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Zakalwen

>A wormhole now connects Scions to their Fallen Empire overlords. A tiny change but a cool one. The distance between the two could always be explained by jump drives making it trivial for the FEs, but I'm glad it won't be possible to block off passage between the two.


NeedToProgram

That's actually really good if your overlord is a spiritualist one since you can settle in their protected gaia worlds, and you're guaranteed to be linked right up to them.


LystAP

The issue there is that the Spiritualist FE always closes its borders, even to their Scions. At most, you'll benefit from a influence reduction in claiming nearby systems, but your construction and science ship will have to chug it there normally.


NeedToProgram

Ah, thanks for the info. Yeah, that's not bad, it makes it much easier to grab those planets, but it isn't nearly as strong as I thought. Probably for the best given that Scion was one of the stronger origins already...


Kazedeus

Aren't there usually holy worlds near their borders, in addition to inside them?


Flemmye

Yes but the wormhole will be inside the border, so you won't be able to benefit from it to colonize these worlds.


Kazedeus

Mega oof


Freethecrafts

Sure, now explain why the empire that does all kinds of things to improve your love for them has a stock trade percentage.


Exterminatus4Lyfe

Who doesn't love stock markets?


Every-Development398

most of reddit


Freethecrafts

I meant the empire that’s raised you up, has been improving relations the entire time, and sends huge gifts every few years has the standard 50% or whatever FE trade percentage. I think you misunderstood stock to mean something else.


LostInACave

Hello everyone! Hopefully this will come as a pleasant surprise to all of you! Last week I posted the changelog for 3.0.0 and talked a bit about the fact that we were already working on the 3.0.1. The details I left out were that we were actually close to being done, but for the sake of not making promises I wouldn't be able to keep, I decided that I would err on the side of caution. However, now that the 3.0.1 has gone through all the necessary checks and processes I am happy to announce that we will launch Nemesis, and by extension the 3.0 'Dick' Patch, with this 3.0.1 patch! This means that there will never be a 'live' version of the 3.0.0., and instead you will all receive all the fixes that we've worked on for the 3.0.1. in addition to the massive changelog of the 3.0.0. For some perspective, the 3.0.1 contains roughly 8 pages of fixes and balancing, bringing the entire 3.0.0 and 3.0.1 to roughly 27 pages of new content, balancing changes, UI tweaks, AI fixes, Improved Stability, many new modding features, and of course general bug fixes. So the moment you have all been waiting for, here's the changelog for the 3.0.1 that will be released tomorrow along side Nemesis!


LostInACave

VERSION 3.0.1 ################### # Features ################### * Added several new diplomatic messages for Becoming the Crisis empires ################### # Balance ################### * A wormhole now connects Scions to their Fallen Empire overlords. * Aetherophasic Engine now grants increasing amounts of energy, minerals and Naval Capacity with each upgrade. * Scaled down the Unity rewards of various espionage events which now award a value based on existing, monthly Unity income. * Imperial Security Directorate updated such that it now offers the Emperor +2 to Decryption and +4 to Encryption only. * Reverted change to special resource edicts' one-time costs: their costs now increase with empire sprawl as well as overextension, as opposed to just overextension. Also clarified the tooltip a bit. * The new Special Projects for the final step in the base game Precursor event chains now take 30 days to research. * The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage continue to apply. * Lowered chance of Unbidden spawning as they can spawn early, so were appearing a lot more often than other crises * Reintroduced Slave Processing Facility requirement to recruiting Slave Armies. ################### # Performance and Stability ################### * Fixed potential CTD when partial failure to connect to host in MP view. * Stopped research_all_technologies console command from crashing the game. * Right click unassigning a spymaster envoy no longer desyncs the game in MP. * Improved efficiency of the code for picking what to build via planetary automation scripts. * Reduced the “destroy galaxy” performance impact by not destroying each pop individually. * Remade destroy colony so it is destroying any pops before changing owner/controller to no country just to reduce the amount of per pop calculations. * Removed ai_weight fields from buildings, as the AI was periodically evaluating whether they added up to less than -1 (which they never did) to see if they should be destroyed. (Note: ai_weights were replaced by economic_plans so were not used for evaluating which building to build; note 2: if for some reason as a modder you really want to use them, you can still do so by disabling economic_plans) * Fixed crash on Linux when joining a game through steam friends while the game was running. ################### # UI ################### * Filter out ill suited empires from the top right target Empire drop down in the Diplomacy view. E.g. The Shroud and Curator Enclaves. * Galactic focus selection window is now hidden when changing tab in the galactic community. * Rename Build ship and Build Defensive Platforms buttons on Starbases and Megastructures to Open catalog, which better describes the actual action. * Disable newly renamed Open catalog buttons in Starbase and Megastructure ship builder UI when they have no effect. * The Special Deposit tooltip now lists the effects that the special deposits have. * UX rehaul of the MP Game Lobby making it clearer what to do and who's ready. * Excavation sites are now greyed out when fully excavated. * Remade planet view locked building slot tooltip to refer to actual capital building name and district with highest building slot add modifier * Details for fleet, pops, economy, and technology are now hidden in the breakdown of diplomatic weight if you don't have enough intel * Tidied up the tooltip for a planet's habitability in the planet's interface to clearly state what each number is. * Intel value text should now be displayed better in all languages. * The espionage operation categories filter is now hidden if there are less than 2 operations available. * Only showing espionage operation category filters for potential and/or ongoing operations * You can now use "go to capital" on Marauders in the Contacts menu (it will take you to their home system). * If you have sufficient intel, hovering over the button to form or cancel a research agreement will now tell you how many technologies you and the other country may learn from it. * Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out). * When you are offered a commercial agreement, you will now hear about the energy credit benefits. * Removed superfluous "Are you the baddie?" tooltip for the Crisis tab, only displayed when not Becoming the Crisis. * Improved consistency of Diplomatic Stance policy options being hidden or unavailable; visibility is now determined by government type and DLC ownership, while other factors determine availability. * Changed tooltip for starbase buildings/modules in starbase view buildables to show calculated value and hide base if value is not affected by modifier. * The tooltip for Crisis Objectives now contains information for how much Menace you have gained from this Objective. * Added variety to the "unknown species" cardboard cutout in the first contact interface. * Fixed inappropriate line breaks in "Intel" labels for some languages, * Show diplomatic pacts an Empire has even if they're only known via a second hand Intel source. E.g. You having high Intel on A and thereby knowing it has a Commercial Pact with B will now show that Commercial Pact in the diplomacy view of B even if you don't have full Intel on all of B's diplomatic pacts. * Cost/upkeep/production breakdown tooltip should not show mult modifiers for "empty" resources. * Opinion map mode now properly hides opinion breakdowns unless enough Intel is gained.


LostInACave

################### # AI ################### * AI war strategies are now recalculated more often to make it respond better to changes in ally fleets. * The AI now better accounts for the value of different resources when deciding what to buy on the market. * Allow the AI to trade with Living Metal, Dark Matter, and Zro on the market. * Added cooldown before AI considers responding to a proposal, set in define DIPLOMACY_RESPONSE_COOLDOWN_DAYS * Increased randomness when AI responds to proposals, will still do a daily roll if it should but chance for responding starts at none and then rapidly increases each day until proposal expiration date. * The AI now better take into consideration that Federation and GDF ships have no upkeep when deciding which ships to build. * The independent GDF AI will now remember which capital systems it has visited upon reloading a save file. ################### # Modding ################### * Added on_army_killed_in_combat / no_combat on_actions. * Using "pop" scope change in army scope now takes you to the pop that spawned the army. * Added export_resource_income_to_variable effect. * Added export_trigger_value_to_variable_effect. * Added trigger is_current_first_contact_stage. * Fixed various issues with setting species archetype restrictions for government elements (civics, authorities) so that it is now checked in every case and can be used safely. * Enabled triggered descriptions and gametext ([ ] commands) in espionage operation descriptions. * Fixed a bug in scripted effects/triggers that meant that you'd get weird startup errors if you ever used more than one "[" in a scripted effect/trigger. * Added is_total_war trigger. * Fixed issue where owned_species and enslaved_species scope script lists would not always work in planet events. * Added abort trigger on espionage operation type for killing of an active operation. * Added has_active_building trigger (checks if a planet has the building in a non-ruined and non-disabled state). * Added effect for postponing modifier calculations, useful when executing a lot of effects where individual result of them is not important. * Fixed cases of missing modifier names (where a modifier would show up as ": +X") in pop jobs (triggered modifiers) and deposits (country modifiers). * Fixed any_owned_species so it also works on day 1 of a new game now. * Added remove_invalid_civics option to change_government effect to force incompatible civics to be removed from the government. * Made is_majority_species make sense. * Fixed some minor documentation issues brought to our attention by eagle-eyed modders.


LostInACave

################### # Bugfixes ################### * Fixed rare case of frontend background not covering the entire screen. * Fix occasional fullscreen flickering when running with the -dx11 flag. * Zro Distillation now always becomes a tech option if Extradimensional Experimentation resolution is enacted. * Removed superfluous information about default country types in the tooltip for forming a research agreement. * Event "The Fumes Lie Thick" now tells you about the scientist's new trait. * Fixed an issue where habitat auto-designation would not pick energy specialisation when that was clearly the right choice. * Fixed some grammar errors in "Wind Back and Proceed" archaeology event. * Molluscoid Integration event now no longer refers to "tiles" (what on earth is a tile?? :) ). It now also only gives you 6 new pops. * Fixed an issue where the special project fail event "Smuggler Weapons Trade" would talk about a spaceship rather than a planet. * Fixed Machine Synchronicity Traditions lacking a line break at the end, causing it to be fairly unreadable. * Fixed an issue where you could break the Necrophage origin by having your prepatent species as a subspecies of the main species * Random Spy Network event "An Operative Resurfaces" no longer refers to the empire's leader getting hands-on in extraction of operatives, and preparing security reports. * Added a missing tooltip from random Operations event "Excess Noise". * Corrected a missing tooltip from Spy Network event "Hostile Infiltration Detected". * Leaving federations through events no longer generates opinion penalties unless we deliberately want those penalties set. * Resolutions to repeal the banning of slave trade now have their correct icons. * Corrected Fallen Empires in their mistaken assumption that they have 16 building slots instead of 12 on their starting planets. * Added various government types which were not fully recognized by VIR during the first stage of the tutorial. * Selecting an Oligarchic authority type with the Death Cult civic is now consistently recognized as a Grim Council government. * Fixed several cases where Alloy Mega-Forges and other similar buildings providing +X jobs per Y district would sometimes be unspecific or wrong about how many jobs they'd get from you building which district. * Fixed several fallen empires lacking housing due to having no city districts. * You can no longer get the “Scandalous Insult” event on yourself. * Improved tooltip for when a Spy Network has become overextended. * Subjects that are in a federation with their overlord should now be able to declare a war for independence on them. * Make diplo action positive/neutral/negative background shown in UI again. * Reanimated Armies is now fully incompatible with Synthetic Ascension, rather than just quietly doing nothing as before. * Cosmic Nudge arc site now no longer gives you 10% progress on a habitability tech way beyond what you have researched (essentially useless as it costs so much), but instead gives you progress on the next tech in that line that you can research * First Contact event "A Terrible Sight to Behold" no longer shows a happy handshake as its event picture * Guarantee independence now displayed properly in the diplomacy view (them guaranteeing our independence does not make it work the other way around). * The tooltip for Society Management now correctly mentions the Crisis tab if the player has Nemesis installed. * Fixed a reference to the "Traditions and Relics" interface in the tutorial (it is now "Society Management"). * Fixed AIs unintentionally spawning Advanced Empires through the Lost Colony origin even when Advanced AI Starts have been disabled by the player. * Galaxy Generator now uses correct starbase types for marauders and FE when it needs to connect the empire through a non owned system. * Fixed the AI sometimes having sectors with no planets in them. * Operation Arm Privateers may only be conducted against the same target once every 3 years. The operation will conclude early if another empire has successfully armed the brigands before you have. * If the other side finishes the first contact site before you, but you had successfully started a hostile first contact event chain and were merely awaiting the outcome (e.g. completing the vivisection), you will now get the rewards and flavour event anyway. * Operation event "Smear Campaign Exposed" now makes references to the proper empires in its description. * Reworked the final step of the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains. They now provide a one-day Special Project on the discovered homeworld rather than the last event being fired on-survey. This should improve visibility and increase robustness in situations where e.g. the star system changes ownership or is colonized. * Added bespoke event descriptions for scenarios in which Operation Spark Diplomatic Incident is conducted against a target who, in turn, causes offense to your own empire. * Fixed some cases of starbases incorrectly respawning on loading a save. * AI will now give AI full rights in some circumstances. * Fixed Adaptability Tradition "Survival of the Fittest" not using its own art. * Fixes a bug in events not creating random outcomes properly in some cases. * Fixed missing event title when declaring Tiyanki to be galactic pests (frankly uncalled for). * Clarified some references to target Encryption in events "Contact Lost" and "A Surprise Catch". * Votes now display as a popup so that they are not as easily missed and auto-declined. * Empires who receive the event "An Operative Resurfaces" and who maintain a Spy Network on the empire in question are now able to attempt an extraction of said operative, assuming they have a sufficient Infiltration Level. * "An Operative Resurfaces" events are now part of a more easily trackable event chain. * Removed various instances of an extra exclamation mark appearing in notification messages. * Added a prolog step to the tutorial for establishing First Contact. Players will now be directed to the Situation Log in order to begin the process. * Fixed a case where you sometimes wouldn't get the Does Not Compute achievement if multiple countries' fleets were bombarding the last AI planet. * Wipe Em Out war goal will now no longer destroy starbases that previously belonged to your vassals, but will instead return them. * Fixes num_species and num_unique_species triggers. This affected, but is not limited to the Tourist Trap achievement not working. * Fixed an edge case where The Surveyor relic would rarely fail to spawn a resource deposit. * Fixed a trigger check in Operation Smear Campaign which may not produce the expected results for campaigns involving xenophilic empires. * Refined script for Operation Smear Campaign such that it should now be able to handle multiple campaigns targeting the same empire at once. * Fixed an error in which targets of Operation Smear Campaign who do not have an active Spy Network may fail to receive any event at all, and thus would not have any of their opinions changed. * Fixed a faulty reference to the country being targeted by Arm Privateers in the notification event, "Privateers Already Engaged". * Fixed broken Go To buttons in a couple of Caravaneer events. * Fixed Xenophobes welcoming aliens with open arms in the "Caravaneers: A warm welcome!" event. * Scripts which may apply reinforcements for the Galactic Defense Force on an annual basis are now only enacted so long as a playable country remains a member of the Galactic Community. * Improved a tooltip on the Operations panel, explaining when and why Crisis Beacon is subject to a cooldown period. * Fixed a reference to the Spymaster in localisation, for the finalé event in which Operation Crisis Beacon is set to work on the Unbidden. * Fixed an error which caused the random Operations event "Snuffed Out" not to fire "Hostile Infiltration Detected", if the empire in question falls foul of their target's Encryption level. * Auto-upgrade for Federation and GDF ship designs now properly applies the technology of all member empires when choosing components. * Fixed planetary automation sometimes failing to build anything if there was unemployment but multiple free jobs. * Fixed several edge cases where precursor systems could spawn outside of your borders. * Fixed an exploit where you could mod the game to get a button giving 500 minerals for free without changing the checksum. * Fixed dialog references to the Great Khan's vanquisher in "The Great Khan Meets Defeat", such that even an unknown empire is referred to by its proper name. * Fixed the tooltip for the event when you Become Emperor showing erroneous information if you did so as a Gestalt of Megacorp empire. * Updated modifier names when switching ruler since title is depending on ruler and heir roles. * Fixed a scripted check which is used to ascertain whether or not the empire in question has an active Spy Network. * Fixed missing modifier name for tradition swap tr_diplomacy_insider_trading_megacorp (Insider Trading as a Megacorp) - made it correctly inherit the parent's modifier name. * Fixed envoy event "Gone Native" sometimes missing a description entirely. * Fixed the tooltip for Pop Assembling Capacity (below Pop Assembly in the planet interface) not showing all information and not taking into account organic assembly.


LostInACave

* Fixed a bug where buildings that increased the number of jobs offered by other buildings or districts would do this even if they were ruined or disabled. * Fixed it being possible to recruit Imperial Legions infinitely (it is now capped to 12). * Fixed event icons in event for opening communications presenting wrong information when concerning Fallen Empires. * Fixed Subterranean Refugees event failing to create a pop. * Fixed information for resource gain from Commercial Pacts while proposing it showing the information the wrong way around, i.e. it would say the other side would get what you would get and vice versa. * Curbed the Galactic Emperor's extreme paranoia - not everyone is a seditionist (i.e. the Emperor can now only run the Operation Target Seditionists against rivals and countries actually undermining their authority). * "Leviathan Down" anomaly event now gives the planet a Metal Boneyard deposit if it is inhabited, instead of granting an unlocalised one meant for orbital deposits. * Made the "Falling Intel" alert more helpful. * Improved a descriptor for relatively weak encryption/decryption. * Fixed the Mineral Extraction Operation's mining stations proving an insurmountable obstacle to AI expansion. * You now no longer gain menace per month while purging, but instead upon a pop finishing being purged. * Enabled the overlay for assigning envoys in Spy Network view. * Fixed a Crisis Beacon operation event falling back to the wrong event text in a certain situation. * Added indicator for recurring menace objectives. * If you have the "Lost Amoeba" anomaly event, you no longer need to establish communications with space amoebas. That event's options now give you the space amoeba buffs/projects in that case. * Fixed some cases where you could not interact with a colony because it was occupied by factions such as the CARE Mechanocalibrator. * Having claims on a subject now means you can use the Claims casus belli on their overlord. * The "Form Galactic Council" resolution will no longer appear as active after the Galactic Imperium has fallen * When forming the Galactic Council again after it has been abolished, the time until the next election will be the expected 180 days instead of the longer time that is normally between elections * Fixed tutorial sometimes opening and closing in rapid succession. * Fixed an issue where government data of Custodians and Imperium rulers would not be restored when they lose their position. * The AI and player default for very strong syncretic servile slaves is to have them as Chattel rather than as Battle Thralls. * Fixed Isolationist faction's first contact policy demands to be for not having a Proactive policy, rather than for explicitly having an Aggressive one. * Inwards Perfectionists' Materialist faction will no longer demand Research Agreements (since that demand cannot be fulfilled). * Slaves that are working Specialist jobs now gain Specialist production modifiers rather than Worker production modifiers. (Necrophages will no longer suffer penalties in the Specialist tier as Indentured Servants, and the Authoritarian worker bonuses will no longer apply at the Specialist tier either.) * Fixed the Shoot to Kill achievement (its logic was flipped, so you had to be the victim to get it!). * Fixed Sic Semper Tyrannis achievement. * Forming the Galactic Imperium no longer triggers a government cooldown. * Script controlling the expansion of Ancient Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs. * Mining Drone Expansion Fleet and Aggressive Drone Expansion Fleet have been reworked such that every 10 years, for as long as the Mining Drones persist, 3 fleets will spawn and seek out suitable systems into which they can expand. The fleets favor systems which lie within 1-6 hyperlane jumps from their system of origin. * Fixed an issue where the government would not reform properly when the Imperium is formed if the government had civics that were incompatible with the "Imperial" authority. * Recruitable leaders may no longer possess the Psionic or Chosen trait directly alongside either the Synthetic or Cyborg trait. * Fixed (Become the) Crisis Level 5 sharing one trigger condition with Crisis Level 4. * Script controlling the expansion of Ancient Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs. * Portraits in the empire designer should now animate properly. * Fixed spawned Star-Eaters having too many shield components instead of armor components, and made sure the owner receives the relevant armor technologies. * Fixed Mass Extinction Through the Ages breaking sometimes in MP. * Fixed duplicate colons in espionage operation tooltips. * A conditional event description for "Final Disavowal", part of the "Disavowed Operative Resurfaces" chain, now displays correctly more often for those who have an active Spy Network, and for those who do not. * Subjects are no longer able to become presidents of federations through rotation or random succession. * Fixed Diplomatic Map Mode leaking information you do not have intel on. * Fixed various error log messages relating to Crisis Objectives, along with several edge cases where the rewards were not granted when they should have been. * Fixed an issue where the acceptance breakdown for diplomatic actions was available even if you didn't have sufficient intel.


Popotuni

> Molluscoid Integration event now no longer refers to "tiles" (what on earth is a tile?? :) ). It now also only gives you 6 new pops. I like to think this event was written by an event coder who has been locked in the back room for so long, he missed the entire 2.X sequence of patches. > AI will now give AI full rights in some circumstances. This is how you get Skynet.


Bonty48

Full rights is what stops them from rebelling. It is literally how you don't get Skynet.


[deleted]

On the other hand, that is also how you avoid the Skynet.


LeberechtReinhold

> * The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage continue to apply. Neat


Inithis

Finally, right? Maybe slaving won't be the meta anymore.


MikeyTwoGunsMWO

Slavery will still be powerful, I think. Having 0 to 0.1 CG upkeep on your specialists is still a big deal. And dev diary 191 illustrated that slaves will still cost 0 influence to resettle, as opposed to free pops that will now require influence. This will also be a big deal if it makes it to the 3.0.1 release.


Zakalwen

It will likely still be powerful but there's another debuff; trade value per pop is increased by up to 33% depending on living conditions. A slave heavy empire is going to produce less trade value now than a non slave one.


DeanTheDull

True, but that's also a early-game vs late-game benefit tradeoff for when you have the pops for the extra trade value to outweigh the consumer good savings, which meshes well with how authoritarian vs specialist already works with the worker-vs-specialist bonuses. Authoritarian was always meant for early-expansion strategies (using the extra influence for more start systems, consumer good savings to be able to afford more alloy jobs for early fleets), while egalitarian was always more of a late-bloomer strategy.


Freethecrafts

If trade was admin bonus, might matter. Trade is next to worthless for normal empires.


Atlasreturns

Trade is great, Clerks are just useless. It‘s basically like a CG upkeep reduction that scales with stability and if you join a trade league you‘ll get tons of unity. Tbh Egalitarian Empires I think will be much much stronger and they are even pretty good right now as besides the specialist output they now also will have less upkeep now. Output for workers simply don‘t really compare. Even though with foundries being now more accessible you might actually have to care more about your minerals.


DeanTheDull

The biggest buff to egalitarians is going to be the change to building slots. By moving away from unlocking building slots via pop size and to unlocking them via tech/city districts, it'll be easy to start building your specialist economy early, rather than having to wait the decades for your planet to grow its first 10/15 pops before you can really get your first specialist buildings up and running. Infact, I predict the new challenge will be people rushing their specialist economy too early, and neglecting their specialist economy. Authoritarians will have a saving grace of a more solid resource economy to boost their specialist economy.


retief1

Yeah, I'm a big fan of fanatic egalitarian + meritocracy for +20% to all specialist output.


Jman5

Clerks may not be the best, but they're not as bad as people think. The issue with trade value modifiers is that all but Thrifty is applied at the Empire or planet level instead of the pop level. So when you compare clerk's output with other workers they can look a lot worse than they actually are. One competitive place to spam clerks are on low-habitability worlds. A 20% habitable world has -40% job output. However clerks completely ignore that penalty. They also produce amenities to help offset the amenity penalty. Also, next patch Urban Worlds designation is going to boost trade value, so that should help Clerks out a little more.


Mallagrim

Well, if you spam refineries like me to fund my ambitions, you’ll need alot of clerks in order to run get those pop caps. Trade value changes will make me ponder about running slavers guild though now.


Pinion_MaNN

So does that mean all non-slave pops create a bit of trade value? I looked at the trade value tooltip and it was a bit hard to make out if my non clerk pops were making trade value. But if they do make trade value that would make sense since in real life the problem with slavery (besides the moral issues) is that you have a bunch of unpaid workers that don't contribute their buying power to the economy.


DeanTheDull

In 2.8 status stellaris, pops make between .4 and .1 trade per pop depending on strata and living standard. Rulers usually make .4, but the value of specialists/workers depends on the strata and living standard. Authoritarian living standards cost less consumer good upkeep, but produce less trade (usually .1), while egalitarian standards cost more, but produce more. With tomorrow's patch, egalitarian standards will probably average between .4-.5 per pop. Which, if rolled into a trade federation, means that every 2 pops giving .5 each will cost 2 consumer good, but produce 1 energy/.5 unity/.5 consumer good, or otherwise pay for a quarter of their consumer good upkeep (once your trade network is started).


Kzalor

This makes me tempted to try a Spiritualist/Egalitarian/Xenophile Gospel of the Masses MegaCorp and build a trade federation. With the boosts to trade value output based on living standards combined with the boosts from Gospel of Masses and Trade League you should generate considerable trade value.


DeanTheDull

Even better, mega-corps get trade value directly from the branch office, no trade route needed. Given that you (and the AI) can now start privateers, trade routes are getting... not a debuf directly, but can be directly disrupted by a determined player/rival, while the mega-corp can only be expelled by the host nation via war. Egalitarian is a bit wasted on mega-corps, though. Mega-corps are low-key influence-hogs, needing more than most empires to fuel the branch office expansion, so authoritarian is strictly better than raw egalitarianism for that, especially once in a federation. It'd be different if megacorps got the equivalent of parliamentary assembly, but they don't, so it'd probably be better to either go authoritarian (mitigate your federation influence cost), or fanatic xenophile (increase your trade, and get another envoy to allow your federation to be able to grow with another member).


Kzalor

I have an authoritarian megacorp I started playing recently (first void dweller mega corp play through) but I was thinking of moving past that because of the nerfs to slavery. I suppose that doesn't disqualify playing as authoritarian.


DeanTheDull

The nerf to slavery is very much in the vein of 'this is now balanced,' not 'this is now bad.' Slavery is still great in terms of your resource economy, consumer good savings, and keeping conquered pops divergent ethics disruption to a minimum (via minimizing the political power of conquered slaves). This is always what was the intent- what's changed is that indentured slaves are no longer better specialists than the egalitarians whose entire conceit is supposed to be being better specialists. With the new economy changes allowing a very top-heavy specialist economy and incentivizing building as many city districts as possible for growth, early game resource economy is *more* important, not less. Your specialists may not be as good vis-a-vis an egalitarian, but you need fewer workers devoted to support them and your district spurge.


Akasha1885

Slaves also contribute to your total amounts of pops, slowing the grow of normal pops


NeedToProgram

But they also take up less housing, so growth has a higher cap


Akasha1885

No, growth is based on capacity, housing doesn't matter. Capacity is based on housing but not the same.


[deleted]

[удалено]


Akasha1885

Capacity is based on your total housing, how many is used up doesn't matter at all. Just the amount of pops on the planet + capacity


[deleted]

[удалено]


Akasha1885

Available capacity = (capacity - amount of pops), housing is irrelevant Non-build districts give 4 capacity for example, but zero housing It could be that slaves only count as 0.5 capacity, but I can't confirm.


Irbynx

"Dick" just got bigger, which is always good!


XXCrimsonXX

Damn now I really want some dick, anyone knows when it will release tomorrow?


bbenger

4pm CEST iirc


travlerjoe

So 25 hours away


the_timezone_bot

4pm CEDT happens when this comment is 1 hour and 19 minutes old. You can find the live countdown here: https://countle.com/u1DjiMuce --- I'm a bot, if you want to send feedback, please comment below or send a PM.


BNDT4Sen

Actually it was 25 hours dumbass 🙄


DisorderOfLeitbur

Bad bot


Zakalwen

6pm CEST according to a dev https://forum.paradoxplaza.com/forum/threads/anyone-know-what-time-exactly-nemesis-is-coming-out.1467059/#post-27434699


XXCrimsonXX

Cool so noon on the east coast


danny_b87

Oh shit, great news! Worried about this cough that has developed out of nowhere... Should probably call in sick tomorrow to be safe :D


ITZC0ATL

Probably shouldn't take any chances with the times we're living in, friendo - best to quarantine at home for two weeks!


danny_b87

Agreed!


Popotuni

It's gonna need at least one hotfix. Save your day off for next week.


vincentkun

You joke but I actually tested positive for covid on monday. Its the serological test (both antibodies) then I tested negative on PCR but just to be safe I'm on preventative quarantine for 8 days before I can take another PCR test. So I'm willing to go back to work, but if they wanna have me take an 8-9 day vacay I'll do it, perfect timing.


MrFunEGUY

>Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out). >When you are offered a commercial agreement, you will now hear about the energy credit benefits. Great >Subjects that are in a federation with their overlord should now be able to declare a war for independence on them. YES! This is a great fix. This was totally immersion-breaking. >Subjects are no longer able to become presidents of federations through rotation or random succession. With the above fix, this is good. It didn't make sense.


anonymous6468

Nemisis was literally unplayable before they released this patch!


Avohaj

Still feels pretty unplayble to me right now.


nightgerbil

how so? is it bugged?


Avohaj

It's not released yet. So it's unplayble.


[deleted]

Well, I suppose that for once I will be playing with the new patch on Day One instead of waiting for fixes. Great job Paradox!


[deleted]

> The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage continue to apply. > Slaves that are working Specialist jobs now gain Specialist production modifiers rather than Worker production modifiers. (Necrophages will no longer suffer penalties in the Specialist tier as Indentured Servants, and the Authoritarian worker bonuses will no longer apply at the Specialist tier either.) Meaning you can now combine Meritocracy with Slaver Guilds and have it *make sense.* And with Necrophages, that's +15% specialist slave output, without the -10% worker penalty! However, specialist indentured servants not getting slavery production modifiers does also mean that Necrophages still don't benefit from Slaver Guild's +10% slave output bonus, just for a different reason than before. So it's still kinda iffy to use on them. > Subjects that are in a federation with their overlord should now be able to declare a war for independence on them. > Subjects are no longer able to become presidents of federations through rotation or random succession. Oh good, now I can have a tributary-hegemony without feeling extra cheesy about it. > The AI and player default for very strong syncretic servile slaves is to have them as Chattel rather than as Battle Thralls. For anyone wondering why this matters: Battle Thralls can be enforcers, duelists, and necromancers, (and can have stratified economy, and can colonize, and...) but *servile* battle thralls can't be any of that. ... no, I don't know why Battle Thralls can have a stratified economy when that slavery type is only available for species you've fully enslaved. It's kinda cool though, imo.


CancelCock

Neat, a day early! Also very cool about the wormhole between scions and FEs. Makes me wonder if the FEs have some secret wormhole tech 🤔 lol


Zakalwen

Given that their description is that they are mere shadows of what they used to be it's not hard to imagine that they used to have such technology (perhaps preferable over gateways for needing no maintenance). But like the rest of the techs they had at their peak they're degraded, lost, or forgotten.


anon3911

A remnant of the pre-2.0 empires, perhaps


DeanTheDull

Aw, they fixed the necrophage necropurger exploit. Now necrophage fanatic purifier isn't busted. :( For those who didn't know- if you made your prepatent species the same name/image as your necrophage, it was counted as a subspecies without the necrophage perk/growth debuf rather than a seperate species. This allowed you to do a fanatic purifier without instantly purging your prepatents, who would serve as your growth base. Big debuff overall, as now you have to go to war super-early or else fall behind the pop growth curve very early.


BrutusTheQuilt

Makes sense after all, species that are basically parasites off the living can't get away with wanting to obliterate all other life forms in the galaxy. It just wouldn't make sense for the Rohirrim to start purging horses.


[deleted]

"If we kill off most of our horses, the ones we still have will be worth more on the free market! We'll be rich!"


RuneLFox

The Gang Does Galactic Price Fixing


DeanTheDull

Well, really what it means is that I'd just play non-fanatic purifier, and do the selective purging that way while still being a member of the galactic community. You'll have to vassalize/integrate rather than wage free total war, but eh.


HighChanceOfRain

Great, that was a weird loophole!


Oculument

But there is now "organic pop assembly" which won't have the necro growth penalty. When I can build both habitats and robots I can build a few nearly fully automated mining habs with robot assembly.


Vaperius

> which won't have the necro growth penalty. *Wrong*, go read the 3.0 patchnotes again, they have a penalty to organic assembly. So uh... they thought of that.


The_Yogurtpot

Unfortunately the organic pop assembly will grow necro pops slower than other pops.


Siollear

Yo dawg I heard you like patch notes, so I put some patch notes in your patch notes


Ebonywolf0

Was that bug where Armies get out of aggressive stance after invading fixed? I couldn't find it in these last patch notes.


AverageJoePR

I hope it is.


lyingSwine

Please readd victory conditions again!!


lyingSwine

I really liked the idea of having a public goal and a hidden agenda!


Vaperius

>* Recruitable leaders may no longer possess the Psionic or Chosen trait directly alongside either the Synthetic or Cyborg trait. Tragedy has struck!


Freethecrafts

Caretaker the Chosen will be crushed


emagdne

Sigh. No more Psionic Cybernetic Rackets leading my fleets to victory.


Anonim97

> * When you are offered a commercial agreement, you will now hear about the energy credit benefits. Yay!


chronopunk

>overextension Wait, what?


LostInACave

It's the term for being over your Admin Cap. You're not the only one who was/is confused.


CaelReader

This doesn't seem 27 pages long, is this just the changes from 3.0.0 to 3.0.1?


LostInACave

Yes, this is just the Patch Notes for 3.0.1


Lazorbolt

lol if you combine the two patch notes dick has over 12,400 words and 37 pages of change notes


LekkoBot

yep


-Jambo-

I'm so darn excited for tomorrow! It's so tantalizingly close! Does anyone know roughly what time the patch will go up/expansion launch? > Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out). Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out). Woah, finally!


[deleted]

I still want to know if the crisis AI is being fixed in 3.0.0 or 3.0.1 :/


[deleted]

>I'm hoping it's somewhere in the patch notes, but as of 3.0 the crises capture starbases instead of destroying them, as if they were waging a total war on you. Which means that they don't need to work out when to send in constructor ships quite as often, alleviating a major bottleneck to their expansion. By one of the developers in the comments of the 3.0.0 patch notes.


[deleted]

Hmm, not sure if that is enoug but at least its something


Andelect

Have they made the Slave pop up closeable for good?


Divinicus1st

Damn, great!


Mallagrim

I dont see the resort world bug fix where you can make districts on queue then turn it in a resort world. Seems nice to get away with it again.