Stellaris

Dieses Thema im Forum "Spieleforum" wurde erstellt von Nimlod, 7. August 2015.

?

Eigener Thread für Star Trek: Infinite? (3 Tage Umfrage)

Diese Umfrage wurde geschlossen: 28. Oktober 2023
  1. "Make it so!"

    9 Stimme(n)
    60,0%
  2. "NO....NOOOO!" *zerschlägt Vitrine*

    6 Stimme(n)
    40,0%
  1. Balduin2001 Wenig Schreiber

    Balduin2001
    Registriert seit:
    22. Juni 2001
    Beiträge:
    3.775
    Ort:
    jwd
    Weiss man schon, wann das nächste Update mit den neuen Traditionen kommt?
     
  2. beagletank

    beagletank
    Registriert seit:
    25. August 2010
    Beiträge:
    3.364
    Voraussichtlich im September.
     
  3. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zu Erweiterungen des Humanoiden Species DLC
    https://forum.paradoxplaza.com/foru...-additions-to-humanoids-species-pack.1487837/
    Besitzer des Humanoid Species Pack bekommen 2 neue Civics und einen neuen Origin

    Masterful Crafters wurde bereits in einem früheren DD gespoilert.
    [​IMG]

    Nicht nur produzieren deine Arbeiter zusätzlich zu Konsumgütern auch Handel und Forschung
    [​IMG]
    Industriedistrikte erhöhen auch die Anzahl deiner Gebäudeslots.

    Diese Civic gibt es nicht für Regierungsformen ohne Konsumgüter.

    Pleasure Seeker ist eine Civic um seine Bevölkerung zufrieden zu halten.
    [​IMG]

    Es gibt einen neuen Lebensstandard, "Dekadent" welcher global den Verbrauch von Konsumgüter erhöht (aber wohl weniger als Utopisch verbrachen wird) für mehr Zufriedenheit
    [​IMG]
    Unterhalterjobs geben zusätzlich auch 1% Popwachstum und Diener geben 5 Amneties
    [​IMG]

    Die neue Origin ist Klonarmee.
    [​IMG]

    Du wurdest als leicht zu ersetzende Soldaten konzipiert, deine Erschaffen sind jetzt aber weg. Als designter Soldat ist man natürlich gut im Kampf, aber Langlebigkeit war keine Priorität
    [​IMG]

    Als Klonsoldat wird man natürlich nicht einfach geboren, sondern man kommt aus speziellen Klontanks.
    [​IMG]

    Man kann insgesamt 5 von diesen Tanks besitzen (unabhängig von der Kartengröße?)

    Es gab auch einen Patch. Dieser betrifft ausschließlich Cross-Platform Multiplayer.
    Im Endeffekt hat Paradox es aufgegeben ein eigenes Framework zu bauen und benutzt jetzt Nakama

    Um über Platformgrenzen hinweg MP zu spielen muss man im Stellaris Launcher jetzt die Nakama Version starten
    [​IMG]

    Man kann den auch über die Kommandozeile starten mit -nakama
    [​IMG]
     
    acer palmatum, beagletank und RC2225 gefällt das.
  4. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Balance und QoL Verbesserungen
    https://forum.paradoxplaza.com/foru...nce-and-quality-of-life-improvements.1488586/
    Void Dweller sind jetzt anstatt einem Positiven und Negativen Trait nur noch ein kombinierter Trait
    [​IMG]

    Der Shattered Ring Origin wird abgeschwächt.
    Auf dem Shattered Ring baut man jetzt normale, planetare Distrikte (inklusive Bergarbeiterdistrikte welche Schrotthändler Jobs erschaffen welche die kaputte Teile der Ringwelt ausschlachten für jeweils 2 Mineralien und 1 Legierung)
    [​IMG] [​IMG]

    Erst wenn man alle Felder freigeräumt hat kann man die Ringwelt reparieren damit man die speziellen Ringweltdistrikte bauen kann
    [​IMG]

    Wenn man einen Planeten zu einer Ecumenopolis macht dann werden die Industriedestrikte jetzt anhand der Planetendesignation in Fabrik und Handwerksdistrikte umgewandelt. Bei einem Industrieplanet werden die Industriedistrikte zu Fabrikdestrikten usw.

    [​IMG]
    [​IMG]

    Mit dem Akrologie Ascension Perk können jetzt auch Rogue Servitor eine Ecumenopolis benutzen
    [​IMG]

    Es gibt eine neue Planetendesignation
    [​IMG]
    [​IMG]

    Hive und Maschinenwelten wurden gebufft
    [​IMG] [​IMG]

    Subversive Kulte (Megacorp mit Gospel for the Masses und Criminal Syndicate) bekommen ihr eigenes Spezialgebäude anstatt normaler Tempel
    [​IMG]
    [​IMG]

    Einige Civivs wurden gebufft
    Regular Empires
    • Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
    • Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
    • Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
    • Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
    • Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
    • Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
    • Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
    • Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
    Hive-Minds
    • Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
    • Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
    Machine Intelligences
    • Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
    Und generft
    • Slaver Guilds : Reduced enslaved population from 40% to 35%
    • Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
    • Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy
     
  5. OldestVisitor gesperrter Benutzer

    OldestVisitor
    Registriert seit:
    3. August 2004
    Beiträge:
    3.802
    Wollte jetzt Stellaris nach einem Jahr Abwesenheit wieder spielen.

    Auf Großadmiral eingestellt und ....das Niveau der NPCs ist ein Witz. Kaum Flotte, kaum Planten. Die spielen so wie früher Skipper war.
    Hab ich irgendwas verpasst? So macht mir das keinen Spaß sondern ist nur ein drüber rutschen
     
  6. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.727
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    https://steamcommunity.com/workshop/filedetails/?id=1712760331
     
  7. OldestVisitor gesperrter Benutzer

    OldestVisitor
    Registriert seit:
    3. August 2004
    Beiträge:
    3.802
  8. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.727
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Ich habs noch nicht getestet, werde das bei der nächsten MP Runde aber einbauen. Beschreibung liest sich ja erstmal gut.
     
  9. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
  10. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Heute gibt es einen Feature Stream zum LEM Update
    [​IMG]
     
  11. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    3.1 Lem kommt am 14.09 raus
    [​IMG]

    https://youtu.be/gAO4Pdz_bYM

    Patchnotes:
    #################################################################
    ######################### VERSION 3.1.1 ###########################
    #################################################################

    ######################
    # 3.1 Stanislaw "Lem" Free Features
    ######################

    ## Buffing the backlog

    # Plantoids

    * Idyllic Bloom civic added. Can be used for Plantoids and Fungoids and gives the ability to transform ideal worlds into Gaia worlds.
    * Added Phototrophic, Radiotrophic and Budding species traits for Plantoid and Fungoid species.
    * Added Catalytic Processing civics for all government types.
    * Maweer Caretakers pre-scripted empire now uses Idyllic Bloom civic in place of Inward Perfection.
    * Owning the Plantoids Species Pack adds the Phototrophic trait to the Nu-Baol.
    * Owning the Plantoids Species Pack adds the Radiotrophic trait to the Nivlac.

    # Humanoids

    * Added Masterful Crafters Civic.
    * Added Pleasure Seekers Civic.
    * Added Clone Army Origin.

    # Synthetic Dawn

    * Rogue Servitors can now take the Arcology Project Ascension Perk and restore Relic Worlds to Ecumenopolises.
    * Ecumenopolises owned by Rogue Servitors have Sanctuary Arcologies, capable of housing Bio-Trophies.

    # Apocalypse

    * Added a new 'Unyielding' tradition tree.

    # MegaCorp

    * Subversive Cults no longer have access to the Temple of Prosperity, instead gaining the Subversive Shrine.

    # Ancient Relics

    * Added three new archaeology sites for Ancient Relics.

    # Lithoids

    * Extended the Rock Brain anomaly event chain for certain Lithoid empires.

    # Necroids

    * Reanimated Armies Civic has been renamed to Reanimators and their empires can now reanimate Biological Leviathans, among other things.
    * Enabled Necrophage origin for Hive Minds.

    # Nemesis

    * Added a new 'Subterfuge' tradition tree.

    ## Selectable Traditions

    * Reworked the Traditions interface to make Tradition Trees selectable. Allowing Empires to have access to more than 7 different trees (Empires are still limited to only having 7 active trees).
    * Adaptability, Synchronicity and Versatility traditions are now their own tradition trees, rather than being tradition swaps.
    * Diplomacy and Adaptability are now both available to almost everyone, and are no longer mutually exclusive.
    * Added a new 'Mercantile' tradition tree to the base game.

    ## Other

    * Updated the star system layout of Alpha Centauri to be more scientifically accurate.
    * Updated the visuals of the Sea of Consciousness star system.
    * You can now queue construction of starbase buildings that require certain modules before those modules have completed construction (such as the Offworld Trading Company).
    * Void Dweller empires with species that eat food now start with a 100 food stockpile instead of none.
    * Added two new archaeology sites to the base game.

    ###################
    # Balance

    ###################

    * Sectors released as vassals from megacorps are now released as Oligarchies with the Merchant Guilds civic and one or two random civics (depending on their technology).
    * The Federation Science Challenge now takes greater account of empires' relative technological standing when picking a winner.
    * When a Reanimator country defeats an organic army in battle, they have a 1/3 chance of creating a new undead army.
    * Reanimators no longer need to research any techs before they can build their necromancy building. Their necromancy building now gives two Necromancers instead of one. Necromancers now produce +2 each extra society and physics, but one fewer defensive armies.
    * Increased chance of pops escaping Necrophage purging to 25%.
    * Reworked the Void Dweller trait to now provide a Pop Output bonus of 15% on habitats and a Pop Output penalty of -15% on non-artificial worlds, ringworlds have neither a bonus nor a penalty. Additionally, they have a -30% happiness penalty on non-artificial worlds.
    * Removed stability modifier from Memorialist building and added it to Memorialist job instead.
    * Death Cult sacrifice bonuses now depend to a far greater degree on the % of your population you have just put to death (rather than on the sheer number of sacrifices). They will generally be far more impactful in the early game.
    * Death Cult: number of Mortal Initiate jobs from upgraded buildings reduced to 2 and 3 from 3 and 5, as your demographics can usually not sustain massacring 5 pops per planet every decade.
    * Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
    * Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
    * Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
    * Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
    * Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
    * Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
    * Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
    * Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
    * Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
    * Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
    * Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
    * Slaver Guilds : Reduced enslaved population from 40% to 35%
    * Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
    * Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy
    * Non-homicidal Necrophages no longer start with two extra pops. (The purifier and swarm variants keep it, since they lose a few pops during the purge).
    * Necrophages can now only have Stone, Bronze or Iron Age primitives as their guaranteed planets. These planets are also guarded by a few more defence armies than they usually would be.
    * The Necrophage Elevation Chamber no longer provides a planet stability bonus.
    * Reduced Slaver Guilds and Indentured Servitude slave percentages from 40% to 35%.
    * Open Markets diplomatic tradition moved to Mercantile.
    * Insider Trading diplomatic tradition moved to Mercantile.
    * Secured Shipping diplomatic tradition removed. Effect moved to Mercantile traditions.
    * Added three new traditions for Diplomacy: Diplomatic Networking, Direct Diplomacy, Eminent Diplomats.
    * Bulwark of Harmony tradition moved to Unyielding, replaced with Harmonious Directives which increases edict cap by +1.
    * Mind and Body harmony tradition now also increases leader skill cap by +1.
    * Kinship harmony tradition effect on demotion time increased from -25% to -75%.
    * Supremacy adoption effect no longer increases starbase capacity by +2, but instead increases naval capacity by +20.
    * Trade Policies are now locked behind the Adaptive Economic Policies Mercantile tradition.
    * Rebalanced Pop costs for Caravaneer events to better reflect pop growth changes.
    * Rebalanced pop rewards and costs of multiple events to better reflect pop growth changes.
    * Reduced the pop requirement for Executive Retreat and Xeno-outreach Agency to better reflect the current pop system.
    * Prosperity traditions finisher no longer provides merchant jobs or gestalt jobs, but rather increases planet stability by+5 and pop resource output by +5%.
    * Reworked and rebalanced how some rare events are fired: e.g. repeatedly entering and exiting systems will no longer eventually guarantee certain events.
    * Tweaked carrying capacity formula to make housing usage modifiers more useful again (instead of taking total housing, it now takes total pops plus free housing).
    * Reduced the benefit orbital stations and starbase constructions receive from technologies when gathering resources.
    * Planetary designations that provided build cost modifiers now instead provide upkeep modifiers.
    * Urban World designation now reduces the upkeep of buildings and districts instead of affecting industrial district cost.
    * Refinery designation now increases production rather than reducing upkeep.
    * Added an Industrial World planetary designation that provide reduced benefits to both alloy and consumer good production, and do not shift jobs. The existing "Industrial World" is renamed "Factory World".
    * Automatic planetary designation selection will no longer be quite so sure that Refinery Worlds are what you really need more than anything else right now.
    * The Shattered Ring starting segment is now a size 25 habitable world with normal districts. Housing, Generator, Trade, Industrial and Farming districts present will convert to Ringworld Districts at a 5:1 ratio when the Ringworld is restored.
    * Buildings and districts that add bio-trophy jobs no longer add to carrying capacity, since having bio-trophies that use no housing will now increase carrying capacity already.
    * Reduced exorbitant fees for using Golden Rule federation elections (i.e. the money you get from distributing or appropriating the pot now more closely corresponds to the pot).
    * Industrial districts now convert into Foundry Arcologies and Factory Arcologies depending on the planetary designation.
    * The final level of capital building now unlocks all 4 corporate building slots (up from 3).
    * Judgment Corps domination tradition no longer increases crime prevention, but rather makes Enforcers produce 1 Unity.
    * Domination tradition finisher no longer increases monthly influence gain by +1, but rather increases increases admin cap by +20% for all empires.
    * Colonial Viceroys domination tradition now also increases monthly influence by +0.5.
    * Sacrificial Temples are now limited to 5 per planet.
    * Halved the minerals from mining The Interloper.
    * Replaced the mineral deposit on The Irreparable Damage with an engineering research deposit.
    * Rogue Servitor industrial habitat districts will no longer provide Artisan jobs but can still access the jobs by activating the Factory Habitat colony designation.
    * Cave Cleaner is now a Worker-tier job rather than Specialist.
    * Gas Plant Engineer job is now less attractive.
    * Racket Destroyer deal cost increased from 200 Minerals to 2000 Minerals.
    * Hive Minds are now able to purge other hive pops again.
    * Added so you can terraform a Tomb World to a Gaia World directly if you have the correct prerequisites.
    * Made it so that empires can't get worthless buildings from Reverse-Engineering Arcane Technologies.

    ###################
    # Performance and Stability
    ###################

    * Added a sanity check to prevent a possible crash when closing the game during gameplay.
    * Extend the timeout for client to respond to the startgame message so they wouldn't be kicked out the session by the host.
    * Fixed an Out of Sync error on hotjoin.
    * Significantly reduced the freeze caused by spawning the L-Gate.
    * Slightly reduced the performance burden of the auto-migration system.


    ###################
    # UI
    ###################

    * Changed humming ambient sound in main menu to "Ambient" category and volume.
    * Added indications in the UI (purge tooltip in species rights and planet view) as to how likely pops are to escape your current purge type, so long as the chance is not 0% or 100%.
    * There is no longer a "Close" button on diplomatic events, so you can no longer accidentally close important decisions by hitting "Esc" to e.g. save.
    * In the pop selection within the planet interface, you can now see how much of their output comes from buildings such as Mineral Processing Centers (which increase mineral output by lump sums), as well as how much of their upkeep is from edicts.
    * Various job modifiers have been improved to indicate Gestalt alternatives and similar variations.
    * The left-hand navigation bar will remain in a collapsed state when the mouse is left hovering, after making a menu choice.
    * Fixed so it's possible to click the lock icon when leftbar/navbar is in expanded state.
    * Switched the presentation order of Alloys and Consumer Goods in various UI contexts to match the order in the top bar.
    * Added clearer information on when you will next be able to use certain espionage operations in tooltips.
    * Added information on when the next Necrophage Elevation Ceremony will be on their elevation buildings' tooltips.
    * Corrected several errors in the tooltips for setting or unsetting a forced assembly species (specifically in the amount of assembly progress you will lose).
    * Fixed UI for Operation Sabotage Starbase.
    * The game will now tell you that the game is ready to start in the hotjoining interface (where previously there would be no message after "synchronizing game").
    * Food from deposits should now be possible to see on the map.
    * Added Hyperlane Opacity slider, defaulting to 0.3.
    * Clone Vats building is now sorted under Pop Assembly in the Construct Building list.
    * Tweaked colors of Restricted systems names to be slightly more readable.

    ###################
    # AI
    ###################

    * The AI will now cancel espionage operations for which it lacks the available spy power / infiltration level.
    * AI can now build 4-6 construction & science ships depending on how well it is doing financially, meaning some empires will expand and have their mining stations quicker than others.
    * The AI should now upgrade its fleets during peacetime.
    * AI now waits 15 years to fully take over the player.
    * Improve AI human takeover behavior:
    * * No naval bonus from difficulty in takeover.
    * * AI does not colonize after takeover
    * * AI does not destroy buildings after takeover.
    * * AI stops building armies after takeover
    * * AI stops building starbases & starbase modules after takeover
    * * AI stops buying & selling pops after takeover
    * * Code:
    * * * AIs taking over for a human player now take that into account when deciding on buildings to construct.
    * * * AI now considers building caps when deciding on what buildings to construct.
    * * * Removed the Upkeep check for approximation because of locking itself out of building certain stuff in deficit
    * * Script:
    * * * Reduced amount of jobs allowed to build new stuff
    * * * Increased scores for deficit, focus & amenities building weights
    * * * Reduced weight for pop buildings
    * * * Economic plans now favor less research and more stability and economic balance
    * * * Added a job weight for low income for artisan jobs
    * * * Increased job weight for technicians for low income situations
    * * * Reduced low income threshold for miner jobs
    * Economic plan fixed for hive & gestalt.
    * AI now cares more about energy & alloys. Added a building limit define.
    * The AI can now propose targeted Galactic Community resolutions even if they do not have Terrible or Excellent opinion of the target.
    * Changed the way that AI weight of Galactic Community resolutions is affected by opinion towards target and proposer, so that it is a multiplicative value instead of additive.
    * Increase the amount of saved credits.
    * Allow 10% over admin cap.
    * Don't build starbases on income below 100.
    * Consolidate economic plans & better subplans. Instead of economic plans based on time passed the AI now checks its own economic situation in order to adapt its strategy. As in, if I’m low on consumer goods I will not build research facilities.

    ###################
    # Modding
    ###################

    # Variables

    * In places where you use the value of a variable, you can now generally use "trigger:<any simple value trigger>" or "scope.another_scope.my_variable" (or a combination of the two: "capital_scope.trigger:num_pops" would work).
    * Made variables work in the last few scopes they didn't previously work in.
    * Overhauled how triggers using a single numerical value work. You can now do the following with them:
    * * Check against another scope for which the trigger would be valid, e.g. num_pops = from.owner.
    * * Check against a variable in the current scope, e.g. num_pops = my_saved_variable.
    * * Save the value the trigger would return true at (i.e. with = operator) as a variable, e.g. export_trigger_value_to_variable = { trigger = num_pops variable = my_var } => sets my_var to 61 if the current empire has 61 pops. For triggers using { }, you can specify parameters in “parameters = { }”
    * Enabled the use of variables for values in effects using a single numerical value work. E.g. add_experience = my_var
    * Changed format of check_variable_arithmetic considerably to let you specify multiple parameters (including e.g. multiple add parameters).
    * Added round_variable_to_nearest effect, in case you don't want to set something to 47.152
    * Added a time_multiplier parameter to add_modifier, so that you can multiply your number of days/months/years by a variable.
    * Added ordered_script_lists. So you can order, say, all playable countries, by their number of pops and run an effect on the one with the most, least, or e.g. 3rd most pops.
    * Enabled use of variables in all "modifier = { factor = X }" calculations.
    * Triggered resource tables can now take a "multiplier = variable" parameter, e.g. "produces = { multiplier = my_var energy = 100 }".
    * You can now use variables for the count parameter in "count_country" and the like.
    * Fixed multipliers for add_modifier in country scope (it worked elsewhere fine, just not in country scope...).
    * Simplified check/set/add/multiply/etc_variable to use the new format for "value". I.e. you don't need to specify = { } for complicated things anymore (in fact that won't work) but should instead use dot scoping.

    # Other

    * Consolidated has_non_swapped_tradition and has_swapped_tradition triggers into a single has_active_tradition trigger.
    * Added define for maximum allowed number of tradition category selections.
    * Added potential trigger to tradition categories.
    * Added num_researched_techs and fixed a bug where num_repeatable_techs wouldn't count you researching multiple levels of the same tech.
    * Special projects can now take triggered descriptions.
    * Fixed the AI being able to pick is_dialog_only event options and therefore escape the consequences of an event.
    * Defensive armies now have a pop-scope spawn_chance, so that you can control a bit better which ones are spawned.
    * Added save_detail_ai_build_plan console command.
    * Added reroll_random effect, which can be used in cases where random_lists would return the same result multiple times, but don't use in places where the random is used in tooltips as the result in the tooltip is likely to be wrong.
    * Adoption and Finisher tooltips of Tradition trees are now automatically generated.
    * Added ability to specify a numerical empire_limit for buildings (and have it show nicely in tooltips, like the planet cap).
    * Corrected spelling of "is_for_colonizable" and "colonizable_planet".
    * Added triggered pop modifiers for species traits.
    * Added defense_platform_modifier to Starbases.
    * save_ai_build_plan_details now also saves the decisions to ai.log.
    * Added fire_and_forget parameter to Resolutions.
    * Added num_sapient_pops trigger for planet and country scopes.
    * The clone_leader effect now copy the event leader and immortality flags.
    * Added parameter in starbase levels to exclude them from trade collection, so that trade collection range modifiers in country scope can be useful.
    * Added country_hostile_claim_influence_cost_mult modifier.
    * Added starbase_defense_platform_capacity_mult modifier.
    * Colony type icons now take keys instead of numbers.
    * Added num_tradition_categories trigger.
    * Created a triggered planet modifier that only works for pop_growth_speed.
    * Added on_actions for on_tradition_picked and on_ascension_perk_picked.
    * Added set_visited effect to make you able to see a solar system you have never visited before, also fixed the "no" case of set_surveyed.
    * Added triggered desc = { } for districts (to overwrite the base district, not to added an extra line to the tooltip as in the current triggered_desc).
    * Added set_saved_date effect.
    * Added script flags (with effects and triggers as usual) to all scopes missing them.
    * You can now use scripted loc in the names of button effects.
    * Added hostile_<type>_difficulty_add and hostile_<type>_difficulty_mult modifiers.
    * Added hostile_<category>_difficulty_add and hostile_<category>_difficulty_mult modifiers.
    * Added espionage_hostile_operation_difficulty_add and espionage_hostile_operation_difficulty_mult modifiers.
    * Added espionage_hostile_operation_cost_add and espionage_hostile_operation_cost_mult modifiers.
    * Added use_armynames_from to army types (works like use_shipnames_from in ship sizes).
    * Added a modifier diplo_action_acceptance_add that increases AI acceptance of all diplomatic actions.
    * Added on_building_downgraded on_action.
    * set_name now works on sectors and wars.
    * Added add_blocker effect (which unlike add_deposit will let you have control over which deposit the blocker will block).
    * Rephrased pop_can_live_on_planet trigger to can_live_on_planet (working in either pop or species scope, and taking a planet event target rather than a boolean).
    * added triggers "is_starbase_building_module" and "is_starbase_building_building" checking if the scoped starbase is building a specific item.
    * added trigger "starbase_buildable_is_in_queue_before" to check if a buildable is in queue before another. Scope is starbase.
    * Split has_system_trade_value trigger into that (and fixed a case where it would return the wrong number), has_collected_system_trade_value and has_uncollected_system_trade_value.
    * 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.
    * The effect "change_species_characteristics" can supports "add_trait", "remove_trait" and "add_traits_at_start_of_list"-flag.
    * Added effects to set a country's ruler title or heir title to a specified value, and to restore them to default.
    * Added should_remove_response_message_when_not_possible property for diplomatic actions, to remove response messages of the diplo action type if the possible check fails.
    * trigger_docs has been split between its components, which are now in their own subdirectory. Modifiers are now also in their own log file.
    * Fixed a bug where using a solar system as a location on various effects (e.g. enable_special_project) would not work but also not give an error log message. It now sets the location at the primary star in that system.
    * Added documentation for certain advanced scripting functionalities in scripted_effects/99_advanced_documentation.txt.
    * Added GetFossil and GetFossilPlural loc keys for species.
    * Added Civics and Origins "species_class" condition. Old "species" requirement is now called "species_archetype" instead.
    * Added galcom_member and council_member script lists.
    * Replaced AI define RESOLUTION_WEIGHT_OPINION_FACTOR with multiple other defines.
    * Replaced use of icon_frame in army types with sprites.
    * Changed observation_outpost into a scope change rather than a trigger/effect. This means it can be used on the right hand side of effects and triggers, e.g. exists = observation_outpost. On the other hand, "limit" no longer works on it, and it will no longer refer to every observation outpost in the country from country scope.
    * Removed any/every/random_mining_station/research_station as you should use just mining_station/research_station instead (more efficient).
    * Added on_action on_country_released_in_war.
    * LOGISTIC_POP_GROWTH_CEILING, REQUIRED_POP_GROWTH_SCALE, and REQUIRED_POP_ASSEMBLY_SCALE defines have been removed as they have been replaced by sliders in galaxy generation.
    * Traits can now be restricted to a Species class (e.g. fungoid).
    * Removed need for bombardment_stances to use icon_frame. The game will now look for a sprite called GFX_planet_modifier_ground_support + <key>.
    * Planet classes also now use "icon = <sprite>" instead of icon_frame.
    * Removed hardcoding of species archetype behaviour. Relevant happiness and growth modifiers are now automatically generated. (Note: a few of them have changed name slightly, and "robotic = yes" has been shifted from species classes to species archetypes).
    * Added on_star_system_destroyed on_action (called at the start of destroy_star_system).
    * Added orbital_station script list for country and system scopes.
    * The detail view shown when clicking ambient objects will no longer cut off text longer than a couple of lines.
    * Removed count_diplo_ties, as it is the same as count_relation but used older code.
    * Removed count_armies as it is the same as count_owned_army and count_planet_army but with older code.
    * Removed use of icon_frame in non-starbase ship sizes. It now only does something on starbases. Other ship sizes use "icon = key", which will look up several individual sprites; modders can therefore add new ships without overwriting the sprite sheet dds file.
    * Allowed you to define triggered descriptions for jobs and buildings.
    * Ambient Object descriptions can now take [loc.GetProperty] commands.
    * Added game_rule should_force_decline_species, which if true will set a species to decline on a planet regardless of purge status or overcrowding.
    * Fixed on_army_killed_in_combat so it can't be called multiple times per army.* In certain cases where one would use "mult" in weight scripting, you now should use "factor" (the game will warn you on startup in error.log).
    * Added has_climate trigger for planets.
    * Added abort_trigger for event chains (the ones in common/event_chains).
    * Fixed issues with scopes when using finish_site and finish_current_stage archaeology effects.
    * Added GetRemnantName/GetSpeciesRemnantName for cases where you really want your dead robot not to leave a skeleton.
    * Improved the randomness of random functions within while loops and every_x loops.
    * The "after" effect in events will no longer fire when an "is_dialog_only" option is picked (making it fire multiple times for the same event).

    ###################
    # Bugfixes
    ###################

    * Fixed some cases where someone else opening the L-Cluster would cause the related Situation Log entry to stick around forever.
    * Archaeology sites (and espionage operations) now correctly use the difficulty of the current stage, rather than that of the last stage.
    * Reinforcement fleets now get removed when destroyed.
    * Fixed colony ships not being affected by ship construction modifiers.
    * Fixed a number of inconsistent id3 tags in the Soundtrack DLC's MP3 and FLAC files.
    * Removed negative Void Dweller trait, preventing players from genetically modifying species to avoid taking penalties.
    * Removed the hidden event to flip Void Dwellers traits.
    * Made it so that only Organics get taxed for the growth discouraged decision.
    * Scions can no longer choose to comply with staying out of the War in Heaven.
    * Fixed Lithoid Craters being removed when terraforming into Hive worlds.
    * Fixed an unlocalised tooltip in the Baol event chain.
    * Made it so Calamitous Birth can't stack multiple Lithoid Craters or Buried Lithoids.
    * Fix for typo in Sanctuary of Repose building tooltip.
    * Fixed it so that if you ever reforge your Doomsday homeworld it will no longer have the Doomsday modifier.
    * Gestalts will now quickly stamp out crime on conquered planets.
    * Made it so Nanites can't ever spawn on terraformable worlds.
    * Made it so that a shielded planet won't show up in the event art when you pacify a habitat.
    * Shortened the Voidborne description so that it fits inside the Ascension Perk UI.
    * Fixed Messenger Project not being visible on galaxy map.
    * City Sizes on the planetary view now increase faster to account for recent changes to pop growth.
    * Replaced certain parts of localisation which were plain strings with appropriate localisation references.
    * Point Defense will no longer ignore missiles if strike craft are present on the battlefield.
    * Fixed non gestalt empires from being able to colonize with gestalt pops while in a federation.
    * Fixed it not being possible to issue move orders to explored and surveyed systems while having only science ships selected.
    * Fixed some interface elements using hardcoded strings rather than translated text.
    * Made the Event ‘The Cube’ more gestalt friendly.
    * If you swap from organic to artificial pop assembly or vice versa during mid-assembly, you now lose all progress in that assembly.
    * Fixed you finding an encryption key on your own empire (again!).
    * Fixed Target Uplink Computer effect not applying to defense platforms.
    * Added weightings which were missing from the Fanatical Purifiers name parts list.
    * Addressed issues with synchronized loc. entries for Pop Faction names. The various faction names now use the correct strings and may be rendered in Simplified Chinese.
    * Contact Report: Remnants event now happens when you encounter a ruined megastructure.
    * Fixed Ministry of Culture displaying the wrong job description for Machine Empires
    * Updated the job priority tooltip to be more clear
    * Made it so the Earth Custodianship isn't locked behind the Humanoid DLC
    * Addressed issues with various synchronized loc. entries for Empire names. Random names for empires including Hive Minds, Necrophages, Fanatical Purifiers and Corporate authorities now use the correct strings and may be rendered in Simplified Chinese.
    * Ascended Synthetic Spiritualists will no longer outlaw their own rulers.

    * Fixed the wrong event text being displayed for the Grassy Militia anomaly event.
    * Claims distance cost modifier now considers wormholes, even if borders are closed.
    * Updated First Contact Protocols tooltips to more accurately reflect the effects.
    * Improved consistency in map mode names.
    * Fixed an instance where Crisis factions couldn't reach their offensive targets and got stuck
    * Reinforcing fleets will now arrive and attempt to merge even if the target fleet is in combat.
    * Fixed jobs without employment caps being listed as X employed out of -1 available slots in job breakdown tooltip.
    * Sprawling Slums tooltip changed now accurately reflects what the deposit actually does on clear.
    * Fixed repealing Resolutions not working as expected.
    * Repealing the 4th resolution under the Mutual Defence category now makes proper reference to the Castigation Proclamation, rather than the Military Readiness Act.
    * Fixed the Prioritized and Deprioritized indicators on pop job assignment icons blocking mouse input.
    * Fixed colony designations including pre-sapient pops when evaluating pop limitations for the potential trigger.
    * Fixed crash when using the add_pops command.
    * Corrected capitalization in descriptive text for Organic Sanctuaries and Organic Paradises.
    * Fixed several issues related to planets displaying negative available jobs.
    * Fixed auto-pause not working for anomalies if auto-unpause was enabled.
    * Fixed the On the Shoulders of Giants Origin sometimes starting you off in a solar system with too many planets.
    * Rebalanced likelihood of certain rare events from occurring.
    * Starting with the Void Dweller or Shattered Ring origin in combination with the Reanimators civic now starts your empire off with a Dread Encampment.
    * Fixed it not being possible to enact the "Create Resort World" decision after repealing it
    * Fixed cases (e.g. Lithoid Necrophages) where species would repeatedly start assembling or growing and then cancel after the next monthly tick.
    * Fixed some cases where Necrophages would pause regular pop growth during purging.
    * Fixed issues with the portrait tooltip in empire creation sometimes being empty or containing empty lines
    * Fixed the “Randomize Ruler Name” button not always being enabled even though the requirements for it were met.
    * Fixed it being possible to open DLC landing pages during hotjoin and breaking the UI flow.
    * Fixed template list in fleet manager sometimes getting stuck in a scrolled state when a template was removed.
    * Industrial Worlds and Industrial Habitat designations no longer attempt to remove Foundry Drone jobs for Rogue Servitors, they now target Fabricator jobs.
    * Fixed construct mining station tooltip showing maintenance on energy mining stations.
    * Fixed pops sometimes staying in jobs that no longer existed after colony designation was changed.
    * Hive minds now perceive the "Living Sea" event with bespoke event text, rather than seeing the same events which are granted to regular, non-machine empires.
    * Fixed the Go To button for the "Unit Lost" event.
    * Made it so 'Diplomatic Corps ridiculed' expires after 3600 days.
    * Forge and Factory World designations now remember that a third tier of the buildings exist.
    * Fixed missing strings of random names for Supremacist and Technologist pop factions.
    * Fixed the icon for picking a colony designation being a robotic cow. Also made the robotic cow be used correctly for Machine Fringe Planets.
    * Humiliated modifier now has a negative icon.
    * Leisure districts no longer provide housing for Rogue Servitors.
    * Tooltips for Organic Sanctuary buildings and Leisure Districts for Rogue Servitors have additional information about their jobs.
    * Made it so you can not stack multiple "Missing Tree of Life" modifiers by trading systems.
    * Updated the Tooltips of the Ministry of Culture to be more appropriate for Gestalts.
    * Made it so the Infested World counter correctly updates when destroying a system with a Star Eater.
    * Reworded Lithoid rare resource traits to be clearer to the player.
    * Rebalanced the amount of pops required to gain certain event jobs.
    * Event "Unit Lost" now makes proper reference to the affected fleet.
    * Fixed Mars missing Terraforming Candidate when Sol spawns naturally.
    * Machine World Preference now uses the appropriate icon.
    * Fixed some consistency issues where Discovery traditions were called Exploration in French.
    * Fixed tooltip for Collective Reasoning tradition.
    * Fixed various instances of an invalid apostrophe glyph appearing in localized text.
    * Fixed it being impossible to communicate with caravaneers in certain circumstances.
    * Fixed exploitable_planets trigger always returning false (and its tooltip).
    * Made tooltips for invalid species traits highlighted in red in empire creation.
    * Fixed repair fleet orders not being carried out to completion if placed in a queue.
    * Implemented unused icons for titan ship components.
    * Fixed uncolonized Habitats mysteriously turning into shattered worlds when subjected to Star Eaters or the Aetherophasic Engine.
    * Fixed DLC icons being accessible in MP empire selection.
    * Adjusted a response string for spiritualists upon completion of First Contact, preventing a name reference from exceeding its bounds.
    * Fixed a missing loc string if your request to form a Federation timed out.
    * Fixed reference to "tiles" in collateral damage's tooltips.
    * As Death Cults, you no longer lose effects from active Sacrifices if you temporarily cease to have any Mortal Initiates (e.g. by sacrificing them all).
    * Fixed event-spawned leaders lacking certain traits they should have had from their species' characteristics, such as Psionic and Erudite.
    * Fixed modifiers to district build speed not being applied to tooltips when you choose to build them.
    * Fixed Academic Privilege Living Standard's tooltip missing some crucial information on what it does (+10% pop research output).
    * Fixed certain Traditions, such as Machine Synchronicity tradition Integrated Preservation, only taking effect after some delay or upon reload.
    * Fixed some issues with "Life Finds a Way" event not doing what the tooltip said.
    * Fixed misleading tooltip of the Oracle Nexus event.
    * Clarified some matters in the Memorialist civic tooltip.
    * AI controlled slaver guilds should now colonize planets.
    * Fixed a rare issue where you could have a +-1 skill bonus in first contact skill tooltips.
    * Cleared planets and asteroid belt from the Shattered Ring solar system.
    * Fixed a wrong Ethics reference in Polish localization
    * Made the Tradition "Faith in Science" have a less misleading tooltip.
    * Fixed <leader class> skill modifiers applying to multiple or all leader classes, instead of just the one they were meant to apply to.
    * Fixed traditions that refund you costs of demolished buildings to properly refund you if you manually demolish or downgrade buildings using the planet interface.
    * All colony designations of the appropriate type will now gain benefits from Resolutions such as Environmental Ordinance Waivers.
    * Fixed buildings with a queued upgrade in progress being counted twice towards building count limits.
    * It is no longer possible to shift criminals to worker jobs by manually prioritizing the worker job.
    * Fixed it being possible to retain species rights that had been made invalid by a change in government type or civics
    * Made it so the Hologram Planet anomaly no longer can spawn on planets with already existing dig sites.
    * The Totalitarian Faction will now be happy if you have the Slaver Guilds civic.
    * Agrarian Idyll Civic now properly adds 2 farming districts to your homeworld.
    * Purging every primitive on a planet now removes the Stellar Culture Shock modifier.
    * The ruler of the Galactic Imperium is no longer blocked from getting the Subjugation war goal / CB when they kindly offer protectorate status to another empire.
    * Hive Worlds no longer have access to both the Forge World and the Hive World Foundry colony designation.
    * Upon invading a Ketling primitive world the associated special project will now be removed from your situation log.
    * Fixed Fungoid research station model to remove hole in cylinder.
    * Passing Space Amoeba Protection Act resolution no longer allows you to pass the Tiyanki Conservation Act again.
    * Passing either the Tiyanki Conservation Act or the Tiyanki Pest Control will now fulfill the "pass a resolution" Galactic Focus.
    * Fixed cases where the cooldown for finding archaeology sites in quick succession would be triggered even though no archaeology site was found.
    * Fixed you getting unsuitable arc sites in the L-Cluster.
    * Void Dwellers are now correctly given starting resources depending on species and ethics.
    * Fixed not being able to revoke nominated Galactic Market planets if the relocation vote was ongoing.
    * If Shard is defeated the relevant event chains will be removed from all other nations.
    * The "What Separates Us" event will no longer fire if the other species are robots.
    * Added a more negative icon to the "Failed Savior" modifier.
    * The Shifting Sands event now properly gives a boost to physics research.
    * Lost to Bureaucracy event will no longer create planetary features out of thin air when you clear the blockers spawned.
    * Reintroduced gaining menace from turning a world into a Tomb World via bombardment.
    * Fixed defense platforms not being destroyed when dismantling a starbase.
    * Modified mesh to resolve Z-fighting between ringworld sections.
    * Enclave text boxes now reset correctly between messages.
    * Fixed an issue where you could take in Caravaneer pops even if your policies would automatically purge them.
    * Fixed Merchants Guilds not giving enough jobs from the Imperial Palace building.
    * Dimensional Horror now shows on the galaxy map.
    * "Repeal Crisis" resolutions are no longer missing an icon.
    * Fixed a bug that allowed you to gain menace by repeatedly vassalizing and releasing the same empire.
    * Fixed it being possible to open ship details for strange vessels via the fleet manager.
    * Added missing icon to the Study Hive Mind Drones Modifier.
    * Fixed a case where the third Baol arc site would not spawn.
    * You now gain visibility on the systems where you know the next Baol or Zroni arc site will be if you have never been there before, rather than having to guess where they are.
    * Fixed army transport fleets sometimes forgetting fleet stance and control group information when embarking
    * Land Appropriation and automatic resettlement now respect whether a species is allowed to live on the planet (e.g. won't resettle organics onto Machine Worlds).
    * Reanimators is now fully incompatible with Synthetic Ascension, rather than just quietly doing nothing as before.
    * Prosperity Traditions Interstellar Franchising and Public Works (+Hive/Machine variants) are now fully informative of which districts they provide boosts to.
    * Unemployed Lithoids will no longer move back to a Doomed homeworld through auto-migration, even if there *are* plenty of good jobs and housing available. (can_planet_receive_auto_migration added to Game Rules.)
    * Notifications for refused peace offers are now properly removed when a war has ended.
    * 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.
    * Stopped the automatic picker for assembling species from picking obsolete species with fewer traits.
    * Fixed Lithoids using Biological pop growth modifiers to determine whether they should be more likely to be picked as the next species to be grown.
    * Fixed a case where a Fallen Empire could send you multiple demands to change your ways if you didn't answer them fast enough.
    * Fixed pop Self Modification chain from pitting modified species against modified species.
    * Vassals created by the Galactic Sovereign no longer believe that they are also Galactic Sovereigns. There can only be one.
    * Fixed a too-long string cutting off invader power values in ground combat view in French.
    * Fixed an issue where destroying the Contingency's final world with a Star-Eater would not not properly end the Contingency Crisis.
    * Updated numbers in espionage operation roll tooltip to show correct information.
    * Fixed an issue where Nomads would keep asking for a Planet over and over, before establishing communications.
    * Thought Enforcement tech is now researchable with the Utopia DLC.
    * Fixed a crash upon mousing over a system with planets in as an observer.
    * Fixed a couple of Edicts having wrong deactivation cost.
    * The tooltip when you can't reinforce a fleet shouldn't duplicate the cause.
    * Fleets can be reinforced even if one ship type in the fleet can't be built.
    * Adjusted the term used in French to refer to empires who oppose Galactic Community resolutions.
    * Further fixes to the end of the Cybrex precursor chain.
    * Added defines to support Diffuse color as Emissive rather than Player color for skinned as well as static models.
    * You can no longer invite someone you are at war against to join your side in a new war.
    * Fixed it being possible to get multiple Imperial Cores via certain war goals releasing new empires.
    * Corrected opinion text placement in the Declare War view.
    * Grammar fixes to anomaly event "Adrift", and event "The Discovery of Alien Life" (assimilator variant).
    * The Manifesti faction should no longer reform after it has disbanded, either through suppression or lack of popularity.
    * Fixed several cases where the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains would not end properly if someone else found the homeworld first.
    * Fixed the Research Institute building not properly converting to Planetary Supercomputer when conquered by Gestalt empires, and vice versa.
    * Fixed auto-resettlement for Void Dweller habitats and certain other planets (needs a new save, though).
    * Fixed a typo in the Ruined World archaeology chain.
    * Fixed the spelling error in the “Restored Warship” event.
    * Fixed excessive unemployment caused by the Cave Cleaner job being too attractive.
    * Fixed an issue where Branch Office value tooltips could be displayed based on the wrong Branch Office owner.
    * Branch Office value generated from Criminal jobs for Criminal Syndicates is now properly shown in the tooltip for Branch Office value.
    * Fixed typo in “Operatives Toe the Line”.
    * Fixed crash on sector colony development update.
    * Fixed missing tooltips for increase/decrease buttons in monthly trade view.
    * Hyperlane registrar should now be unlocked with the correct technology.
    * Hive Minds can no longer assemble non-hive pops from spawning pools.
    * The colonizable planet icon should no longer disappear when a ship leaves an unsurveyed system.
    * Victorious ground troops will no longer embark automatically if there are hostile military fleets present in the system.
    * Starbase Defense Platforms can no longer be upgraded while the starbase is engaged in combat.
    * Fixed fleet speed being dictated by the first ship in the fleet instead of the slowest one.
    * Updated German translation for Arc Emitter.
    * Fixed a typo in Haahn's species name.
    * Fixed a few German text overlaps.
    * Fixed broken text references in "Pirate Haven Destroyed" event.
    * Fixed planetary deposit interfaces not showing triggered modifiers as icons.
    * Fixed jump distance counting not always finding the shortest path.
    * Fixed cases where event options with random effects were often not as random as they should be.
    * Updated a couple of Neural Slug events for Hive Mind empires.
    * When you play as the Commonwealth of Man, the UNE will now always correctly spawn again.
     
  12. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.727
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Liest sich erstmal mega gut. Hoffe die AI taugt was, ansonsten doch mal die neuen Mods testen.
     
  13. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Cool. Dann warte ich mit einem neuen Spiel samt neusten DLC noch eine Woche. :ugly:
     
  14. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    TValok und RC2225 gefällt das.
  15. Fipse

    Fipse
    Registriert seit:
    17. Mai 2007
    Beiträge:
    30.934
    Erst mal 3 Wochen auf alle Mod Updates warten :fs: :ugly:
     
    RC2225 gefällt das.
  16. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Kein wirkliches DD da Lem gerade erst veröffentlicht wurde.
    https://forum.paradoxplaza.com/foru...is-dev-diary-224-lem-is-out-what-now.1491139/

    Das Team schaut was alles für Exploits und Bugs auftauchen und wird dann entscheiden ob ein Hotfix nötig ist oder nicht.
    In der Zwischenzeit ein paar Wallpaper (weitere Auflösungen im PDX Forum)
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Es gab auch eine weitere Frage & Antwort Runde
    Question by jugyeong!
    Since now Commercial Zones give 1 merchant jobs if you go through mercantile tradition, does Commerce Megaplexes give 2 merchant jobs and 6 clerk jobs?
    Answer
    Yes, it's +1 to the number of Merchant jobs the building provides for both tiers.
    Answered by
    Alfray Stryke (QA)

    Question by Captain Cape!
    For the clone army origin, will there be any way to increase the limit of 5 ancient cloning vats?
    Answer
    At present, no, but it is set up in such a way as that would be easy to implement, should we (or modders) want to in future.
    Answered by
    Caligula

    Question by UMAR!
    Are there any plans to change the way ship-experience works? In the current system ships get 100 starting xp if the fleet academy starbase-building is built on the shipyard and then 1 xp per day in battle. I myself cannot say to ever have seen a ship that made it to the Veteran rank at 1000xp (900 days in actual combat! (and that's just the second rank out of 3, the last one is 10.000!)). In my opinion it is time to add more ways to earn ship-xp , like for example the ability to "drill" your ships, or to significantly decrease the xp requirements to get these boni.
    Answer
    All experience and especially ship experience work in pretty unintuitive ways currently and is something we are discussing at internally.
    Answered by
    Iggy (Content Design)

    Question by Antmanton!
    Any chance of a defense platform rework? They're too expensive early-game, and too fragile late-game. Also, can we get a tab in the Fleet Manager for mass-management, ie showing Starbases as "fleets" where we can queue, build/reinforce, and upgrade platforms across the empire from one screen?
    Answer
    There's certainly a chance of it at some point! I (and I think most people on the design team) would agree with your analysis there, so it's on the radar for the Custodians in general, but so are a lot of things, so no promises at all on when.
    Answered by
    Caligula

    Question by Positivity!
    As a Rogue Servitor main, seeing us get ecumenopoli this update made me really happy. Are there are plans for further reworks to treating my little bio-lords, or even putting the super-exceptional ones to work?
    Answer
    Personally, I think it'd be cool, but it goes against the current flavour of their empires.
    Answered by
    Alfray Stryke (QA)

    Question by Invictus!
    Will there be more updates similar to Lem coming in the future, as in the type that expand on past DLC's and are made by the Stellaris Custodian Team? If so, when could we start expecting the next one? Thanks!
    Answer
    The custodians will keep doing custodian work. We do not have dates to share, but we will keep working on updates like Lem!
    Answered by
    Duplo (Tech Lead)

    Question by Henri!
    Do you plan on adding more megastructures in the future, like ones that produce alloys/food for example?
    Answer
    There are no current plans that we are ready to talk about. If new megastructures are added, it would be a part of future DLC. The Custodians would not be adding new features like that.
    Answered by
    Daniel Moregård

    Question by Megacorp of Jeff!
    are there any plans to give megacorps unique origins?
    Answer
    Adding origins to older DLCs is something we are constantly on the lookout as custodians. You can see with the Clone Army origin, we are constantly looking for ways to improve existing content and if we find a megacorp origin we would like to have in the game I am sure we will add it.
    Answered by
    Iggy (Content Design)

    Question by Liggi!
    Often the AI will propose Resolutions that end up being very unpopular and get stuck at the bottom of the queue, essentially making that empire inactive in the Galactic Community for the rest of the game. Any plans to give the AI the ability to withdraw resolutions under some conditions like the player can?
    Answer
    AI is definitely one of the areas Custodians are looking into; so tweaking the way AI is proposing resolutions and handles diplomacy in general is something I'd like to see us tackle at some point
    Answered by
    pdx_fkirsek

    Question by shadoWarbird!
    The new traditions tree selection UI looks incredibly sexy. Are there any plans to touch up on any of the other UI systems in place and give them a graphical update?
    Answer
    When as Custodians we rework further core systems, it would be quite remiss of us not to improve their UX quality too!
    Answered by
    Caligula

    Question by mkajkot!
    Will the mechanics of planetary combat develop in the future?
    Answer
    A rework to ground combat is unlikely to happen due to the relatively high cost and relatively low value.
    Answered by
    Daniel Moregård

    Question by Zoythrus™!
    I saw that Criminal Megacorps with the Gospel of the Masses civic get a new "criminal" temple.
    Are there any plans to buff Criminal empires in general? They're cool but feel lackluster.
    Answer
    Not in Lem, we are constantly on the lookout when it comes to buffing less played builds such as the reanimators.
    Answered by
    Iggy (Content Design)

    Question by Gavin The Cleanerbot!
    after the nerfs to various origins, are there plans to bring the rest of them in line with eachother, barring of course challenge origins such as doomsday?
    Answer
    We want to keep looking over origins and civics. Some we would certainly like to remain as "challenging" origins, but anything not marked as "challenging" shouldn't feel like a bad choice when you take it. So we will keep coming back to balancing them in future free patches, but not always strictly against each other.
    Answered by
    GruntsPlayground

    Question by drachenklinge!
    how does reducing the research focus of the AI, which already is very bad in research improve the AI?
    Answer
    The Lem AI is better at researching than the Dick one, in our tests.
    Answered by
    Caligula

    Question by Warmaster Iconoclast!
    have you by any chance thought of making an energy beings species pack?
    Answer
    The thought has certainly occurred, similar to other examples like fish people, but we have no current plans that we are ready to share.
    Answered by
    Daniel Moregård

    Question by boobie villain!
    It was mentioned on the stream today that you guys were experimenting with having trade policies offer more unique resources such as science or naval cap (the latter in perticular sounds like an excellent feature for the corporate naval contractors civic). How does the team go about experimenting with features such as this? Thanks!
    Answer
    Typically we add features that are being experimented with to an in-development build of the game and conduct both single-player and multiplayer games with it.
    Answered by
    Alfray Stryke (QA)

    Question by HeaxBeast!
    are there any plans to add specific necroid or mollusk or avian traits among others? It could be argued that each species is pretty unique and deserving of slightly different playstyles through optional traits
    Answer
    Sounds cool! Nothing we are currently working on but I personally enjoyed the flavor of portrait locked traits.
    Answered by
    Iggy (Content Design)

    Question by drachenklinge!
    how is the current status of the planned empire sprawl overhaul? Can we expect it to drop in the next update in 3 months, does it need a lot more polishing, or was the idea thrown out?
    Answer
    We are actively working on it, but its a massive change, that will require a lot of balancing and testing, don't expect it with the next release after Lem
    Answered by
    GruntsPlayground

    Question by Junkan!
    will the ship previewer be added in this update since its the only feature i miss more then anything since the testing phase
    Answer
    Glad you like it! The Ship Browser was disabled in a previous patch by mistake. It will be enabled again in Lem, but it's still under A/B feature testing, meaning some players will have it and others won't. If you did have it before, there is a high chance that you will have it again.
    Answered by
    Monzun (Code Custodian)

    Question by Android Mead!
    will an empire with budding and clone army be able to ignore/exceed the limits from ancient clone vats. Similarly how do clone vats from the genetic ascension interact with the clone army origin if at all.
    Answer
    If you can bypass the limit of clone vats please report it on https://forum.paradoxplaza.com/forum/forums/stellaris-bug-reports.941/
    Answered by
    Iggy (Content Design)

    Question by timbrk!
    which new feature or change from the Lem Update are you most excited about?
    Answer
    I really really like the selectable traditions.
    Answered by
    Duplo (Tech Lead)

    Question by HowYouBear!
    I would like to know if you will synchronise the user_empire_design with it's corresponding playset. (meaning we don't have to actually switch manually the file while playing vanilla / modded for different empires)
    Answer
    Can you repost this as suggestion on the forums please (when they're back online)!
    Answered by
    Alfray Stryke (QA)

    Question by Luke5Arman!
    Is there going to be any rework/change to psionics? The two other ascension paths can be useful when taken in the 3rd and 4th ascension slot, but for psionics it feels like you need to take them ASAP to get much value from them, since they're so RNG based.
    Answer
    We are aware of certain AP might not be totally balanced and it is something we want to take a look at as custodians, however nothing to announce right now.
    Answered by
    Iggy (Content Design)

    Question by Moonotaur!
    Ok kinda small but, Trains? If we get a planetary change or updates maybe Internal efficency, carting supplies around a planet is difficult... I also just wanna know.. TRAINS
    Answer
    Sorry the HoI4 team currently have a monopoly on all trains
    Answered by
    Iggy (Content Design)

    Question by Android Mead!
    are there already plans for what to tackle in the next custodian update or does it remain to be seen? Similarly can we expect to see the next one around December/januaryish since that would be 3 months from now
    Answer
    Of course, we always have plans and tasks for future updates, though they're not set in stone. Current plan for the next update is november-ish, though it is not going to be as big Lem
    Answered by
    pdx_fkirsek

    Question by Onimorphus!
    Any plans to review the genemoding gameplay? Right now the UI and mechanics for genemoding is somewhat clunky, between the necrophage conversion methods and the idea of 'old clones being replaced by newer improved ones' sugested on the Clone Army Origin, there are some base paths to improve on the old 'special project' based genemoding.
    Answer
    No current plans to rework gene-modding, but we agree that there's a lot that could be improved. If there are concrete ideas about QoL-improvements or other suggestions, make sure to bring them up on the forums or discord.
    Answered by
    Daniel Moregård

    Question by Cloudread!
    Playing tall is kind of pointless now, since anything you could do tall, you could do better with another planet or system. Are there any plans to add more viability to tall gameplay? Whether as part of a future DLC, or maybe Custodian content to a previous DLC (Megacorp perhaps)?
    Answer
    It is something we are considering with the experiments on Empire Sprawl and Unity, which, again, is further in the future and not guaranteed to solve the problem, but again, its something we are aware of, see it as an issue (to a degree) and want to solve (without making expanding a bad choice either)
    Answered by
    GruntsPlayground

    Question by Helicopter200!
    Will machine world texture would be changed like in Synthethic Dawn banner to be metalic instead of being barren planet ?
    Answer
    Machine Worlds should be using their own texture, if they're using the texture of Barren Worlds, please file a bug report (with save and screenshot)
    Answered by
    Alfray Stryke (QA)

    Question by Moonotaur!
    With the selectable traditions it's quite obvious you plan to add more but how many more? Is this gonna be just 10-15 or could we be customising our empire out of 50+ of them?
    Answer
    There's a sweet spot before the UI becomes impractical to use due to simply having too much, and the tradition trees become quite same-ish. That leaves room for a few more than we have now, that is true, but I cannot imagine us ever having 50 tradition trees.
    Answered by
    Caligula

    Question by Emperor Louis!
    in a dev diary teasing what was coming for Humanoids you mentioned the possibility of content for orcs, was it later dismissed because content like barbaric despoilers and warrior culture cover that ground?
    Answer
    Probably a bit of both. Some expressions that covered that fantasy already exist in the game, and other ideas we had weren't necessarily strong enough to add to the game in their current form.
    Answered by
    Daniel Moregård

    Question by Onimorphus!
    With the new method of terraforming from the Idyllic Bloom civic, are there any plans to expand on the terraform mechanics? Right now its a very straight forward process of "click a button and wait" for such a relevant sci-fi concept.
    Answer
    I do agree that terraforming is pretty boring right now and I hope to spice it up in a future update.
    Answered by
    Iggy (Content Design)

    Question by Jack Cyber!
    any plans to try and give hiveminds and machines more stuff in general to even try and compete with some unofficial dlcs(mods) on the workshop?
    Answer
    We do want to add more options for both Hives and Machines, but we also, in general, do not compare ourselves or compete with mods for content. I'll add that while its something we want to do, its not on the level of having an exact plan and schedule. Singular civics and origins might get implemented if something really amazing is suggested.
    Answered by
    GruntsPlayground

    Question by MandatoryMarten!
    Hello! Seeing as releasing sectors as vassals from a megacorp now creates an oligarchy instead of another megacorp, will the same apply when a subjugation war for a subsidiary ends in status quo or will that still create a new megacorp?
    Answer
    Currently the behaviour of Subjugation Wars for MegaCorps is unchanged. However it's something we're aware of, but no promises of when this might be changed.
    Answered by
    Alfray Stryke (QA)

    Question by Liggi!
    If you could click you fingers and instantly change anything in Stellaris with zero dev / design work, what would you change?
    Answer
    I would love to change the fleet manager and the way we manage fleets.
    Answered by
    Duplo (Tech Lead)

    Question by ArmoredHero11!
    A while back, there was talk/plans to enhance the factions system and internal politics with things like internal tension between factions, civil wars, rebellions, government departments, cults, priesthoods, etc. Are you still moving forward with those plans and ideas or are you no longer going to mess with factions and internal politics?
    Answer
    Internal politics would be fun, it would probably be a more expansion team thing if we ever did it rather than a custodian one.
    Answered by
    Iggy (Content Design)

    Question by SamB!
    Necrophage devouring swarm pretty please? I need to be able to play as the flood so much it hurts.
    Answer
    Tuesday.
    Answered by
    Caligula

    Question by Henri!
    Most of the ascension perks feel extremely weak compared to others, even the ones that just give you buffs instead of features (for example techno logical ascendancy is much better than transcendent learning), do you guys plan on reworking or buffing some of the perks?
    Answer
    We have a plan to go over Ascensions Perks in the future.
    Answered by
    GruntsPlayground

    Question by UMAR!
    is there a plan to change the way empire sprawl affects research/unity? at the moment it is possible to just un-employ/re-employ bureaucrats when a tech is about to be finished our a tradition is about to be picked. It would be less exploitable if sprawl would directly affect research/unity output
    Answer
    Yes, as mentioned in dev diary #215 we are discussing a more spicy rework of unity and empire sprawl in the future.
    Answered by
    Daniel Moregård

    Question by Morebits!
    Are Democracies going to improved?
    Answer
    We are not happy with how mandates works and it could probably be a good thing for the custodians to look at.
    Answered by
    Iggy (Content Design)

    Question by MathyM!
    Do you think the upcoming changes to Unity will make Spiritualists viable, or will they still be outclassed by Meritocratic Technocrats?
    Answer
    Spiritualist being a competitive and engaging choice is the goal. And thanks to the Custodians modus operandi, we hope to work on it until that is achieved.
    Answered by
    GruntsPlayground

    Question by Traitor!
    could we have the option to set an empire's default policies in the empire creation screen?
    Answer
    That would add a lot of complexity to that UI, so its unlikely to happen because its not really adding value to the overall player experience of empire creation. It's possible that its rather the opposite, it would make the UI feel too complex for many.
    Answered by
    Daniel Moregård

    Question by MathyM!
    When improving AI, do you look at popular community mods such as Startech? Can we expect to see a default AI that surpasses community-created ones in the future, perhaps tied to difficulty settings?
    Answer
    When looking at AI improvements, we mostly focus on improving the code side of the issues it has. There is also the consideration of making the AI general enough to deal with any tweaks or mods. Figuring out how we want the AI to behave, though, is always an interesting problem where community input and solutions are useful.
    Answered by
    pdx_fkirsek

    Question by Liggi!
    The Manifesti event chain has an issue where the “final” event in the chain never fires. It’s been reported a few times but they always get marked as “Needs info” even after providing saves. Is the team aware of this bug? What can we do to help get enough info?
    Answer
    Could you link me the bug report in the chat channel, please?
    Answered by
    Caligula

    Question by Chillie!
    will you add new ascension paths (like we have psionics, synths and genetic) or at least more ascension perks overall in the future?
    Answer
    Nothing that extensive is currently planned.
    Answered by
    Iggy (Content Design)

    Question by Traitor!
    could the Xenophile faction attraction be tuned down a little? It seems ridiculous that having a handful of aliens (20 Nu-Baols, or 10% of the total empire population say) would lead to that faction outpacing the original ones.
    Answer
    If you have data supporting this please feel free to report it here: https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
    Answered by
    Iggy (Content Design)

    Question by Henri!
    Are you guys able to say what will be the ratio of food to alloy?
    Answer
    Catalytic Technicians/Drones have a job upkeeputput ratio of 3 food:1 alloy
    Answered by
    Alfray Stryke (QA)

    Question by Money LLC CEOverlord!
    Do we know whenabouts the change to admin cap might/will come?
    Answer
    Not in Lem, and probably not in the next update either, but perhaps in one of the updates next year.
    Answered by
    Daniel Moregård

    Question by Nelosi!
    have you ever considered doing a tradition swap for psionics (called Magicks or Arcanum) so that Psionics can stop being the weakest ascension path. Or is there anything else planned to make them stop being weak? As it stands now, their immediate benefits are not sufficient to provide early conquest benefits over other paths; and if that is a player's goal, it's simply stronger to pick no ascension path.
    Answer
    As of Lem, Tradition Swaps are gone and no longer used, so if anything is added to Traditions, it would be an entire new tree but no such thing is planned for right now.
    Answered by
    GruntsPlayground

    Question by Xander!
    How difficult would it be to make an Expansion Planner UI for Megacorp Branch Offices? The whole process of manually looking around the galaxy for planets to build on is extremely painful, and I often find myself just halting expansion at some point due to the sheer work involved in finding branch office candidates.
    Answer
    It would require quite a bunch of work, and a lot of effort to design a usable interface. It would be pretty cool though, so it may actually happen, at some point in the future.
    Answered by
    Duplo (Tech Lead)

    Question by trndr!
    will pasifist megacorps also get a way to convert other megacorp to oligarchies or will that be limited to capture and release tactics?
    Answer
    Pacifists in general have issues dealing with interstellar issues and that is by design.
    Answered by
    Iggy (Content Design)

    Question by Emperor Louis!
    How extensive is the clone army event chain? (without spoilers for what happens of course)
    Answer
    Among other Clone Army content, there is an archaeology site
    Answered by
    Caligula

    Question by Ketrai, filthy clerk unionist.!
    From the looks of it catalytic processing is going to be actively detrimental to your empire until the very late game. (Mineral hubs are better in comparison) (and there's more space minerals than food from hydro bays.) I'm all for other playstyles, but one that makes your empire worse seems a bit weird to me. Is it possible this one could be tweaked to give a base food bonus simimal to mining guilds?
    Answer
    As we've done with Lem, we'll continue to tweak the balance of civics as we feel they need it.
    Answered by
    Alfray Stryke (QA)

    Question by exi!
    What do you think about about repeatables which will be unlocked by traditions? For example: Mecrantile gives access to a repeatables for clerks and trade value.
    Answer
    The idea itself isn't bad, but it's weak on the part of how that would be presented to the player. Such a detail would be inappropriate for the tradition UI, for example.
    Answered by
    Daniel Moregård

    Question by Helicopter200!
    Will primitives will get an Story Pack and new age like when they explore solar system and exploit resources?
    Answer
    I would personally love to work on a Primitive Story Pack! Maybe some day...
    Answered by
    Mr. Cosmogone

    Question by Onimorphus!
    Any plans to add a heist/spy movie style operation to steal other empires relics? They belong in our museums afterall... XD
    Answer
    The problem with espionage operation ideas similar to that is that the AI would be able to do it to you (or other players in multiplayers). Being targeted by it would be an extremely big swing in power, and potentially really unfun for the player.
    Answered by
    pdx_fkirsek

    Question by Tamwin5!
    Any plans to go into Crime and Piracy more and make them effect each other, or is that more of an Expansion team thing?
    Answer
    I would certainly like to work on Crime and Piracy, to make them more engaging and that engagement more rewarding, but that would require a pretty massive rework and would be far off, since it would require several patch-cycles worth of development but...the desire is there, thats all I can say for now.
    Answered by
    GruntsPlayground

    Question by Liggi!
    Will you post a new roadmap for Stellaris soon?
    Answer
    There are currently no plans to work with public roadmaps. The reason for this is that we want to work with community feedback and using road maps risk locking us on a path that is not flexible enough to incorporate such feedback.
    Answered by
    Monzun (Code Custodian)

    Question by AiLystAP!
    Any plans to expand our civilization’s interaction with primitives? Will they finally notice that I turned their moon into an Ecumonopolis? Or my massed fleets drifting around my Mega Shipyard that I built in their system?
    Answer
    Adding some new cool content with primitives seems like a good idea for a future story pack.
    Answered by
    Daniel Moregård

    Question by Alex B!
    Could we get a tab in the Expansion Planner for planets we can build habitats on, filterable by deposit?
    Answer
    That would be difficult to show to the player in a clear way, since you're able to build habitats in orbit of all planets in your systems.
    Answered by
    Alfray Stryke (QA)

    Question by EliteSpectre!
    Are there plans to give Megacorps more civics as right now they're selection feels very anemic compared to the rest
    Answer
    We custodians will keep adding more content to where it makes sense and where it will add variety.
    Answered by
    Iggy (Content Design)

    Question by Warmaster Iconoclast!
    how likely is it that we might get more civics that give unique Government Types?
    Answer
    Not impossible but I'm afraid we have no plans in that area right now.
    Answered by
    GruntsPlayground

    Question by 1237Peeper!
    Will there be any more species DLCs a la the Necroids and Plantoids?
    Answer
    YES!
    Answered by
    Duplo (Tech Lead)

    Question by PAO | CrimsonBlade2!
    Can you fix the bug of the relic theft event where it says prev instead of from? On the forum someone made a thread about it some months ago
    Can you fix factions and made it so that at least authoritarians or xenophobes can purge pops with the ethics you suppress, or at least gene-mod them with nervestapling if they are bioascended?
    Answer
    For bugs, can you please file a bug report with a save and screenshot attached. https://forum.paradoxplaza.com/forum/forums/stellaris-bug-reports.941/
    Answered by
    Alfray Stryke (QA)

    Question by UltimateTobi!
    Has the military AI been touched in any way, shape or form?
    Answer
    The economic AI was the focus for the Lem patch and improving that, but for instance the AI will upgrade its fleets now.
    Answered by
    Caligula

    Question by Stamos!
    Are there any plans for psionics in the future
    Answer
    Yes
    Answered by
    GruntsPlayground

    Question by Spaceception!
    Will any old science events be rolled into the archeological site system?
    And for events in general, are there plans for more empire (planet/gov/species) events that can occur throughout your game?
    Answer
    This is an extensive process and usually requires at least 3 times as much writing is probably not going to happen for many events. If there is anything that you feel would really work as a digsite feel free to pitch it here: https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
    Answered by
    Iggy (Content Design)

    Question by megaboto.t.0.9!
    mister/miss devs, what is your opinion on turning the local baol population into oatmeal?
    Answer
    I don't like oatmeal
    Answered by
    pdx_fkirsek

    Question by Green Slime!
    Given the trend of plant and humanoid species getting their own special features in the upcoming update, can we expect the same treatment from other types of species as well? Arthropods, Molluscoids, and the rest? Wouldn't also mind a Lithoid retouch, would be interetsing to see their unique traits give something other than strategic resource.
    Answer
    A part of the value the Custodians are trying to create will be to add content to existing DLC. If we had a good idea for something we wanted to add to the Lithoids Species Pack, for example, there is nothing preventing us from doing that. As to whether or not we would be adding more species-specific content in the future, that would be good content for adding in future species packs.
    Answered by
    Daniel Moregård

    Question by drachenklinge!
    If two clone origin players work together and one side builds ancient clone vat on a planet, just to gift the planet the other clone player. Then they repeat this with all planets of the other player. Could they bypass the ancient clone vats limit this way, causing a player to get hundreds and hundreds of pops and dozens of ancient clone vats? And what happens with the ancient clone vats if an normal empire conquers an clone empire?
    Answer
    That exploit shouldn't work, but if you find a way to bypass the building or pop limit, please give us a bug report. https://forum.paradoxplaza.com/forum/forums/stellaris-bug-reports.941/
    Answered by
    Alfray Stryke (QA)

    Question by Liggi!
    This isn't a question but I love you all.
    Answer
    Answered by
    Duplo (Tech Lead)

    Question by Android Mead!
    with the addition of new archeological sites have any new relics been sneakily added? I hope to see more relics added in future regardless.
    Answer
    We love relics, but there are no sneaky relics in this patch.
    Answered by
    Mr. Cosmogone

    Question by Nelosi!
    Has the team noticed the absurd power of Lithoid Necrophage, and it's ability to scale at the same rate as (old) shattered ring? Is there any plans to alter how lithoids can interact with (or even possibly prohibit them from taking) necrophage?
    Answer
    We are aware of it, we are still in consideration about how or if its something we need to solve directly or if indirect changes will bring them a bit more in line.
    Answered by
    GruntsPlayground

    Question by Hurpix!
    Will we see new planetary features/modifiers, and if so will there be a way in the game setup screen to make them appear more frequent?
    Will ai finally defeat space pirates?
    When playing random empires I noticed that the prosperous unification origin happens almost 90% of the time, any chance to take a look into that?
    Answer
    No. Hopefully. Working as Intended.
    Answered by
    Iggy (Content Design)

    Question by MathyM!
    Are there plans for more keyboard shortcuts, or improved support for modding controls? There is too much mouse movement and scrolling right now, it would be great to use our keyboards for microing.
    Answer
    There are technical issues limiting how we can work with hotkeys, but hotkeys and overall interaction design is one of the things the Custodian team will work on, so some improvements can be expected. These will however most likely be in the form of improving the hotkeys we already have to make them more useful. Improving them on a technical level or adding something like rebindable keys is unfortunately for the most part outside the scope of Stellaris.
    Answered by
    Monzun (Code Custodian)

    Question by Legit-Rikk!
    Since you mark challenging origins as challenging, why not mark the strong origins as strong/easy?
    Answer
    Good idea, I will make a jira.
    Answered by
    Iggy (Content Design)

    Question by Chillie!
    What is your favourite ethic in stellaris? I am judging the person answering.
    Answer
    Fanatic authoritarian, because we need a safe and secure society.
    Answered by
    Duplo (Tech Lead)

    Question by Froozigiusz!
    Will we see in the future a community made content pack dlc like in the "City: Skylines"?
    Answer
    There are no current plans for sold UGC (user-generated content), mostly due to the fact that our games tend to change quite a lot compared to games like Cities: Skylines. Selling community-content through some sort of partnership program is a good business idea, but there are too many unknowns with possible negative implications to make this a priority for Stellaris. If a piece of UGC stopped working, who would be responsible for fixing it if the creater stopped being active with Stellaris?
    Answered by
    Daniel Moregård

    Question by Gorantev!
    For RP purposes I sometimes start a game with 0 AI empires, and with either 0 primitives, or with considerable number of primitives. Will there any special events for such games, where you, the player, get such big of headstart? It'll be great for RP'ing.
    Answer
    Sounds like an interesting mod!
    Answered by
    Iggy (Content Design)

    Question by Xander!
    Do you have any plans to add new Operations or otherwise adjust espionage? Right now, the active part of the system seems extremely underwhelming and not really worth the brain cycles to use, while the passive intel gathering is useful. Maybe allowing the user to be more particular in the effects of Operations? Say, like stealing specific techs or spawning pirates on particular systems? This wouldn't be very frustrating for the player to play against, but would be satisfying to do.
    Answer
    Custodians are always looking at previous systems and trying to figure out how to improve them. Personally, I'd love to see more espionage operations and more options for it (and proposing them) as well. The downsides are, as you mentioned, posibility of frustrating the player, bad UI / UX experience (imagine scrolling through all the technologies an empire has!), having the AI use the system properly etc.
    Answered by
    pdx_fkirsek

    Question by Zro Prophet Psi!
    Do you have more hiveminded plans, and what's your opinion with forgotten Queens?
    Answer
    Hello I am a content designer on the Custodian teams and I really like Hiveminds and I will always try to fight for more interesting hivemind content.
    Answered by
    Iggy (Content Design)

    Question by Walter the Walter Keeper!
    Hate to be greedy but two questions. 1. Can Walter be part of the Stellaris canon? 2. Are there any plans for primitive content? I would love for a Independence Day type event to go down
    Answer
    I didn't know who/what Walter is, but now I do and in my heart it's part of the canon already. Can't answer the second question: my head is full of Walter now.
    Answered by
    Duplo (Tech Lead)

    Question by Gorantev!
    *Better AI please? I'd love to have at least half-decent opponents. Same goes for factions, that actually do something outside of just giving influence, actually useful Heirs, more dangerous and less predictable rebellions, more engaging, dynamic and complex internal politics and affairs (especially for late game, especially for huge Empires where regions are getting massive)? And I'd welcome any changes for the better.*
    Answer
    The economic AI has been improved in Lem and and AI performance is something we're well aware of (I'm the QA assigned to keep an eye on the AI). We're currently looking at further improvements to the economic AI and we'll see how these turn out.
    Answered by
    Alfray Stryke (QA)

    Question by Money LLC CEOverlord!
    could we ever get multiple branch offices per planet or some kind of competitivity mechanic to allow gaining branches without war?
    Answer
    No current plans, but it makes sense, so maybe.
    Answered by
    Daniel Moregård

    Question by Ketrai, filthy clerk unionist.!
    Any plans to tweak post apocalyptic? The new radiotropic trait seems like a match made in heaven. But there is no way to guarantee more tomb worlds. Maybe a terraforming option? It's dissapointing exterminators with armageddon bombarding and primitives with their own nuke folly are actually able to create more. But an origin built around tomb worlds isn't.
    Answer
    Yes and no. There's a few narrative hurdles to overcome, considering that the post-apocalyptic origin is written to regret the apocalypse. But there are people within the team (cough cough Alfray Stryke (QA) ) who are championing the post-apocalyptic wreckers, who want their worlds to all be radioactive. I'd say there's a reasonable chance for it to be possible in the future, but I can't give an indication on when and in what form.
    Answered by
    Caligula

    Question by Nelosi!
    Was the balance to technocracy accounting for the discount provided by discovery's -20% to researcher upkeep? If so, I see the balance, and calculated (taking CG cost away for given society tech) a culture worker generates 1 unity for .533 CG, an entertainer does so for .5 CG, and with Discovery Technocracy, a researcher generates 1 unity per .8 CG. Was changing the unity alteration to technocracy explored? Or were the developers set on keeping it as similar as possible, while implementing an integer (1, 2 etc) change to keep the descriptions simple?
    Answer
    Yes, it was considered. The point was not to nerf them in relation to culture workers or entertainers but to themselves and yes, keeping them similar in description and effect was very important as well. So, if you take anything from that, its that we are observing technocracy change carefully, but we are comparing it to its past performance more than to other civics combos. We are also open to future changes, if required.
    Answered by
    GruntsPlayground

    Question by jasonpepe!
    Any plans about adding religion system and internal policy affairs (for new DLC)? It seems that they can spicy-up depth for both playstyle and long-term gamplay, as well as silly AI behaviors so they can at least try to play as their roles.
    Answer
    This is a difficult thing to work on as we don't want to force your story to be whatever we set up. Even if we were to create a religion system we could never account for every way you would want to set up your religion in your backstory.
    Answered by
    Iggy (Content Design)

    Question by Botak!
    do you have any plans to add new steam achievements in every or maybe after few free update ?
    Answer
    We are definitely interested in adding more achievements and we hope to be able do so in our upcoming patches, but as of now there are no concrete plans.
    Answered by
    Monzun (Code Custodian)

    Question by HeaxBeast!
    primitive story pack WHEN?
    Answer
    Not in the past, but maybe in the future
    Answered by
    Daniel Moregård

    Question by DragonMaster95!
    Can you take a look into buffing civics like Barbaric dispoiler, because civics like this one are easily replaced by an ascension perk.
    Answer
    We will continue looking into civics and origins with future updates, maybe not every patch but they will not be forgotten.
    Answered by
    GruntsPlayground

    Question by Onimorphus!
    Any plans to add more 'government types' to hive mind/machine empires, like a distinction between a 'single mind super organism' hive and a 'mutiple minds shared senses ' harmonious collective one?
    Answer
    No current plans, but the concept has been discussed. The different between a swarm controlled by a hive mind and a collection of individuals gathered in a psychic choir, for example.
    Answered by
    Daniel Moregård

    Question by Zaxen!
    I haven't played Stellaris for almost 2 years now. I stopped playing due to the late-game lag. Has that issue been fixed?
    Answer
    The main issue here is you not playing! More seriously, there were major performance improvements we put in 3.0.
    Answered by
    Alfray Stryke (QA)

    Question by Alex B!
    If I have a lot of generally unrelated suggestions, should I compile them all into a single post in the suggestion forum or should I make a lot of different posts?
    Answer
    Separate Suggestion will make it easier concerning upvotes, to see which idea actually has how much support. Too many ideas in one thread just make it a lot harder to digest.
    Answered by
    GruntsPlayground

    Question by Lukaso!
    Are You going to add more star systems near Sol like Tau Ceti or Epsilon Eridani that will spawn similarly like Alpha Centauri?
    Answer
    I would love to make more scientifically accurate systems, however we are probably not adding any more systems to the sol initializer. If you have any suggestions for the existing systems feel free to post them here with sources! https://forum.paradoxplaza.com/forum/forums/stellaris-suggestions.943/
    Answered by
    Iggy (Content Design)

    Question by Regunes!
    did you make new models for undead tyanki/voidspawn
    Answer
    Sadly no, however those are not the only leviathans you can reanimate.
    Answered by
    Iggy (Content Design)

    Question by Warmaster Iconoclast!
    will we meet the Hunters, natural predators of the Prethoryn, at some point in the future?
    Answer
    I don't think so. If the hunters are to come, we will most likely be long dead at the hand of the Prethoryn.
    Answered by
    Duplo (Tech Lead)

    Question by Positivity!
    Rogue Servitor Lost Colony origin. Coin flip whether the original empire are machines, confused that you found pets, or organics, concerned that they're pets.
    Answer
    What are coins?
    Answered by
    Alfray Stryke (QA)

    Question by Money LLC CEOverlord!
    Would there ever be a look into distancing traits like Lithoid from the species groups? Dwarves should be able to eat rock, for the Worm's sake!
    Answer
    As far as I am aware, no such plans I'm afraid
    Answered by
    GruntsPlayground

    Question by Helicopter200!
    Will in future be added more types of planets and species packs that will have more alien-ish look?
    Answer
    Planets: not so likely, but never say never. Aliens: likely
    Answered by
    Caligula

    Question by UMAR!
    with the introduction of radiotropic, will we finally get the ability to terraform planets into tomb-worlds? All one would need is an anti-matter-reactor and a wrench... no expensive terraforming equipment required...
    Answer
    As Caligula mentioned, this is something I've championed internally. We'll see if they let me off the QA leash.
    Answered by
    Alfray Stryke (QA)

    Question by Tamwin5!
    Do you know if there are any plans for the suggestion section of the forums? Improvements, more attention, etc.
    Answer
    Yes, please see DD 217
    Answered by
    Iggy (Content Design)

    Question by AiLystAP!
    Any planned update to Shroud interactions? Interactions with new (Pleasure Seekers) and old civics?
    Answer
    The Shroud is mysterious and is there is probably an infinite amount of content that we could add to it. So. hopefully
    Answered by
    Iggy (Content Design)

    Question by PAO | CrimsonBlade2!
    Can you make spiritualists more balanced against materialists by at least giving them +1 edict cap per level, so normal ones have +1 and fanatics +2 ?
    Can you fix factions and made it so that at least authoritarians or xenophobes can purge pops with the ethics you suppress, or at least gene-mod them with nervestapling if they are bioascended?
    Since relics are important, if you eliminate an empire by taking it last inhabited planet/habitat/ringworld can you instantly get all its relics so they don't get lost in the ether forever?
    Answer
    The balance between materialists and spiritualists is a commonly reoccurring topic. We've never managed to quite nail what spiritualist gameplay should be, but Unity and maintaining a cohesive civilization are concepts that would make sense for spiritualists.
    Answered by
    Daniel Moregård

    Question by gumbych!
    will there be an opportunity to for a "machine cult" type of civic/origin?
    Answer
    No current plans, but who knows what a future DLC could contain?
    Answered by
    Daniel Moregård

    Question by Luke5Arman!
    Are there any plans to up the number of ascension perks from say, 8 to 10, or maybe have 2 separate dedicated slots for the ascension types? I know there's supposed to be tension about choosing perks, but there are times where I feel like I absolutely can't make a decision to try a cool early/mid option, since the slots have to be saved for the hither tier folks.
    Answer
    I think we would rather make the less powerful APs more interesting and competitive.
    Answered by
    Iggy (Content Design)

    Question by ArmoredHero11!
    What are your plans to include more diplomacy features into the game like acting as mediator between two allies that can’t stand each other as well as repairing damage done to your federation by espionage attacks to pit one federation member against another?
    Answer
    It's a cool idea, but there are no current plans to speak of.
    Answered by
    Daniel Moregård

    Question by Liggi!
    What’s your favourite idea that’s totally out of scope for Stellaris, but you’d personally love to see in a Stellaris II?
    Answer
    When a land invasion starts I would love to launch a special version of another of our GSG with a custom map and play the actual invasion.
    Answered by
    Duplo (Tech Lead)

    Question by FlamingNoodle!
    why is game balance a priority
    Answer
    Variety is the spice of life.
    Answered by
    Iggy (Content Design)

    Question by Darth!
    1. if we cannot increase the limit of 5 ancient clone vats, how do we get rid of or sidestep the limitation?
    2. have you considered increasing the number of ascension perk slots
    3. what happens if an empire with the gaia seeders civic get a planet with a non-fully upgraded seeder (not yet a gaia world) orbitally bombarded into a tomb world? is the building destroyed, can a new building be built?*
    Answer
    1) Spoilers, find out in play 2) We would rather all all ascension perks are competitions. 3) The building should be destroyed, you'll need to fix the ecosystem again.
    Answered by
    Alfray Stryke (QA)

    Question by MathyM!
    Is the slave market getting any changes? It’s never a good option to sell pops for the little credits that you get. Could the prices be boosted dynamically? Perhaps an auction system?
    Answer
    No current plans, but we have discussed a simple bidding system in the past. We'll see if that gets revived in the future or not.
    Answered by
    Daniel Moregård
     
  17. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Kleines Update zu Lem
    #################################################################
    ######################### VERSION 3.1.2 ###########################
    #################################################################

    ######################
    # Performance and Stability
    ######################

    * Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

    ######################
    # Bugfixes
    ######################

    * Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.
    * The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.
    * Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.
    * Ancient Clone Vats can now only assemble Clone Soldier pops.
    * Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
    * Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.
    * Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

    ######################
    # Known Issues
    ######################

    * The penalty to alloy production from a food deficit in catalytic empires is not shown in the deficit tooltip.
    * Mastercraft Inc. Civic does not change Artisans into Artificers on an Ecumenopolis.
    * Some inconsistencies in the number of jobs exchanged by Foundry Station designation for empires with the Catalytic processing civic.
    * It’s possible for the Nivlac species to be created without the Radiotrophic trait in certain instances.
    * Party Aftermath event can create crossbreed species between caravaneers and an infertile clone pop.
    * Shattered Ring World can turn into a planet due to takeover or devastation.
    * Mechanical pops with a Decadent Lifestyle have no pop upkeep.
    * Awakened Empires don't use traditions properly.
    * Machine empires can spawn with the necrophage origin.
     
  18. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Ist es eigentlich normal das bei einer planetaren Invasion ein Teil der Pops in Pops der Gründerspezies verwandelt werden? :ugly:
     
  19. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Es gibt eine Politik das wenn ein Planet erobert wird sofort ein paar deiner Pops dorthin emigrieren. Dadurch wird die Unruhe reduziert. Kann man aber ausschalten
     
  20. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Danke, das zu ändern wird mir einiges an Zeit sparen. :hoch:
     
  21. beagletank

    beagletank
    Registriert seit:
    25. August 2010
    Beiträge:
    3.364
    Die Tage mal im Rem reingespielt und ganz großes Lob an Paradox in Bezug auf die Performance. Das Spiel läuft bei 800 Systemen auch nach 2450 immer noch super. Muss noch die 1000 Systeme testen, aber vor ein paar Jahren wäre das Lategame zu dem Zeitpunkt eigentlich schon unspielbar gewesen.

    Im aktuellen Match habe ich dann noch die kürzeste Krise aller Zeiten erlebt. Die Unbidden spawnen mitten in einen Krieg zwischen fanatischen Säuberen und zwei erwachten Reichen. Kaum verlässt deren Flotte das Startsystem, tauchen Schiffe von einem Fallen Empire auf und ballern das Portal weg. Hat höchstens ein Jahr gedauert.
    :topmodel::hoch:
     
  22. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Kleiner Patch mit Dingen die nicht warten konnten.
    Sollte Savegamekompatibel sein.
    #################################################################
    ######################### VERSION 3.1.2 ###########################
    #################################################################

    ######################
    # Performance and Stability
    ######################

    * Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

    ######################
    # Bugfixes
    ######################

    * Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.
    * The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.
    * Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.
    * Ancient Clone Vats can now only assemble Clone Soldier pops.
    * Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
    * Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.
    * Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

    ######################
    # Known Issues
    ######################

    * The penalty to alloy production from a food deficit in catalytic empires is not shown in the deficit tooltip.
    * Mastercraft Inc. Civic does not change Artisans into Artificers on an Ecumenopolis.
    * Some inconsistencies in the number of jobs exchanged by Foundry Station designation for empires with the Catalytic processing civic.
    * It’s possible for the Nivlac species to be created without the Radiotrophic trait in certain instances.
    * Party Aftermath event can create crossbreed species between caravaneers and an infertile clone pop.
    * Shattered Ring World can turn into a planet due to takeover or devastation.
    * Mechanical pops with a Decadent Lifestyle have no pop upkeep.
    * Awakened Empires don't use traditions properly.
    * Machine empires can spawn with the necrophage origin.
     
  23. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Kleines DD über die nächsten Patches.
    https://forum.paradoxplaza.com/foru...-dev-diary-226-custodians-next-steps.1493021/

    Eigentlich nur 2 Dinge.
    1. Das Custodian Team sucht bessere Wege mit der Community zu interagieren
    2. 3.2 kommt im November, hat aber großteils nur Verbesserungen im Hintergrund wie bessere KI. 3.3 kommt dann nächstes Jahr im Februar und soll wieder etwas größer werden inklusive der angekündigten Überarbeitung von Unity und Sprawl.
     
  24. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.727
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    "nur"

    Für mich wäre das die wichtigste Verbesserung überhaupt.
     
    fleischerfaust gefällt das.
  25. Alex86 Nick der Schlitzer McGurk

    Alex86
    Registriert seit:
    10. März 2015
    Beiträge:
    25.146
    Hat man also die Performance bei großen Systemen bzw längerem Spielfortschritt deutlich verbessert, ja sogar komplett bereinigt?
    Das Thema gabs doch schon von Anfang an und war einer der größten Kritikpunkte, wenn ich mich recht erinnere.
     
  26. beagletank

    beagletank
    Registriert seit:
    25. August 2010
    Beiträge:
    3.364
    Ob komplett bereinigt weiß ich nicht genau, aber insgesamt ist es deutlich besser geworden. Hat wohl einerseits damit zu tun, dass man die Anzahl der Pops/Jobs reduziert und auch die Wachstumskurven angepasst hat. Und dass das Spiel nicht mehr so häufig die Jobs im Hintergrund prüft.
     
  27. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zu den KI Plänen des Custodian Teams
    https://forum.paradoxplaza.com/foru...s-dev-diary-227-looking-after-the-ai.1493900/

    Diese Ziele hat sich das Custodian Team für die KI gesetzt.

    1. Immer an der KI zu arbeiten egal was sonst gerade passiert.
    2. Die KI soll auf unterhaltsame weise eine Herausforderung sein und nicht nur Minmaxen
    3. KI soll sich einzigartiger verhalten damit nicht jedes KI Imperium gleich handelt
    4. Von Anfang an neue DLC Features unterstützen
    5. Konstant kleinere Verbesserungen an der KI durchführen
    6. Schneller auf Spielerfeedback reagieren
    7. Hin und wieder einen großen Sprung bei der KI machen

    Im nächsten Patch soll es so einen Sprung geben.
    Bisher gab es 3 wirtschaftliche Skripte welche beschrieben haben wie viel Wert die KI auf welche Ressource liegt, gegliedert in Early, Mid und Lategame.
    Dieses Setup war aber zu unflexibel, gerade für Reiche welche sich gerade abgespalten haben oder einen schweren Schlag erlebten. Diese haben dann Early game Probleme obwohl es schon late game ist, können aber nicht richtig reagieren.
    [​IMG]

    In Zukunft wird es nur 1 Skript mit mehreren Unterskripten geben.

    Der Basisplan kümmert sich um Mineralien und Energie.
    [​IMG]
    Dann werden je nach Bedarf weitere Pläne hinzugeschaltet. Braucht das Reich Nahrung? Dann wird der Nahrungsplan aktiv. Konsumgüter? Ebenfalls in einem Unterplan.
    [​IMG]

    Auch Forschung ist in einem Unterplan
    [​IMG]

    Zusätzlich gibt es weitere Codeverbesserungen bei der KI.

    Hier 13 KIs nach 100 Jahren. Alle Reiche haben positive Einkommen bei allen Ressourcen und sind nicht in einer Todesspierale:
    [​IMG]
     
    RC2225 und TValok gefällt das.
  28. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    Kleine Vorschau auf den nächsten Patch.
    https://forum.paradoxplaza.com/foru...iary-228-new-content-features-in-3-2.1494598/

    Für Besitzer des Humanoid Pack noch ein weiteres Civic inspiriert von isolationistischen Fantasy Elfen was die verfügbaren diplomatischen Aktionen bzw. deren Richtung einschränkt
    [​IMG]

    Der angeteaserte Schiffsbrowser kommt
    [​IMG]

    Bestehende Events, vor allem welche mit nur einem Ergebnis nachdem man schon vor einiger die Events geändert hat damit diese nicht mehr fehlschlagen können bekommen neue Optionen
    [​IMG]
    [​IMG]

    Und neue Events, z.B. beim Terraformen
    [​IMG]
     
    Drugh und beagletank gefällt das.
  29. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Den Schiffsbrowser hab ich jetzt schon. :nixblick:
     
  30. beagletank

    beagletank
    Registriert seit:
    25. August 2010
    Beiträge:
    3.364
  31. Emet

    Emet
    Registriert seit:
    14. August 2007
    Beiträge:
    8.537
    Ort:
    am Rhein
    Wenn man das DD im Paradox-Forum liest steht dort auch das die Hälfte der Spieler das als Test jetzt schon hat. Kam wohl gut an und kommt jetzt für alle. ;)
     
  32. Miriquidi ehemals OERST :wahn:

    Miriquidi
    Registriert seit:
    23. August 2006
    Beiträge:
    4.264
    beagletank und Emet gefällt das.
  33. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    ´Mal sehen ob es auch eine Spongebob Rasse geben wird.

    Schiffe sehen schonmal gut aus
    [​IMG]
     
    Zuletzt bearbeitet: 19. Oktober 2021
    Miriquidi gefällt das.
  34. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zum Aquatic Species Pack
    https://forum.paradoxplaza.com/foru...-dev-diary-229-aquatics-species-pack.1495333/

    Pack enthält:
    15 normale Portraits
    1 Roboter Portrait
    1 Schiffsset
    2 Origins
    1 Civic
    1 Spezies Trait
    1 Ascension Perk
    1 neue Beraterstimme "inspiriert von Abenteurern auf hoher See"

    [​IMG]

    Viele der neuen Mechaniken sind auf nasse Planeten beschränkt.
    Die Civic gibt die mehr Nahrung und Konsumgüter auf nassen Planeten
    [​IMG]

    Der neue Perk verbessert deine Spezies allgemein auf nassen Planeten, gibt dir aber Nachteile auf allen anderen Planetentypen. Das Perk ist nicht an die Portraits gekoppelt, man kann also sowohl ein aquatisches Portrait nehmen und eine ganz normal an Land lebende Spezies spielen und auch ein bereits existierendes Portrait und diese spezies Aquatisch machen
    [​IMG]

    Der Ascension Perk vergrößert den Bonus und auch die Nachteile dieses Traits. Zusätzlich kann man im Weltall Eis abbauen mit dem man seinen Planeten vergrößern kann indem man mehr Wasser zum Planeten bringt. Es gibt auch eine neue Koloss Waffe mit der man Welten unter Wasser setzt.
    [​IMG]

    Eis wird auf neuen Eisasteroiden abgebaut, man verschwendet also keine Mineralienslots dafür.

    [​IMG]

    [​IMG]

    Die neuen Origins sind

    Ocean Paradise
    Man fängt mit einer sehr großen Ozeanwelt an. Die garantiert kolonisierbaren Planeten sind alle gefroren und keine Ozeane
    [​IMG]

    Here be Dragons
    In deinem Heimatsystem befindet sich ein Etherdrache. Wenn man ihn bei Laune hält verteidigt er dich. Verärgerst du ihn aber greift er dich an.
    [​IMG]
    [​IMG]

    Und eine weitere Großaufnahme eines neuen Schiffes
    [​IMG]
     
    Zuletzt bearbeitet: 21. Oktober 2021
    Miriquidi und MtRobson gefällt das.
  35. spike2109

    spike2109
    Registriert seit:
    22. April 2010
    Beiträge:
    10.727
    Mein RIG:
    CPU:
    Intel Core i5 8600K 6x 3.60GHz
    Grafikkarte:
    MSI GeForce RTX 2060 Ventus XS 6G
    Motherboard:
    MSI Z370-A PRO Intel Z370
    RAM:
    16GB Crucial Ballistix Sport LT grau DDR4-2400 DIMM CL16
    Laufwerke:
    Samsung 850 EVO SSD 500GB
    Samsung 870 QVO SSD 1TB
    Soundkarte:
    Asus Xonar DGX 5.1
    Gehäuse:
    Coolermaster STORM SCOUT
    Maus und Tastatur:
    Logitech G400 Maus
    Logitech G510 Gaming Tastatur
    Betriebssystem:
    Windows 10 Pro
    Monitor:
    LG 24GN53A-B + Samsung Syncmaster T220
    Gestern mal mit der Startech Mod gespielt im Multiplayer. Die KI hat 2 von 3 Leuten einfach mal erobert :ugly:
    Wir haben zugegeben auch falsch priorosiert, dass die nach 40 Jahren dann so massiv Flotten haben kam unerwartet.
     
  36. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zum neuen Schiffsset
    https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-230-the-art-of-aquatics-ships-the-drake.1495959

    Eine Bilderreihe angefangen von Materialstudien (Auszug)
    [​IMG]

    Ersten Konzepten
    [​IMG]

    Mehrere Stufen von Verbesserungen
    [​IMG]

    Und Materialauswahl
    [​IMG]

    Dann müssen die einzelnen Schiffe auch so designt werden das der Stil konsistent ist
    [​IMG]

    Natürlich dürfen bei Unterwasserwesen die Tentakel nicht fehlen
    [​IMG]
    Die auch im Spiel gut aussehen müssen
    [​IMG]

    Und es gibt nicht nur Schiffe sondern auch Basen
    [​IMG]

    Danach muss modeliert werden
    [​IMG]

    Der Drache für den neuen Origin soll auch "fischiger" aussehen als der bisherige.
    [​IMG]
    Und er soll alt aussehen
    [​IMG]

    So wurde das Konzept weiterentwickelt
    [​IMG]
    Bis zum Ergebnis
    [​IMG]
     
    Zuletzt bearbeitet: 29. Oktober 2021
  37. Ixalmaris gesperrter Benutzer

    Ixalmaris
    Registriert seit:
    16. Juni 2016
    Beiträge:
    10.809
    DD zu den Aquatic Portaits (leider keine Galerie)
    https://forum.paradoxplaza.com/foru...diary-231-aquatics-portraits-and-art.1496549/

    Wie bei den Schiffen hat man erstmal Referenzen gesammelt
    [​IMG]

    Und sich überlegt welche Themen man abdecken will.
    [​IMG]

    Für jede wird eine Konzeptzeichnung erstellt
    [​IMG]

    Diese wird dann gerendert
    [​IMG]

    Und verschiedene Farbvariationen erstellt
    [​IMG]

    Natürlich müssen noch Animationen erstellt werden
    [​IMG]

    [​IMG]

    Und fertig ist das Portrait
    [​IMG] [​IMG] [​IMG]
    https://vimeo.com/586654802
    https://vimeo.com/563610785
    https://vimeo.com/639153186

    Es gibt auch 2D Grafiken für Events usw.
    Vom Konzept
    [​IMG]
    Über mehrere Zwischenstufen
    [​IMG]
    Zum finalem Bild
    [​IMG]
     
    acer palmatum gefällt das.
  38. Miriquidi ehemals OERST :wahn:

    Miriquidi
    Registriert seit:
    23. August 2006
    Beiträge:
    4.264
    Wenn ihr die neuen Schiffe sehen wollt, einfach etwas skippen.

    https://www.twitch.tv/videos/1199637019

    Von den Portraits bin ich etwas enttäuscht, finde ich teilweise nicht sehr aquatic. Dafür sind das Shipset und die Station fantastisch.
     
  39. TValok

    TValok
    Registriert seit:
    9. Dezember 2014
    Beiträge:
    473
    Einige sehen sogar nur wie Kopien von bereits bestehenden aus :/
     
  40. Miriquidi ehemals OERST :wahn:

    Miriquidi
    Registriert seit:
    23. August 2006
    Beiträge:
    4.264
    Ja, echt enttäuschend.
     
    TValok gefällt das.
Top