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Author Topic: Stellaris  (Read 102684 times)

Undercovergeek

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Reply #555 on: June 09, 2022, 02:31:51 AM
My struggle today is empire size - sat at 112% - and so many juicy planets to colonise, like maybe 8



Barthheart

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Reply #556 on: June 09, 2022, 06:54:47 AM
Don’t get too hung up on Empire size. The bigger your empire the more stuff you bring in the less effect Empire size has. Colonize everything, mine everything and you’ll be fine.

PETS - People for the Ethical Treatment of Square corners


bob48

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Reply #557 on: June 09, 2022, 07:00:27 AM
Should you not have added 'Mwhahahaha' to that?

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Barthheart

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Reply #558 on: June 09, 2022, 07:11:55 AM
Should you not have added 'Mwhahahaha' to that?

Absolutely!  :bigthumb:

PETS - People for the Ethical Treatment of Square corners


Undercovergeek

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Reply #559 on: June 09, 2022, 08:00:07 AM
Even ignoring the penalties?



Barthheart

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Reply #560 on: June 09, 2022, 08:23:27 AM
Well you need to keep an eye on the penalties. Develop your planets to negate them by producing what you need.
And mine everything and build research stations everywhere. Claim systems as fast as you can and then colonize planets as you are able.

The penalties from Empire size are only really a concern at the beginning. Once your empire is producing and collecting lots of resources it's not that big a problem.

There are techs that help with Empire size as well.

PETS - People for the Ethical Treatment of Square corners


Barthheart

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Reply #561 on: June 09, 2022, 08:31:41 AM
In the attached picture you can see my Empire size (red). This is only 44 years into the game. (yellow).
I'm under producing food and baubles (green) but I have lots and can buy those on the market if needed until my planets are further developed.

My biggest constraint right now is generating enough influence to keep expanding to make sure I get to choke points before others.  :tickedoff:

PETS - People for the Ethical Treatment of Square corners


Undercovergeek

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Reply #562 on: June 09, 2022, 09:47:29 AM
Excellent thanks - what’s the courier network?



ojsdad

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Reply #563 on: June 09, 2022, 09:59:54 AM
As Barth said, grab systems, especially choke point ones.  You don't need to grab every system on your side of the choke point right away, but claim them as influence permits.  Also, you can pick and chose which planets to colonize.  Stellaris allows for very radical terraforming.  So you need Ocean worlds, and you have a Tundra planet, you can terraform it into an Ocean planet, with the right tech and resources.  Also, you can build space habitats, allows you to grow more vertically. 

The last two points are major differences with DW2.  It's not a better or worse difference, just a difference. 

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Undercovergeek

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Reply #564 on: June 09, 2022, 10:13:25 AM
I chose tropical worlds because I’m the cute slug looking thing in the mollusc section but there is an arid world nearby at 80% habitability 🤷‍♂️

But there’s plenty to choose from

Thanks guys



Martok

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Reply #565 on: June 10, 2022, 03:33:29 PM
In Dev Diary #257, Stephen talks about a few of the things the team are experimenting with: 


https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-257-summer-is-coming.1530184/




While Muray (rightly) hedges/cautions that none of the projects currently being worked on are guaranteed to happen, I suspect the ones mentioned in the dev diary are those most likely to actually make it into the game at some point. 

The Relic Balance and Accessibility Improvements​, in particular, feel like they're already a solid work in progress, and that it's only a matter of time before we see them incorporated into a future update.  The additional Achievements by the art team also seem like a relatively easy thing to implement. 

The multi-threading work by Caligula Caesar and Stephen's own pet project, the Fleet Combat Balance (that many players would love to see), are definitely more long-term projects; but I'm betting we'll see them added to the game in the end.  Alfray Stryke's work on the Traditions seems the most iffy/controversial (if interesting), so I could see that project not necessarily making it to the floor, so to speak. 


What I find most interesting of all, however, is that next week's dev diary will be the patch notes for 3.4.4 -- and that it will be the final dev diary before everyone at Paradox goes on their usual summer holiday.  That implies the patch is releasing next week, or (at most) the week afterwards (most likely Tuesday, Jun 21), which is a bit sooner than I was expecting.  I'm definitely not going to complain if that's the case, though.  :D 



"I like big maps and I cannot lie." - Barthheart

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Undercovergeek

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Reply #566 on: June 10, 2022, 04:09:12 PM
Whilst spending a lot of time neck deep in stellaris chat groups and forums I’ve noticed a lot asking for a bigger ship count - like dw2 with its heavy cruisers and escorts and patrols all with different configurations



Martok

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Reply #567 on: June 10, 2022, 05:42:04 PM
Yeah, as things currently stand, corvettes and battleships are the only regular capital ships really worth building...and it's been that way for a very long time now.  The game needs to have destroyers and cruisers be useful/relevant again. 



"I like big maps and I cannot lie." - Barthheart

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Undercovergeek

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Reply #568 on: June 10, 2022, 08:22:27 PM
Noooooooo - I love cruisers the mostest



Martok

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Reply #569 on: June 11, 2022, 05:12:48 AM
Cruisers are indeed pretty good; you should absolutely have some in your fleet(s) once they're researched.  But they still become woefully outclassed once you can build battleships. 


Alloy for alloy, battleships give you a better ROI than cruisers.  The former's heavier throw-weight and higher total hit-points are generally just too much to be offset by the latter.  (One battleship will nearly always defeat two cruisers of equal "tonnage", regardless of circumstances.) 

Likewise, corvettes are a far better choice than destroyers.  They're faster (better response time to threats, more evasive in combat), can be equipped with missiles/torpedoes, and are cheaper/quicker to replace. 



The battleship/corvette fleet meta has been around practically since Stellaris was released six years ago.  And while the devs have often acknowledged the problem, and occasionally given lip service about finding a solution, no one has actually done so thus far. 

The fact that Stephen has now spoken openly about addressing this issue on a few different occasions gives me a sliver of hope that that may finally change.  However, I'm still keeping my expectations low, and I'm definitely not expecting a fleet/combat re-balance anytime soon.  Even if he does figure something out, I don't imagine any sort of fix would be added until the November update at the earliest, with next year being more likely.  (Fingers crossed, though!) 



"I like big maps and I cannot lie." - Barthheart

"I drastically overpaid for this existence." - bbmike