99.5 focused on that and I felt unprepared to answer aside from just what I've seen so far.

Yeah I didn't particularly notice anything different about galaxy generation, but my games didn't get to explore the whole galaxy in the ~15 hours I spent on them.
 
One thing I've noticed when playing around with zones is that Buildings generally being flat job bonuses does add a lot of little oddities. For example, building one of each rural district adds a lot more jobs on a planet via the relevant buildings, while building an Industrial District means that your consumer goods and alloys will slowly even out towards 50-50 the more you build. Additionally, not being able to preview which buildings a zone can produce can feel a little odd.

I think that adding jobs-from-districts to buildings, and ensuring Urban zones can build all building types, would address a lot of issues discussed. For example, if an Alloys building adds something like +50 jobs and +25 jobs per district, then an Industrial Zone with 2 alloy buildings and 1 consumer building would converge towards 1 third consumer goods and 2 thirds alloys. Urban zones that can access any building would then act as a means of fine-tuning your planet's production ratios, with the opportunity costs of getting generic clerks instead of base zone jobs being the reason to specialise- this would make the early-game or single-planet games significantly easier to wield, as you can scale a small amount of up to 16 jobs (3 per government/urban zone plus clerks, 3 rural) instead of only scaling a large amount of 6 job types (3 urban, 3 rural) per planet.