End Game performance is extremely poor |
Severe |
1, 2, 3 |
Le Guin |
Despite the hard work of Paradox QA, there's still a strong feeling of a lack of quality assurance, and new DLC or updates not always being up to par |
Severe |
1, 2 |
Le Guin |
Despite the hard work from devs and Community Management, there's still a strong feeling of a lack of communication from Paradox about these issues |
Severe |
1, 2 |
Le Guin |
End Game/Crisis AI is too passive to plain broken, not doing anything |
Major |
1, 2 |
Unknown |
Sector AI does poor optimisation |
Major |
1, 2, 3 |
Le Guin |
AI has very poor fleet positioning (keeping fleet in Starport, not building deathstacks, suiciding) |
Major |
1 |
Game launch |
AI makes poor choices in building buildings/Economy AI is poor |
Major |
1, 2, 3 |
Game launch |
Multiplayer players sometimes experience desyncs |
Major |
1, 2, 3 |
Unknown |
Key rebindings are unavailble, very annoying for players with non Qwerty keyboards |
Moderate |
1, 2 |
Game launch |
No colourblindness mode |
Moderate |
1 |
Game launch |
Game is not accessible for those of poor sight |
Moderate |
1 |
Game launch |
Random templates spawning and orphaned fleets |
Moderate |
1 |
Game launch |
Several Launcher issues (though these are known by Paradox) |
Moderate |
1, 2 |
Lee |
AI declares wars it cannot win |
Moderate |
1 |
Unknown |
Game is too sensitive to snowballing and a defeated AI cannot recover |
Moderate |
1 |
Game launch |
After the early to mid game, even on the hardest difficulty other AI cannot keep up with the player |
Moderate |
1, 2 |
Game launch |
Midgame is boring |
Moderate |
1 |
Game launch |
Tech cost, Unity, relative strength, and weapon damage/hull/armor/shield can overflow (extra prevalent for mods) |
Moderate |
1 |
Game launch |
Game has too much focus on pop growth |
Moderate |
1 |
Le Guin |
A lot of civics and traits feel without personality, not affecting the game in major way beyond being boring stat modifiers |
Moderate |
1 |
Game launch |
Automated ship template AI is extremely suboptimal, often choosing subpar builds |
Moderate |
1 |
Lee |
Hive minds feel lackluster |
Moderate |
1 |
Le Guin |
Machine Empires are unbalanced compared to normal empires (too strong) |
Moderate |
1, 2 |
Le Guin |
Fleets sometimes stop shooting for no real reason |
Moderate |
1 |
Unknown |
Massive unemployment after psionic or cybernetic ascenscion |
Moderate |
1 |
Le Guin |
Version mismatches are common |
Moderate |
1 |
Le Guin |
Strikecraft don't get their bonuses applied properly and are underpowered |
Moderate |
1, 2 |
Unknown |
No frequent patches and patches are bound to DLC |
Moderate |
1 |
Unknown |
Enemies can use gateway when system is occupied |
Moderate |
1, 2 |
Unknown |
Fleet battles are very hands-off |
Moderate |
1, 2 |
Unknown |
Long load time from launcher to ingame |
Moderate |
1 |
Unknown |
Prethoryn Scourge nonfunctional due to slow infestation |
Moderate |
1 |
Unknown |
Precursor Imbalance and Static Outcomes |
Moderate |
1 |
Unknown |
Job weights have to be hardcoded into the job and cannot be coded into Trait modifiers |
Moderate |
1, 2 |
Unknown |
has_monthly_income condition is always one month outdated |
Minor |
1 |
Unknown |
Initial democratic leaders disappear after losing an election |
Minor |
1 |
Le Guin |
Gene modding is too strong. With two gene-modding points, you can create every combination of species |
Minor |
1 |
Game launch |
Pop migration is completely unimportant as a mechanic as soon as you can afford to manually migrate pops |
Minor |
1 |
Le Guin |
Manual pop migration is a lot of work to micromanage |
Minor |
1, 2, 3 |
Le Guin |
No direct control over jobs assignment, and job assignment AI is sometimes inefficient |
Minor |
1 |
Le Guin |
Jobs AI heavily favors efficient processor trait |
Minor |
1 |
Le Guin |
Species overview doesn't perform/crashes when there's too many species |
Minor |
1 |
Le Guin |
Defense platforms are useless in the late-game and require too much micro |
Minor |
1 |
Unknown |
Too much tracking on Battleship L turret |
Minor |
1 |
Unknown |
Point defense always targets strike craft over missiles |
Minor |
1 |
Unknown |
Pops never decline from overpopulation |
Minor |
1 |
Lee |
Great Khan/Awakened Empires/Crisis are underpowered in fleet strength |
Minor |
1 |
Le Guin |
Purges are too slow for Contingency/Scourge |
Minor |
1 |
Le Guin |
Robot Assembly is forgotten and cannot choose not to assemble specific robots |
Minor |
1 |
Le Guin |
Synth Species Rights are broken |
Minor |
1 |
Le Guin |
Assimilation of main species instantly reverts back to citizen rights |
Minor |
1 |
Le Guin |
Launcher requires Steam to run |
Minor |
1 |
Lee |
Strike craft have been simplified away from Fighters/Bombers |
Minor |
1 |
Lee |
Upgraded buildings must be repaired before being demolished |
Minor |
1 |
Le Guin |
Localisation issues for hive minds (referring to them as individuals) |
Minor |
1 |
Banks |
Current leading strategy is Battleship spam |
Minor |
1 |
Banks |
Lategame strategy for Tech-heavy empires is spamming repeatable tech |
Minor |
1 |
Lee |
Lategame strategy for Tech-heavy empires is spamming repeatable tech |
Minor |
1 |
Game launch |
Pop ethics shifting is broken |
Minor |
1 |
Game launch |
Equal war exhaustion for all ship types, making corvettes non-viable and smaller countries vulnerable |
Minor |
1, 2 |
Game launch |
Peace options very simplified |
Minor |
1 |
Game launch |
Few interactions with populations besides seeing some numbers change |
Minor |
1 |
Game launch |
Threat isn't visible |
Minor |
1 |
Game launch |
Force disparity doesn't properly work |
Minor |
1 |
Game launch |
Odd modding contexts |
Minor |
1 |
Game launch |
Game has, as all Paradox games, still no real reason do to anything else than Total War. AI also treats this as such |
Minor |
1 |
Game launch |
Forced Status Quo |
Minor |
1 |
Game launch |
No notification that fleets have arrived at target |
Minor |
1 |
Game launch |
Cannot hotkey idle ships |
Minor |
1 |
Game launch |
No notification that fleets have arrived at target |
Minor |
1 |
Game launch |
Cannot hotkey idle ships |
Minor |
1 |
Game launch |
Machine Empires cannot vassalize genocidal machine empires (they should be able to) |
Minor |
1 |
Le Guin |
Scourge is buggy around habitats |
Minor |
1 |
Unknown |
Armies disappear from outlier in lategame |
Minor |
1 |
Unknown |
Game is too deterministic |
Minor |
1 |
Unknown |
Cannot designate what planets go into sector |
Minor |
1 |
Unknown |
Sector Management feels clunky, cannot designate planets to sectors |
Minor |
1,2 |
Le Guin |
Lack of empire interactions beyond very basic diplomacy, no espionage mechanics |
Minor |
1 |
Game Launch |
All Unbidden stations count as Dimensional Anchors |
Minor |
1 |
Le Guin |
No easy way to see strategic resources |
Minor |
1 |
Le Guin |
Fleet target finding on Passive is not intuitive |
Minor |
1 |
Game launch |
Fleet reinforcements should coordinate arrival time |
Minor |
1 |
Game launch |
Lack of cosmetics for machine empires |
Minor |
1 |
Game launch |
No sorting or search in outlier |
Minor |
1 |
Game launch |
Fleet power sometimes arbitrarily reduced |
Minor |
1 |
Lee |
Megacorps do not have access to regular civics |
Minor |
1 |
Le Guin |
AI never terraforms |
Minor |
1 |
Unknown |
Some precursors are a lot more rare than others |
Minor |
1 |
Unknown |
Big scaling difference in precursor rewards |
Minor |
1 |
Unknown |
Some precursors that offer no benefit to the player empire may appear |
Minor |
1 |
Unknown |
Dig sites may appear in unreachable locations or not at all |
Minor |
1 |
Unknown |
Too much micro building stations |
Minor |
1 |
Game Launch |
Event spawned ships have no piracy suppression |
Minor |
1 |
Unknown |
Lack of traditions |
Minor |
1, 2, 3, 4 |
Game Launch |
Calculation cost of alloys is sometimes incorrect |
Minor |
1 |
Unknown |
Too high density empies makes missions impossible |
Minor |
1 |
Game Launch |
Specialization in resources makes single-planet rebellions very weak |
Minor |
1 |
Le Guin |
Lack of different crisises |
Minor |
1 |
Game Launch |
Slaves on Galactic Market are always selected individually, which is tedious |
Minor |
1 |
Le Guin |
Cannot reorganize the Planets/Fleets in the tab |
Minor |
1 |
Game Launch |
Timed planet modifiers don't count down when applied to uninhabitable planet classes |
Minor |
1 |
Unknown |
Tile blockers that grant pops always grant primary species pops |
Minor |
1 |
Unknown |
No detail on the impact on Empire Sprawl from individual sectors |
Minor |
1 |
Le Guin |
Cannot transfer entire sector via diplomacy, has to go planet-by-planet |
Minor |
1 |
Game launch |
Lack of variety in technology and everyone will unlock almost everything always given enough time |
Minor |
1 |
Game launch |
Transport fleets are babysitted from actual fleets |
Minor |
1 |
Game launch |
Planetary specialisation is required very early in planet development |
Minor |
1 |
Unknown |
Cannot set a long-term build order for planets |
Minor |
1 |
Game launch |
No extra tiers on Exotic Resources buildings |
Minor |
1 |
Le Guin |
No use for Toxic/Molten worlds |
Minor |
1 |
Game launch |
Cannot stop synthetic evolution pops |
Minor |
1 |
Game launch |
No way to sync mods or check checksums with other players |
Minor |
1 |
Game launch |
No way to filter notifications over a longer period |
Minor |
1 |
Game launch |
Ethics shift seems to be non-existant |
Minor |
1 |
Le Guin |
Crime is easily dealt with |
Minor |
1 |
Le Guin |
Last stage of mega art installation requires minor artifacts even if Ancient Relics isn't owned/enabled |
Minor |
1 |
Lee |