Preben
Arcane
Is it just me, or has Stellaris become a complex economic game that feels much like Victoria?
Last edited:
Any opinions on which DLC's are actually worth it? I have the base game and Utopia at the moment.
Is it just me, or has Stellaris become a complex economic game that feels much like Victoria?
Changes are cool but as always with paradox, you'll need several months for Paradox to make all that cook features work...because it's a mess right now, as always with all new patches
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######################### VERSION 2.2.2 ###########################
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# 2.2 ‘Le Guin’ Free Features
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* Added the new "Legion" flag set, with 6 new flags
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# Balance
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* Reduced effectiveness of Bio-Reactor
* Increased cost of Unity buildings
* Reduced mineral cost of roboticist and fabricator jobs
* Increased base alloy job production from 2 to 3
* Resource stockpiles have by default been increased from 10000 to 15000. Default stockpile for Energy Credits increased to 50000
* Drone Campaign and Robot Campaign effects reduced from +20% to +10%
* Synthetic Evolution ascension perk now gives +10% robot output
* The chance of criminal Branch Offices getting shut down has been reduced slightly, and the cooldown between shutdown events has been reduced to 10 years
* At least one year with little or no crime must pass for a colony's criminal Branch Office to potentially get shut down (increased from one day)
* Different kinds of Unity buildings are now more consistent in how many Jobs they create
* Betharian Power Plant building now creates Jobs in addition to its flat Energy Credits output
* Bunker Bot's scrap value increased
* Massively reduced point defense weapon damage against armour
* Democratic Crusaders now also take a dim view of corporate authority
* Caravaneer home base will only be re-established if at least one Caravaneer fleet is still alive
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# AI
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* Improved AI planet building priorities
* Improved AI market trading
* AI no longer bounces a single scientist around multiple ships, choking their exploration and growth
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# UI
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* Building and District tooltips are now more informative in regards to what resources they use and produce from their jobs
* Fixed the missing "Megacorp" ownership icon in the MP lobby
* Added a warning when you try to colonize a very low habitability planet directly with a colony ship
* Piracy is now shown for non trading nations (if within their borders)
* Fixed the UI shattering hilariously if you clicked the population tab on an uncolonized planet
* Fixed Expansion Planner wrongly revealing rare deposits on unsurveyed worlds
* Fixed tooltip for Aristocratic Elite to show the building it unlocks
* Added a popup to tell player when resettlement will cause building destruction
* Adjusted the resource deficit notification to pop once you are down to 12 months' reserves
* Small tweaks to the Planets and Sectors screen
* Fixed tooltip wrongly stating planet had no rare planetary features if they were covered by a blocker
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# Modding
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* Add num_uncleared_blockers trigger - checks the planet's total amount of uncleared blockers
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# Bugfixes
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* Number of districts required to enact Arcology Project is no longer reduced by uncleared blockers
* Fixed overlapping UI elements in Megastructure view
* Authoritarian faction is now also OK with Academic Privilege and Robotic Servitors
* Tech drones and Technician jobs now correctly look for the Ingenious trait rather than Thrifty (which was changed to trade value)
* Starting on Earth as Life-Seeded now properly gives you a 25 size planet with rare deposits
* Fixed an OOS on hotjoin due to MIA ships reappearing in different places on server and client
* Fixed status quo peace not spawning new empires in ideology and vassalization wars
* Fixed ship alloy costs being truncated in the choose design window of the fleet designer
* Fixed first wave scourge invasion fleets being led by admirals using robot portraits for some bizarre reason
* Fixed massively out of date credits in the Chinese version, because Jamor is a human that exists in the universe apparently
* Fixed out of synch event related to special projects
* Added missing effects to the description of the Trium Caravaneer's atmospheric deodorizer deal
* Gateways will no longer spawn in directly adjacent systems on galaxy creation
* Fixes the issue of people not able to hot join a multiplayer when too many players are present
* Made tweaks to Galactic Market that should prevent an infinite profits exploit from flooding the market, then rebuying, you shameless tophat-wearing capitalist exploiters, you
* Fixed a graphical display bug with shielded worlds
* Fixed an incorrect modifier being applied by the "Alien Drag Racing" anomaly
* Improved the text truncation in longer planetary Decision descriptions, should avoid spillouts
* Reduced number of calls to CalcMaxEmployed done in DailyUpdate by up to 50%. Should improve performance
* Fixed literally unplayable grammar issue in the Horizon Signal event chain
* Fixed leader portraits being slightly off-center in level up windows
* Fixed OOS due to Leaders not being reregistered when changing class (Scientist to Empire Leader, etc)
* Fixed potential CTD when loading market and certain empires no longer exist, because all those empires will be lost, in time, like tears in rain
* Empire size modifier on leader cost and upkeep is now multiplied on the total and not added to the other mult modifiers
* Fixed OOS due to Galactic Market cache
* Fixed Master's Teaching: Warring States edict not affecting army upkeep as it should
* Fixed Gospel of the Masses civic not applying trade value bonus
* Fixed event spam when gaining access to the Galactic Market
* "Free at last" modifiers are now removed from the planet after it's reconquered (or conquered by anyone else)
* Prevented abandoned terraforming project or underground civilization events on an Ecumenopolis
* Added a check so that servitude robots cannot become criminals. We'll miss you, serial killer auto assembly claw.
* Khan, "berserker" and "invader" AI personalities should no longer get stuck considering targets they cannot reach
* Fixed empire size tooltip with literally unplayable missing % signs
* Fanatic Purifiers, Determined Exterminators, and Devouring Swarms now have a tooltip properly explaining why, as generally antisocial genocidal murderers, they are not welcome in the Galactic Market
* Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age
* Reworked refugee pop effect script to eliminate faulty event spam
* Fixed a situation with total wars. If a player takes a planet that has the same name as a planet he already owns, a new sector would be created with that name, but with no planets in it
* Effects of "Survival of the Fittest" tradition now include a "%" character where needed
* Fixed broken tooltips for Gang Wars and Mob Rule events
* Fixed a bug where presapient pops on a planet would distort the necessary number of fully sapient pops required to unlock the next building slot
* Fixed some missing resource icons in various screens and tooltips
So anyone tried space pervert empire yet?
There's an event when caravaneers stay at your capital and throw a big fair. Then it stated that party and debauchery resulted in some half-breed offspring and you are awarded with half-xenos scum pop.
No Authoritarian? Surely any self-respecting space sex pervert empire would have a rigid caste system for all their hybrids and bio-reservations.
Someone did it.
sorry, i can't try it myself: how do "mono" planets work with the new economy system? i mean, the planets specialized in only one single production. previously one or two big planets with only mines were pretty mandatory, because not only they were viable but extremely useful.
Got it, played a bit recently.
1. I'm liking a lot the new economic system. I do find it a bit too alloy-dependant, everything really important (spaceships, outposts, space stations) seems to be gated behind alloys now. But the economy is massive incline to what existed before.
2. Game still runs like ass, or runs even worse, because I don't remember how well it ran before. Granted, my computer is a bit of a potato, but I see dudes with super-computers complaining about late-game slowdown. Mods only do so much. They really need to take a look at what the CKII team is doing and do it like them - every patch should run faster than the previous one. CKII has never been more complex, yet it has never been faster.
3. The Game is kinda bugged so far. So far, I think I got the First League Homeworld pop-up twice (when it is finally explored) and got the bonuses twice, too, and there was something that once went weird with the trade window. Lots of complaints about typos and things working weirdly in places they should't.
4. The AI is fucking broken. Glavius is trying to fix it, but...
https://www.reddit.com/r/Stellaris/comments/a4kkyk/can_we_give_shoutouts_to_glavius_for_fixing_the/
5. The price for upgrading ships is atrocious, you could build a brand-new fleet with all these alloys.
6. Diplomacy is even more bare-bones than in the older versions, because you can't make research treaties anymore. On the other hand, you now can trade more things. Diplomacy needs a overhaul pronto.
I'm not touching this game until the next patch comes out
Glavius is updating his mod like mad, I mean look at this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1584133829
Yesterday I downloaded update 19. He's on update 28 today.
He even made it compatible with the beta, holy shit. Nigga is on a roll.
By the way, the fuck is up with Research treaties? I'm seeing the AI do them between each other, but it never wants to do it with me. Turns out Research Treaties still exist, they're just out of the Trade Tab now.
I'm not touching this game until the next patch comes out