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https://forum.paradoxplaza.com/forum/threads/the-solution-to-the-late-game-lack-of-pops-and-making-pops-more-important-lp.1495203/
On the plus side, it might open up the possibility to finally make SI more modular.
If you want to give it a test run switch back to latest 2.6 of Stellaris. It runs perfectly fine with that version.
And i didn't test yet, but how pop traits and bio path works here?
The three ascension perks that are no longer available from traditions are instead granted when the following things occur:
- You colonize your first new world.
- Your precursor system is revealed (whether by you or someone else).
- An end-game crisis starts, or a Fallen Empire awakens.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2073453293
I will wait for the full remake of the economy and I hope they bring back the basic rural jobs.
I think the previous system was really creative, the problem being the rural buildings UI.
Instead of this weird "laborer" job that produce everything, why not then just make the planetary features give jobs instead of 'bonuses' ? Much better having farmers, miners, etc...
Another thing is a few visual bugs with ship sections like a titan one saying it has 8 hangar segments but instead has 4 and 8 med gun turrets.
The AI is not currently a high priority - as the core economy is still getting ironed out and any improvements to AI now are just wasted work.
@erik.vale
Immortal doesn't change anything that I'd imagine would cause the bug you mention, so I suspect it's a feature of vanilla Stellaris. That said, when we get to the point where AI can be a priority again, I'll see what I can do.