Ironically, I think the space 4x that modeled planetary development best is probably the much-maligned MOO3. For as deeply flawed as that game is, its concepts for managing & developing colonies was -- and still is -- pretty revolutionary. (I still bitterly regret we never got to play the game that Alan Emrich envisioned. Sigh.)Imagine his game with modern graphics! Imho, the main reason why MOO3's development failed was because Steve Barcia wasn't part of the team...he knew how to make things work.
Imagine his game with modern graphics!
Imho, the main reason why MOO3's development failed was because Steve Barcia wasn't part of the team...he knew how to make things work.
DW is really well situated to take advantage of what I would like to see with it's FTL method of getting around and it's use of civilian ships. Image, Earth getting most of it's food from three other systems. Your at war with the humans, and you're able to disrupt their food shipments for a couple of months with raiders. Or keep a small naval base cut off for a few months before a major attack. It would also make the defender think about protecting their shipping lanes. They just need to expand the economy from just resources to include goods and services.
Imagine his game with modern graphics!
No thanks, I don't want to torture myself. :PImho, the main reason why MOO3's development failed was because Steve Barcia wasn't part of the team...he knew how to make things work.
Certainly the dev team suffered from a lack of focus and not adhering to a more defined schedule. I suspect that has to at least partially be laid at Emrich's feet, much as I'd rather not.
Whether Barcia's presence would've been enough to keep things on track, I think that's hard to say. (Although if he'd been the actual project head, then perhaps?)
Imagine his game with modern graphics!
No thanks, I don't want to torture myself. :PImho, the main reason why MOO3's development failed was because Steve Barcia wasn't part of the team...he knew how to make things work.
Certainly the dev team suffered from a lack of focus and not adhering to a more defined schedule. I suspect that has to at least partially be laid at Emrich's feet, much as I'd rather not.
Whether Barcia's presence would've been enough to keep things on track, I think that's hard to say. (Although if he'd been the actual project head, then perhaps?)
If I remember correctly, the company that was originally developing MOO3 was purchased by someone, who was then purchased by someone else in short order. The new company gave Emrich and company orders to get it out the door.
I really think that Paradox make things more complex just for the sake of it. And their fans fall for it...every time.
I still think it's an absolutely stupid idea for a race pack, but I've gotta admit the trailer isn't bad.
An interesting dev diary went up today. It discusses some longer-term changes to the game that they're looking at implementing further down the road.I find it appaling that they still haven't finished the core elements and they still mess around. Sectors still don't work. I like the fact that they want to decrease the micromanagement of the colonies (for bigger empires) but i wonder what is left to do then. The easiest would be to come back to the planetary management we had before.
https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-190-leading-economic-indicators.1440749/
Assuming they eventually get implemented, plus if the devs act on some of the other things they mention/hint at (including adding in some real changes/improvements from the AI feedback thread (https://forum.paradoxplaza.com/forum/threads/2-8-1-2190-beta-ai-feedback-megathread.1440569/)), I may just have to give Stellaris another chance. Fingers crossed...
I find it appaling that they still haven't finished the core elements and they still mess around. Sectors still don't work. I like the fact that they want to decrease the micromanagement of the colonies (for bigger empires) but i wonder what is left to do then. The easiest would be to come back to the planetary management we had before.
But my biggest problem is that the game is extremely boring and there's barely anything i can do. I wait and wait so i can build a new outpost etc...
I don't think any of their changes can save this game.
Paradox will never admit they screwed up....never.
https://twitter.com/WSJ/status/1351269425345921027?
Y'all suck. I bought it.Welcome to the most expensive space 4x ever released (unless you just play the base game). Have fun.
I'd been wanting a good space 4x type game that doesn't have a gigantic learning curve. I have a few but they're all tough to learn and then get back into after a hiatus. I expect this will be the same but for ten bucks and the praise that's been thrown through here with the force of popping zits, I'm down to try. :)
Yskonyn, we need to start up a full Civ VI PBEM, using their new system. :bigthumb:
I just started playing again after this thread...a bit gobsmacked to see a 1.1k strong enemy fleet flying through a system close to me and all I have is.....a fleet of 385 strength.
I don't have any of the DLC - do they add much to the original game?
Martok I'll be sending you a bill, I now own Stellaris and the Utopia DLC thanks to your advice ...... :nerd:
While I wait for the download and a chance to dive in to the game do you have any recommend resources I should read to help get my feet wet?
I'mma do something crazy and play the BASE game, and if it intrigues me/keeps me occupied for more than a few hours, I might consider getting the DLC. :D
Like I said...N-V-T-S nuts.
So I bought some of the DLC - does it "enter play" automatically or would I have to start a new game (I'm resuming my campaign)
I got
Apocalypse, Federations, Humanoids, Megacorps and Utopia
I don't know if it's been mentioned here, but Stellaris is on sale - including the DLC - though that little lot still cost me £40 (all the DLC cost £70 - and that was at 50%!)
Funny how a simple thread can make you excited for a game again, isn’t it? :)
I have started a Human Dominion game and after watching the linked videos I am really wanting to play more now. 🤣
I just started playing again after this thread...a bit gobsmacked to see a 1.1k strong enemy fleet flying through a system close to me and all I have is.....a fleet of 385 strength.
I don't have any of the DLC - do they add much to the original game?
How do you guys handle your military buildup early game? In almost all games I end up with inferior military in relation to others I meet .I do believe that's why i always gave up...never finding myself in a decent defensive position and getting royally f***ed
If I encounter hostile factions its often quickly going downhill from there. Yet I never seem to have proper funding to support a decent fleet. :waiting:
How do you guys handle your military buildup early game? In almost all games I end up with inferior military in relation to others I meet .
If I encounter hostile factions its often quickly going downhill from there. Yet I never seem to have proper funding to support a decent fleet. :waiting:
Funny how a simple thread can make you excited for a game again, isn’t it? :)
I have started a Human Dominion game and after watching the linked videos I am really wanting to play more now. 🤣
Does Stellaris suffer from one of the most common 4x problems: having someone else's starting location be right next to you?
I am here to report that after all of the chatter you guys have had going about Stellaris, that I have purchased neither the base game nor any DLCs. Instead, I plan to live vicariously through the rest of you gullible bastards ;DThat's the most sensible thing I've read on these boards in a long time
Does Stellaris suffer from one of the most common 4x problems: having someone else's starting location be right next to you?I should point out that I didn't mess with the settings too much and whilst I'm on a huge map, I think I did allow for 15 factions...so things were probably going to get tight quick.
I am here to report that after all of the chatter you guys have had going about Stellaris, that I have purchased neither the base game nor any DLCs. Instead, I plan to live vicariously through the rest of you gullible bastards ;D
I'd rather play games than watch other people have all of the fun.
Does Stellaris suffer from one of the most common 4x problems: having someone else's starting location be right next to you?
If I remember correctly, there is a setting for when setting up a game that keeps them further away. Of course, the size of your galaxy and number of AI players can impact that
I'd rather play games than watch other people have all of the fun.
I have The White Tribe on the table right now, and a Civ V campaign as the Dutch that I'm playing thru at the desk at work
I just don't need another 4x addiction
Martok I'll be sending you a bill, I now own Stellaris and the Utopia DLC thanks to your advice ...... :nerd:
While I wait for the download and a chance to dive in to the game do you have any recommend resources I should read to help get my feet wet?
Ha, you're welcome. :biggrin:
As far as guides go, PCGamesN just put out this one (https://www.pcgamesn.com/stellaris/guide-tips-beginners) a couple weeks ago. I skimmed through the article, and it looks pretty good.
Otherwise, ASpec (who's a noted Stellaris "super-fan) put together a couple excellent videos covering the basics to get people started. They technically only cover version 2.7 (the videos are from last year), but otherwise are still relevant.
>:D
When you discover your neighbours are dicks :waiting:Neighbours are always dicks in Stellaris
Does Stellaris suffer from one of the most common 4x problems: having someone else's starting location be right nex t to you?Mostly from cheating AI
When you discover your neighbours are dicks :waiting:Neighbours are always dicks in Stellaris
I do believe that's why i always gave up...never finding myself in a decent defensive position and getting royally f***ed
I do believe Martok might have a point though because I do tend to expand when my fleet is 20 strong and only with a combat strength of 750 or so
I'm currently surrounded by factions who have closed their borders and really don't seem like they're looking for a new friend...so I might be starting a new game soon
I should point out that I didn't need with the settings too much and whilst I'm on a huge map, I think I did slow for 15 factions...so things were probably going to get tight quick.
I didn't know the best settings for them...so I didn't change much. I didn't want an empty map but also wanted a challenge...I don't think my settings allowed for that medium ;D
I just don't need another 4x addiction
Does Stellaris suffer from one of the most common 4x problems: having someone else's starting location be right next to you?
If I remember correctly, there is a setting for when setting up a game that keeps them further away. Of course, the size of your galaxy and number of AI players can impact that
Cool. I guess I need to fire this up again, thanks! :bigthumb:
>:D
>:D
Easy. Nuke 'em!
Damn...they really don't like me
Also - how come my fleet is limited to 24 (was 20 but I had extra for research) because of pop but the "enemy" factions are far superior with a similar pop?
My universe - all mine muuuuaaahahahaha
Then again....
All right, there's a fair bit to unpack here. :peace: Taking this one-by-one...I have started to offer items to garner favour - and my relationships are heading upwards. I've only got 1 envoy - can I not have another or do I have to look at the Diplomacy Traditions?Damn...they really don't like me
That's definitely true of at least two of them (the Jurinn and Kaan-Visam), yes. It also appears your relations with the Vissari are nearing a tipping point, although possibly not beyond repair just yet.
Your relations with the other three (Bryll, Hissma, & Triech), however, aren't actually horrible. No, they're not great, obviously, but if your relations are higher than -50, then the situation is definitely still salvagable with them (though maybe not easy).
It will take some effort, however, including a bit of...generosity on your part. Giving gifts (energy credits, minerals, favors, etc.) are a necessary part of making friends in Stellaris. In addition, it's generally best to start giving gifts as soon you make contact with someone (if you can afford it), before relations have a chance to begin degrading. While that's obviously not possible with the folks you've already met, it's good to keep in mind for the future.
I really haven't seen anything show up to allow me to increase my fleet size. I used a tradition to up it by 20%Also - how come my fleet is limited to 24 (was 20 but I had extra for research) because of pop but the "enemy" factions are far superior with a similar pop?
Setting aside the possibility of AI cheating (I suspect there might be a bit of that going on), naval capacity is mainly determined by a combination of numerous factors: civics, technologies, traditions, certain job types, etc. In this case, all it would really take would be for the other nations to have researched the first technology that increases naval cap (which is entirely possible -- it usually shows up in the first several decades); that alone would probably be enough.
I am actually boxed in. Apart from the small portion over on the left, I cannot expand. I am stuck.My universe - all mine muuuuaaahahahahaThen again....
Looking at the first screenshot, I notice a number of things (that could make a sizeable difference):
1,) At the moment, you're a fair ways behind the others in expanding your territory. You need more star systems -- both for the resources, and for new planets to colonize.
2.) To do this, you of course need alloys (for building Outposts), which you currently have very little of. However, you have plenty of minerals and food. Sell some of them (one or a bit of both) on the Galactic Market so that you can purchase more alloys...and then send your constructor ships a-building!I have been selling resources to buy alloys
3.) When you have vessels that are idle (such are your 2 fleets and the 1 construction ship) and don't plan to use them in the immediate/very near future, dock them at the nearest Starbase with a Crew Quarters module. This will cut down their maintenance costs and save you a little bit on energy credits.I didn't know this - thanks.
4.) I see your science ships (and their Scientists) are sitting around idle. They should always be busy, especially in the early game! Keep them surveying systems, researching anomalies, etc. I would also recommend building a third science ship (once you've purchased more alloys), as that's going to help a lot with getting those systems surveyed more quickly.Got them going again - but I have now run out of places to scan. I am stuck where I am.
5.) You have a lot of influence just sitting there, unused. Hopefully you'll be able to start quickly spending some of that for building Outposts in new systems, but it might worth checking (if you haven't already) to see if there's any available Edicts that might be useful in helping you get things kickstarted/caught back up. (If there's one that improves alloy production or research, that would be especially nice.)No edicts to improve alloy production...only Fortify the border, Information Quarantine and Veneration of Saints
Well s***, JD; I think you might have just gotten stuck with a bad starting position. :-\ And this was with only 15 other empires in a 1000-star galaxy?Yep. I'm not too fussed... I'm sure it can happen but it kind of does mean my game is pooped...everyone around me is going to get stronger.
I am definitely a role player. Same for Civ games. Never had the patients to be a min/maxer.
Reading through a few guides and watching the guides Martok recommended and I'm really getting into this game but realized I need to start a new game as I've made some noob mistakes that will hurt as I get closer to the mid game. But for now I'm going to use this failed game to just mess around and learn the systems and pull some levels and push buttons to see what happens :)
Also, after watching the ASpec videos for noobs I find it interesting how he categorized players of Stellaris as either Min/Maxers or Roleplayers in their approach to the game. How woudl y'all say you approach the game?
Unfortunately, I don't get any immersion at all when playing Stellaris (it's like playing a good looking Excel sheet), so no role-playing for me. I try to maximise my game but i usually fail as the AI seems to always have higher caps for it's fleets. I really dislike games where the AI is cheating on normal setting.
Though - there does seem to be a small window of calm...maybe I've got them by the short and curlies?
Who needs the galactic community. Bunch of whinny wimps. In my current game I ignore them the war in heaven, and now the end game Scourge has shown up. I'm expanding my fleets and continue to terraform molten, barren planets and gas giants and colonizing them. While the other pathetic races war among themselves I will soon release my fleets against them. Mercy will come at the end of a rifle for those week races.
In my first ever game I'm having trouble just dealing w/ space pirates :pirate:
In my first ever game I'm having trouble just dealing w/ space pirates :pirate:
I usually just send Bubbles to take care of them. :biggrin:
And now there's gonna be a boardgame version! :rockon:
Made by Academy Games no less!! :bigthumb:
https://boardgamegeek.com/boardgame/281647/stellaris-infinite-legacy#
2022!
:D
Should I look that up or is it a spoiler
And now there's gonna be a boardgame version! :rockon:
Made by Academy Games no less!! :bigthumb:
https://boardgamegeek.com/boardgame/281647/stellaris-infinite-legacy#
2022!
:D
Nice! I wasn't sure this was even still in development. Definitely one to keep an eye on.Should I look that up or is it a spoiler
It's only a minor spoiler, but I won't ruin the surprise since you're still just getting into the game for the first time. For now, I'll only say it's related to an anomaly that players generally encounter early on in their games (usually the first 20 years or so). You'll know it when you've encountered it, I promise. :)
Argh, my bad. It's part of the (most excellent) Distant Stars DLC. It's been so long, I don't even remember what's in the base game anymore. :-[ Sorry, man.
I highly recommend Distant Stars (I rank it as an "A"-tier DLC), especially if you enjoy the game's exploration phase.
So I discovered what a Scavenger Bot was at the cost of the one of my science ships today. Of course it was my best scientist :)
Would you prefer the features from a new DLC be highlighted/pointed out every time you fired up the game instead? I imagine that would get old pretty quickly.What i mean is that I've been buying dlcs for this game and i barely see the difference with the base game. It gets just a little better but a lot more expensive. If they could at least include the cinematics in the game.
Sorry, not sure I'm following your meaning.
What i mean is that I've been buying dlcs for this game and i barely see the difference with the base game. It gets just a little better but a lot more expensive. If they could at least include the cinematics in the game.
Maybe i am a fool but i expect a little more from a 240 USD game...
Are you getting the DLC? I am curious to hear how the spy system is.
Really? So what is in the DLC really to make it worth 20$? I guess the main events come very late in game (which i almost never reach), so i don't know if it's worth it.Are you getting the DLC? I am curious to hear how the spy system is.
The spy/intel system is part of the free 2.9 update, so you'll get to play around with it even if you don't grab the DLC.
So what is in the DLC really to make it worth 20$?
So what is in the DLC really to make it worth 20$?
As far as I'm concerned, not a damned thing. :P
I typically refuse to pay full price for DLC, and that goes doubly so for Paradox DLC. Even if I do get Nemesis, it won't be until well after release when it's on sale.
We’re happy to announce that Nemesis will release together with the 3.0 ‘Dick’ Update on April 15th! The update is of course named after author Philip K. Dick, famous for works which inspired, among other things, movies like Blade Runner and Total Recall (which also happens to be one of my favorite movies!).
Why 3.0?
We felt that the changes introduced with the new Intel system and the reworked First Contact system has enough impact on how different the game feels to warrant the change. Early- and mid game feel quite different now, in a very positive manner. Alien empires feel so much more mysterious, and charting the entire galaxy is no longer so easy. Changes like the pop growth system and the addition of industrial districts also felt impactful enough to want us to make the change.
Going forwards, we’re also gearing up to be able to be a bit more agile and deliver updates to the game a bit more frequently. I don’t want to make any grand promises quite yet, but 2021 is looking to be a very good year for Stellaris!
3.0 ‘Dick’ Features:
New Intel system
Reworked First Contact
Reworked Pop Growth
New Industrial Districts & some changes to production of Alloys/Consumer Goods
New Espionage system & Gather Intelligence Operation (other Operations will be a part of Nemesis)
Numerous bug fixes & improvements
I don't think it's that kind of expansion. :whistle:
WTF were you thinking about?!
And also the board game? :whistle:
And also the board game? :whistle:
Here is Programmer/Content Designer Pierre, next to the Stellaris 3.0 Patch Notes.
(https://i.imgur.com/qcPQFOd.jpg)
Look at all of thosepotentialbugs! :o
:whistle:Look at all of thosepotentialbugs! :o
FTFY ;);
Anguille! How the hell have you been?I am ok, thanks. Was very busy for a while. Will launch a new campaign when the patch is done.
I'm actually kinda excited reading the First Contact protocols and limited intel when meeting a new species. Interesting ideas for certain.
Anguille! How the hell have you been?I am ok, thanks. Was very busy for a while. Will launch a new campaign when the patch is done.
* Added game setup option to pick which End-Game Crisis you get.
* * The Establish Embassy diplomatic action exists once again, and increases Intel between the two empires and triples the effectiveness of Improve Relations.
* * Rural, Farming, Mining, and Generator colony designation bonuses increased, as well as the bonuses from Five Year Plans. Urban Worlds now get a trade bonus.
* * Mining, Capacity, and Farming Subsidy Edicts now grant +50% production.
* Outposts and other starbases now grant 1 sensor range. (Occupying starbases during a war will therefore allow you to attack adjacent systems if you have visibility into them. You may need a science vessel to escort military vessels into nebulas the first time!).
* The hyperlane detection range of sensors and science ships has been reduced. The Map the Stars edict now also increases hyperlane detection range by 1.
* Can now sort and reorder planets in the outliner.
* * The Shattered Ring origin is no longer guaranteed nearby habitable planets. They wouldn't want to live on them anyway.
* Necrophages now have an assembly speed penalty so you can't just build them out of spare body parts, as cool as that is.
* Purifier, Terminator and Devourer player empires will no longer be invited into the Non-Aligned League. Those guys are too dangerous to be trusted, even if the fate of the galaxy depends on it!
* Galactic Storms may now no longer be called "Storm Stalk of", instead they will be called the rather more menacing "Storm Stalk"
* Curator stations will no longer pretend not to understand you and actually pick up when you bother them on the galactic map.
* Uplift button now works instead of just giving you the sad button noise.
* Fixed cases where the auto ship upgrader was a bit overzealous in protecting the player and to a lesser degree the AI from deficits.
* Primitives no longer prefer hard labor in the fields to cushy specialist jobs.
* We now no longer try to resuscitate the Great Khan twice after he gets blown up once.
There are some cool ideas in Nemesis! Becoming the End Game Crisis could be fun. But becoming the Custodian of the Galaxy and then changing that into Emperor of the Galactic Imperium sounds even cooler. Especially with the possibility of rebellions! :D
I imagine it will be like playing a different game.
* If you have sufficient intel, hovering over the button to form or cancel a research agreement will now tell you how many technologies you and the other country may learn from it.
* Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out).
* When you are offered a commercial agreement, you will now hear about the energy credit benefits.
* Leaving federations through events no longer generates opinion penalties unless we deliberately want those penalties set.
* Subjects that are in a federation with their overlord should now be able to declare a war for independence on them.
* Reworked the final step of the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains. They now provide a one-day Special Project on the discovered homeworld rather than the last event being fired on-survey. This should improve visibility and increase robustness in situations where e.g. the star system changes ownership or is colonized.
* Votes now display as a popup so that they are not as easily missed and auto-declined.
* If you have the "Lost Amoeba" anomaly event, you no longer need to establish communications with space amoebas. That event's options now give you the space amoeba buffs/projects in that case.
* Having claims on a subject now means you can use the Claims casus belli on their overlord.
* Mining Drone Expansion Fleet and Aggressive Drone Expansion Fleet have been reworked such that every 10 years, for as long as the Mining Drones persist, 3 fleets will spawn and seek out suitable systems into which they can expand. The fleets favor systems which lie within 1-6 hyperlane jumps from their system of origin.
* Subjects are no longer able to become presidents of federations through rotation or random succession.
Biggest issue I'm seeing so far, is that the AI Sector management doesn't seem to want to build housing when a planet needs it.
Biggest issue I'm seeing so far, is that the AI Sector management doesn't seem to want to build housing when a planet needs it.I have never been able to use sector management. Every time i tried it was broken.
Having spent several hours with 3.0 the past couple days, I'll admit I don't hate it, at least not yet. I definitely need to spend more time with the game, though, before drawing any real conclusions.Sounds great. Will try 3.0 tonight
At this point, all I can really say is that colony management actually does feel like less of a chore, and I like how first-contact works now. it feels a tad more involved and less abstract, which appeals to me.
I'm watching a starting guide video on this before I jump back in (it's been a looong while). I can't help but notice how much the game now has a Victoria 2 vibe to it. I'm wondering if we will see Victoria 3 sooner rather than later. (http://www.aarcentral.com/emoti/please.gif)
I'm watching a starting guide video on this before I jump back in (it's been a looong while). I can't help but notice how much the game now has a Victoria 2 vibe to it. I'm wondering if we will see Victoria 3 sooner rather than later. (http://www.aarcentral.com/emoti/please.gif)
Sure, it was this one. Be warned, he can be a little Dastacticy with some of the explanations. ;DI am impressed by so much geekness
Sure, it was this one. Be warned, he can be a little Dastacticy with some of the explanations. ;D
Well I've remembered at least one thing about the current version of Stellaris that I definitely *don't* love: being nickled-and-dimed for influence on. Every. Single. Fucking. Treaty. One of the dumbest, and most frustrating/enraging, design decisions ever. :kling:
I wouldn't really have a problem if nonaggression pacts required influence upkeep; I can understand the rationale behind that. But to also require influence upkeep for commercial, migration, and research treaties is a bit too much. :doh:
At this point, all I can really say is that colony management actually does feel like less of a chore, and I like how first-contact works now. it feels a tad more involved and less abstract, which appeals to me.
Me too. The first contact system makes the eXplore part more mysteriousAt this point, all I can really say is that colony management actually does feel like less of a chore, and I like how first-contact works now. it feels a tad more involved and less abstract, which appeals to me.
I also like the first contact system. I haven't gotten very far into, but I'm liking the espionage also
I just don't get into agreements with my victims.
I just don't get into agreements with my victims.
My approach depends on the empire in question. I'm very fond of liberation wars, for example... ;)
How do you abduct a foreign science vessel? Never knew that was possible.
How do you abduct a foreign science vessel? Never knew that was possible.
It's been known to happen :bigthumb:
(https://i1.wp.com/1.bp.blogspot.com/-JmKKsrtgAe4/UmSYI0Irf2I/AAAAAAAAAcc/NQqkDkSE1_E/s1600/thetholianwebhd1287.jpg)
Me too. The first contact system makes the eXplore part more mysteriousAt this point, all I can really say is that colony management actually does feel like less of a chore, and I like how first-contact works now. it feels a tad more involved and less abstract, which appeals to me.
I also like the first contact system. I haven't gotten very far into, but I'm liking the espionage also
I'm too Federation-minded. I tend to play peaceful for the most part.
I just don't get into agreements with my victims.
My approach depends on the empire in question. I'm very fond of liberation wars, for example... ;)
Those people aren't going to liberate themselves :)
I had another race that I just into at the beginning of a game try and abduct one of my science vessels. It escaped. I've abducted others before, but no one had tried that on me
How do you abduct a foreign science vessel? Never knew that was possible.
Which is why he lives in North Dakota.
#################################################################
######################### VERSION 3.0.2 ###########################
#################################################################
###################
# Bugfixes
###################
* Fixed an issue with the Big Red Button achievement not triggering before the game ended.
* Fixed an issue where players couldn't play as the pre-scripted Human Empires.
* Fixed an issue with Criminal Syndicates branch offices producing super negative trade due to crime, then multiplying it because of crime.
Hofix patch 3.02 is out. (https://forum.paradoxplaza.com/forum/threads/dev-team-3-0-2-hot-fix-released-checksum-91c1.1468535/)Quote#################################################################
######################### VERSION 3.0.2 ###########################
#################################################################
###################
# Bugfixes
###################
* Fixed an issue with the Big Red Button achievement not triggering before the game ended.
* Fixed an issue where players couldn't play as the pre-scripted Human Empires.
* Fixed an issue with Criminal Syndicates branch offices producing super negative trade due to crime, then multiplying it because of crime.
Paradox is also continuing to work on balancing the new economy rework, especially pop growth. Apparently as the situation currently stands, newly-colonized planets in the late game can see very little growth, due to the empire population cap. This, in turn, severely limits the usefulness of Habitats, Ringworlds, and Ecumenopoli.
Argh! So I didn’t have to buy the Humanoid pack just to get the pre-scripted Earth empires back. >:(
I am really enjoying the game now. It's good enough now that i've decided that i will get the DLCs i am still missing (like the one you mention). Too bad the AI is really braindead otherwise, this could be a cool game. It does let me turtle my way through my Federation, the Galactic Senate and my empire...not as boring as it used to be. To me it feels feature complete.Argh! So I didn’t have to buy the Humanoid pack just to get the pre-scripted Earth empires back. >:(
Heh, no I'm afraid not. But aren't you glad you did anyway? >:D
FWIW, though, I honestly like Humanoids. While all of the species packs are admittedly of variable quality at best, Humanoids remains my favorite by a fair margin, and is the only one that (thus far) I feel like I've gotten my money's worth.
I genuinely like the extra race portraits and (especially) ship-sets; however, Humanoids' main feature(s) is/are the additional advisor voices. YMMV obviously, but personally I find they add a good bit of flavor & immersion to my games.
I am really enjoying the game now. It's good enough now that i've decided that i will get the DLCs i am still missing (like the one you mention). Too bad the AI is really braindead otherwise, this could be a cool game. It does let me turtle my way through my Federation, the Galactic Senate and my empire...not as boring as it used to be. To me it feels feature complete.Argh! So I didn’t have to buy the Humanoid pack just to get the pre-scripted Earth empires back. >:(
Heh, no I'm afraid not. But aren't you glad you did anyway? >:D
FWIW, though, I honestly like Humanoids. While all of the species packs are admittedly of variable quality at best, Humanoids remains my favorite by a fair margin, and is the only one that (thus far) I feel like I've gotten my money's worth.
I genuinely like the extra race portraits and (especially) ship-sets; however, Humanoids' main feature(s) is/are the additional advisor voices. YMMV obviously, but personally I find they add a good bit of flavor & immersion to my games.
Is there a new tutorial encompassing all the new stuff?Don't think so but it's not too complex. Many times you use envoys to do some tasks (spy network, first contact etc.).
Is there a new tutorial encompassing all the new stuff?
Ask and Martok will know the answer :bigthumb:Is there a new tutorial encompassing all the new stuff?
It has been updated to include the new intel system and first contact mechanics, yes.
I started a new game, but I can't help but feel I'm already stagnating.Because you're already surrounded by AI empires?
No, I'm still alone in the universe, but I only have two systems. I also feel like I should be building more on the two worlds that I have. It could just be that I'm not used to playing Stellaris and it's normal.Development of planets is fairly slow in Stellaris. At the beginning, it's really important to eXplore as much as you can to find ressources and mostly habitable planets. I usually have 3-4 science ships at the beginning and 3-4 constructions ships to build up outposts in key systems (mostly with habitable planets, choke points and systems with ressources).
Maybe I'm missing something because I'm really hating the new economic system. Doesn't matter what I do, either my planets suffer massive unemployment or my sprawl is through the roof. Even when I hold back and don't expand my borders at all, my sprawl levels are ridiculous thanks to the new district system.
For me, this game seems to get worse with every iteration. Bring back my different styles of star travel, get rid of pops, and let my define my own sector boundaries, you Swedish bastards!
I think i am going to pause my game with 1.9. I just don't like it even though i do like the planet management and the different travel options. Will start a new game with the latest version.
My biggest issue right now, is that I'm playing a machine race. I am constantly in a negative on both credits and minerals. I'm going to have to abandon the AI managing sectors and take it over.
YIKES! I do not want to meet these guys! :o :waah:
Fallen Empire in my current game.
Yeah, the influence hit for treaties ranks up there in the really bad idea dept. I just got hit with the mid-game crisis. It's nanobots that constantly pop out of the two wormholes that were formerly within my borders. Each fleet is about 32k strong. Best I can build is about 13k so punching through to invade their little corner of space is not going to happen for a long time. The worst thing is, they keep spawning new fleets that knock out 4-5 of my systems each time and, thanks to the idiotic influence costs, I can't afford to rebuild outposts to get them back. Losing all these systems means my energy and minerals are seriously in the red so I can't cancel my trade agreements to get more influence/turn because doing so will tank the economy even more.
Such fun... ::)
Curious to which new games are going to be worked on even though it's always more of the same (they have done the same game for the last 20 years with some specific focuses). The only different one is Stellaris.
Guess i will play a little of Stellaris next week.
Gotta hand it to Paradox, they know how to make a trailer.
so we asked the dev team if they even wanted to go on for another five years. “We have so many different ways to expand,” Stephen Murray, Stellaris’ game designer told us. “Personally, yes, I would love another five years.”
“If I can continue bringing interesting ways to bring new moments of wonder to the game, I’ll be really happy with that.”
You know when a game gets so big you’re scared/reluctant to even dip a toe in again? :-\
You know when a game gets so big you’re scared/reluctant to even dip a toe in again? :-\
Yep... that's EU IV for me. :-[
You know when a game gets so big you’re scared/reluctant to even dip a toe in again? :-\
Yep... that's EU IV for me. :-[
In contrast, there's also the, "Welp, I've already completely screwed the pooch. Now that I've learned [painful lesson] (too late), let's see just how far I can get before I finally go down in flames" method of learning. :P
In contrast, there's also the, "Welp, I've already completely screwed the pooch. Now that I've learned [painful lesson] (too late), let's see just how far I can get before I finally go down in flames" method of learning. :P
I feel called out 8)
In contrast, there's also the, "Welp, I've already completely screwed the pooch. Now that I've learned [painful lesson] (too late), let's see just how far I can get before I finally go down in flames" method of learning. :P
I feel called out 8)
Nope, that's all of us at some point.
As for now, the only new game from Paradox i will get will be Stellaris 2.
Wonder if they will manage to keep it up with GalCiv4 around the corner.
I don't think there's so much more they can improve.
Still. Stellaris is getting old and older and so does its engine (and no sign of a Stellaris 2 so far). GalCiv4 is fresh and open for inputs by players. Could become the next big thing if well done. GalCiv2 was already the biggest thing when it was new. Stellaris will continue to be popular but may lose it's first place. We'll see.
I have litte hope of improvements for the following aspects. If they haven't managed to do it yet, dont' think they will in future.
* Sectors still suck, and badly need a revamp. never worked, will never work.
* There are lot of ways in which wars still don't work very well. not as bad as above but not much hope.
* Leaders aren't truly meaningful, unlike in Total War or Crusader Kings. That's something a lot of folks would like to see changed/improved. too much work. Maybe in Stellaris 2.
* Although the 3.0 update and the addition of the intel/spy system helped, the mid-game is still rather boring.
Don't see how this can be improved. Was boring and will remain boring. Unfortunately.
* And of course, the AI can always, always stand to be improved. There remain far too many examples of it doing inexplicably foolish things. I don't have hopes in that aspect. They keep on adding new features and the AI is hopelessly not able to follow.
The thing about Stellaris, which for awhile there was a leading contender for my favorite sci-fi 4x, is that every damn time I go to play a game it's a new game! I don't have the freaking patience for that nonsense, as evidenced by my enormous backlog of unplayed Steam games. Once I learn a game, I don't want to have to relearn it every time I boot it up.
Nah, I don't take you as having a dog in the fight, Martok. You love the genre and you're definitely one of the "go-to" guys I listen to when it comes to sci fi games. I probably own and have played the majority of sci fi titles we discuss and I can't say I have a particular favorite. There are a lot of good games out there and more upcoming, but I haven't seen the "one game to rule them all" so far. Stellaris could'a/would'a/should'a and maybe still will come close. Won't know until they finally finish the damn game 8)
Kinda of bodes the question, does Paradox need a new engine for their games to move to the next level?
I'll be very surprised if we ever see that "ultimate 4x to rule them all". People's tastes are simply too varied for that to really be possible, and thank goodness for that! If nothing else, it ensures the genre isn't forever spawning MOO2 clones/wanna-be's. :P
You may be right, although it should perhaps be mentioned that the landscape was every different when GC2 came out.I fully agree with all what you say. I did not mention Distant Worlds 2 cos i don't think it will be able to drag every day 30'000 - 40'000 persons like Stellaris do. I have various 4x games i play that have at least the same level of atmosphere or immersion Stellaris has. Stellaris does shine in the storyline (even if it's heavily text-based) but i would say it's the only aspect it really does better than other 4x games.
When Galactic Civilizations 2 was released, it was in the midst of a proverbial drought: After the debacle of MOO3, the 4x genre was pretty much on life support for the remainder of the decade. Civilization IV and GalCiv2 were the only major titles released during that time period, and so they ended up dominating the "game-space" pretty much by default.
In contrast, GalCiv4 is being released in what is now (thankfully!) a renewed era for 4x games. We have significantly more choices now than we did 15+ years ago, and Stardock is going to have to step it up if they truly want their flagship series to stand out. That means not just introducing new features & mechanics, but also making the game feel "alive", and provide a sense of atmosphere & immersion -- something they've long struggled with. Granted, not everyone needs that in their games, but many do.
For all that Stellaris is aging, it retains the advantage of having a strong sense of atmosphere, of being able to generate a sense of story, etc., -- which is important to a lot of people who play it. I think that if GalCiv4 is truly going to compete with it, then it has to at least come within spitting distance of matching that.
Also, like I said before, let's not forget Distant Worlds 2. For all that it won't have the same level of visibility (at least at release), it can definitely match Stellaris for the same level of atmosphere, immersion, and storyline elements. Depending on how things pan out, I can see DW2 being another sleeper hit that surprises everyone.
I'll be very surprised if we ever see that "ultimate 4x to rule them all".For me at least, when i played Master of Orion in 1993, it was the ultimate 4x and it still was for a very long time. It's still among my favourites. Birth of the Federation, while not perfect but with lots done right, was also my ultimate space 4x being the only Star Trek game.
I fully agree with all what you say. I did not mention Distant Worlds 2 cos i don't think it will be able to drag every day 30'000 - 40'000 persons like Stellaris do. I have various 4x games i play that have at least the same level of atmosphere or immersion Stellaris has. Stellaris does shine in the storyline (even if it's heavily text-based) but i would say it's the only aspect it really does better than other 4x games.
For me at least, when i played Master of Orion in 1993, it was the ultimate 4x and it still was for a very long time. It's still among my favourites. Birth of the Federation, while not perfect but with lots done right, was also my ultimate space 4x being the only Star Trek game.To clarify, I meant the "ultimate" 4x game, in that there might be one that universally appeals to all 4x gamers. I can't imagine that ever has, or ever will, happen.
Nowadays, i can't say which one is my ultimate 4x game. They all have positive aspects.
For myself, I don't find it's the *only* thing it does better, but of course that's a matter of personal opinion. However, I'll readily agree that storyline & narrative is the one thing Stellaris most obviously does better.I've found that Interstellar did improve a lot in terms of storylines and events.
For me, Stellaris probably has become the closest I have to being my personal "ultimate" 4x game, despite its numerous flaws. And of course, Birth of the Federation will always have a special place in my heart -- but you already knew that. :)Fully agree, there are just too many different tastes and preferences to have just one (space battle vs none; turn-based vs real-time; starlanes vs none etc.). On paper, Stellaris should be my ultimate 4x as well and i enjoy it a lot more than i did in the beginning but it's now a more than 200$ game that i enjoy equally to other 4x games that i paid 40$. It's a good game now (not perfect but a fairly good MOO copy) but don't really see where the additionnal 160$ went to. All in all, i don't really have a favourite space 4x game right now and i find myself playing different games. In the last month, i've played the following games: Interstellar Space, Stellaris, Stars in Shadow, Imperium Galactica 2, GalCiv 3, Polaris Sector, Horizon etc. All good and different.
Which are the other things that Stellaris does better?
Fully agree, there are just too many different tastes and preferences to have just one (space battle vs none; turn-based vs real-time; starlanes vs none etc.). On paper, Stellaris should be my ultimate 4x as well and i enjoy it a lot more than i did in the beginning but it's now a more than 200$ game that i enjoy equally to other 4x games that i paid 40$. It's a good game now (not perfect but a fairly good MOO copy) but don't really see where the additionnal 160$ went to.
All in all, i don't really have a favourite space 4x game right now and i find myself playing different games. In the last month, i've played the following games: Interstellar Space, Stellaris, Stars in Shadow, Imperium Galactica 2, GalCiv 3, Polaris Sector, Horizon etc. All good and different.
And then this happened - not sure if it’s been mentioned yet
By the long war people for xcom - part shadow empire, part Aurora with graphics
https://m.youtube.com/watch?v=W2rv1NvINMU
I agree these aspects are fairly well done, especially Exploration and Empire creation/customization. Research is ok but don't think it's better than in other games. The original Master of Orion in 1993 already had better options imho with 6 research fields instead of only 3 for Stellaris. Diplomacy is ok as well but other games like Imperiums: Greek Wars or Master of Orions 2 have fairly good diplomacy as well.Which are the other things that Stellaris does better?
For me personally, those would be:
1.) Empire creation/customization
2.) Exploration
3.) Research
4.) Diplomacy (but *not* War)
Research is ok but don't think it's better than in other games. The original Master of Orion in 1993 already had better options imho with 6 research fields instead of only 3 for Stellaris.
Diplomacy is ok as well but other games like Imperiums: Greek Wars or Master of Orions 2 have fairly good diplomacy as well.
Yeah, i also think Stellaris research is ok and better than the ones in Civilization games for instance (one tech at a time) but Armada 2526's research system was pretty cool too (just to mention another good example). It's just that i wouldn't say it's better than in some other 4x games. I just wanted to underline where Stellaris indeed is better than other available 4x games.Research is ok but don't think it's better than in other games. The original Master of Orion in 1993 already had better options imho with 6 research fields instead of only 3 for Stellaris.
I like Stellaris' partially "random" nature of research breakthroughs. For me, it has the right mix of variability/uncertainty, whilst still keeping tech progression reasonably "sane" -- it's not weirdly random a lot of the time (such as you can run into with Pandora: First Contact).
As for being able to research in only 3 fields at any given time, again I find myself oddly ambivalent on the matter. I agree 5-6 would probably be better, but I'm still reasonably content with the current number of research divisions.Diplomacy is ok as well but other games like Imperiums: Greek Wars or Master of Orions 2 have fairly good diplomacy as well.
MOO2 is one game that I just can't get into, so I'll have to take your word for it. i really do need to spend more time with Imperiums, though. The last couple updates (which focus on diplomacy) have looked particularly good.
If I remember right, the problem with MOO2 was that the end game really wasn't all that challenging. You could build a fleet of the smallest ships, 32,000 if I remember, and defeat whatever was thrown at you.That would be MOO. You can't have a fleet with 32'000 ships in MOO2. Even then, it wasn't my tactic and i hugely had large fleets with the biggest ships.
Question
Any chance for more unique events to be added?
Answer
Of course! We are always looking to add more events. For instance, there will be a few more that a player can randomly encounter as any empire coming up in the Lem update.
Question
With Become the Crisis, we got a new wincondition beyond last empire / score, and a new crisis. Are there plans for more winconditions and crises?
Answer
No current plans, but we think the idea of victory conditions like we added in Nemesis was fun. Doing it allowed us to explore the ideas further, so it makes it easier to explore in the future.
Question
The CORE Stellaris problem is a "technology rush" gameplay. All are tied to technology, but technology isn't tied to anything. My question is simple when technology will depend on the economy (technology require certain materials), buildings (specialised research labs -> only social or physic or engineering), or other way's to get science - like conquered worlds will give bonus science or steal technologies)?
Answer
We don't currently have any plans to add more specific resource requirements to technologies, especially ones that are very much rng-driven. But we are considering several different options for making a tech rush not quite as oppressive as it can be right now. No promises for now though.
Question
Are there improvements to UI coming? Specifically to add more keyboard shortcuts, so I can use a mouse and scroll wheel less. It’s really hurting my hand at times :(
Answer
Time and again UI comes up as something people want improved. I myself use tiny UI at home How we're going to go about improving is up in the air but expect more on it.
Question
I heard something about possibly getting to pick Traditions beyond the default replacements. Any more information on that?
Answer
We'll talk more about the new tradition trees in detail after summer, but I can hint that Mercantile is one of them.
Question
Are there any plans to revisit piracy mechanics? Or potentially add some QoL like splitting fleets + patrols in the Outliner?
Answer
Nothing specific to talk about yet, but something we are discussing.
Question
Espionage has a great base, but feels a little empty currently. Are there plans to expand the number of Operations available for Espionage? And/or beef up the current ones?
Answer
Espionage is a new system that we added that is expandable through adding new operations. When deciding on what to work on next, we consider the different types of content that we have, and Espionage is one of the types of content that we could consider in future updates.
Question
Are there any ideas for new mid game and/or end crises planned or spoken of as of currently?
Answer
Without entirely ruling it out, something we have found with the variety of existing midgame and endgame crises is that maintaining them has been quite challenging. So, what with the complexity of the task of also adding a new crisis, at the moment our time is probably better spent making the existing crises work better.
Question
With the new Industrial District, it is easier for the AI to build up the Ecumenopolis Decision conditions. Are their any plans to make the AI actually use it?
Answer
Yes, we are hoping to address this in one of the Custodian team patches (probably not the first one, though)
Question
Who are the custodians and how is their team structured?
Answer
The Custodians are just members of the Stellaris team who are assigned to it, not anything outsourced, external etc. The QA team is a subteam that still reports to me for example. Structure right now resembles mostly the same as the Expansion team, however we are very much aware that framework will need adjusting for the more regular release cadence.
People on the Custodians Team are also not locked into working on the next patch either, it's a fluid environment and people can move around.
Question
With potential changes to/replacement of admin cap (fingers crossed), will bureaucrats just vanish from the game?
Answer
In my current experimental branch, bureaucrats are the Unity-producing jobs. Culture Workers are gone, and Priests or Managers are swaps of Bureaucrats where applicable.
Question
Are there any plans to adjust fleet compositions so players don't build anything but battleships with the best technology?
Answer
While I disagree that its only Battleships that are worthwhile right now, the fleet meta has become quite stale and especially Destroyers and Cruisers are underutilized compared to what we would like to see. We are considering our options in that regard, brainstorming, reading through feedback, experimenting. Don't expect a quick solution in the near future. It's a delicate issue and we want to actually fix it and not just turn the Meta-Wheel to the next stage.
Question
Is there any plans to introduce more proper logistics where resources actually have to make it to storage places/production buildings etc.?
Answer
as much as I personally love logistics I think that might be a bit out of scope for Stellaris. This is a game about exploring and conquering the stars, putting a logistic layer ontop of that might just result in drudgery.
Question
Outside of things recently discussed (ie. Admin Cap / Unity, Traditions), what do you feel is the most underdeveloped area of Stellaris with the most potential?
Answer
Managing and interacting with things like primitives or enclaves, or other "minor civilizations" within your empire is relatively undeveloped, but has a lot of potential.
Question
Will hiveminds will be reworked?
Answer
Rework might not be the right word. But they do deserve more unique content. Rest assured there are hive mind radicals within the devteam pushing for more love
Question
Do you think tall and wide should be equally powerful? Or do you think aggressive play should be more rewarding than a more passive strategy
Answer
balancing tall vs wide is kind of a minefield. Stellaris is a game where you need resources to expand, getting more territory with resources will always have an edge. But we are looking at more ways to make more passive playstyles viables
Question
Will we see lag support for larger games and galaxies? I’m quite tired of my game running 5x slower mid game
Answer
The work on improving the game's performance is very continuous in nature and something that we try to do when we get the opportunities. We've seen some performance improvements in the latest updates, and we're doing what we can to try to make it better yet in future updates. Especially since it's one of the goals for the new Custodian team!
Question
are there any plans to add more advanced tactics for fleets, like formations and specific ship roles to make each ship type more worthwhile in the meta? Formations are cool. Ask Ender Wiggin
Answer
No current plans. Personally its something I have spent some thoughts on, but there are several issues with Formations that make them very tricky to use in Stellaris. I haven't given hope up on them yet though, and even if they aren't the solution we need or will go with, its worthwhile to explore them internally.
Question
are there plans to add addiotnal scaling options for the start of game such as changing the speed of the galatic community, fed xp gain or the date for tech soft caps for fasters game?
Answer
We definitely want to revisit game setup options in the future as we see value in allowing the players to tailor their own experience.
Question
Both piracy and crime are systems are basically fully self contained, without any links or interaction to other systems. Any plans to connect them to each other and more outside systems?
Answer
I'd argue that Crime is actually quite deeply involved with planetary mechanics, but Piracy is indeed not where we would like it to be, both in impact and required player action. No plans for the near future though.
Question
Are you thinking about changing culture a bit so it will be more like in the other PDX titels but with ethics attached to them? Example: The empire x has a culture group and other subcultures can emerge out of them (far away colonies).
And could Religion play a role in intergalactic politics?
Answer
I very much like the idea of groups of pops belonging to different cultures. There's no current plans for changing that, but it's definitely been on my mind as something I'd want to figure out.
Question
will any other the older anomalies/space fauna outcomes be changed to give more options or interesting/random outcomes to shake them up for veterans who know them all extremely well?
Answer
An interesting idea! As it happens, my Content Design Lead did exactly that on one of the really old events earlier today, and it's certainly something that is on our radar for the future - though I'd stop short of making any specific promises in this regard.
So being a somewhat reasonable person, I think I will just get the core DLC. Ha!
It seems like a good space opera game but one that is not easy or inexpensive to start playing.
I really hate Gray Tempest.
Well I think I will pick up the "starter pack" bundle which comes with base game and 6 DLC (Ancient Relics, Apocalypses, Utopia, Distant Stars, Synthetic Dawns, Leviathans).
I guess my real question is what mechanics are lost without Megacorps, Nemesis, and Federations? Due to them being locked behind a DLC but still being used in the game by the AI or as a feature in your faction but you cannot use. This drives me crazy.
I will be sure to put that on the top of my list as it seems to be the most recommended here and other Stellaris discussion forums.
Obviously a lot of game left to discover, but what I will say after my initial couple of hours of gameplay. I enjoy having actual decisions available for the player to make. One of the things I really disliked about Paradox grand strategy games, is I always felt like the computer was the one actually playing the game. After a half hour of clicking various menus and screens, I discovered how to construct ships (The tutorial has proven to be almost worthless). I have three science ships out surveying systems and built a space station in a new system. My first colony ship is being constructed and a suitable planet is waiting to be colonized and developed. I never felt like my decisions progressed the expansion of my empire in EU4 in the same way for example.
Anyway thanks everyone for helping me to take the leap and give the game a go.
Expert!?! I am pretty sure I just got invaded by an undefeatable alien armada!
And I would love to join you all in some multi-player empire building action if the days and times are workable.
The mechanic I am currently trying to decipher is Empire Sprawl. I think administrative buildings help some but they do not seem to add more than a couple of points.
How do I increase the maximum capacity?
However, I have also found the the penalty for exceeding your cap starts small so being a few to 10 or so over your cap has only minor penalties. So don't be completely hamstrung by your cap. Once you have lots of resource systems and well developed planets it will become less of a problem to enough admincap.Correct.
On my Homolog(?) machine campaign I am sandwiched between two aggressive empires and many I’m not sure what they are pirates(?) that occupy several star systems with large fleets.
I just got done fighting a massive war and am 110/69 sprawl and 45/28 navy Caps. I think I can boost the administration districts and designate at admin world to deal with the sprawl. Navy is a pain need research to increase I think but don’t want to disband either. I lost three systems to Bothradziod fleets before I was able to push them back and recapture. I was a hairs breadth from having my capital taken out. I need bigger ships and relook my defenses.
Ok I freely admit Paradox made a grand strategy game I really like.
To increase navy cap, you can add an anchorage to a starbase, along with research and traditions.
I micro everything. :idiot2:
The planet auto managers are not too bad but the sector auto managers are just awful even after all this time.... :tickedoff:
On the right side, you always see if a planet has room for a new building or else.
If I remember correctly, setting up sectors with govoners is still good idea even if you don't have them set to auto, because the gov's bonuses still get applied.
If I remember correctly, setting up sectors with govoners is still good idea even if you don't have them set to auto, because the gov's bonuses still get applied.
Finally got a science ship to the system.
Kugelblitz Containment Silo
“An incredibly advanced storage device, which can store energy and matter in the form of radiation.”
Yggdrasil Orchid Complex
“A fully activated Yggdrasil Orchid Complex, surrounding a Gas Giant full of genetically engineered plant life floating in its upper atmosphere, ready to be harvested and transformed into edible food for our population.”
Orbital Elysium
“An Orbital Elysium is a form of advanced habitat orbiting a planet, providing lots of living space.”
Here a google doc with all of the structures and features in the mod;
https://docs.google.com/document/d/1HXW5F6S6UWESkPSh6OaxWvHwZyYAGYSuCBnCAn1B5g4/edit#heading=h.tydrjrt7mcu7
Wow. I thought my three planet system was a great find but this is pretty awesome.
Cool! I have only successfully complete one archeology research project. It must not have had any particularly important findings because I cannot recall anything about it.
I'm guessing, however, that you're not gonna stop with that... :biggrin:
Sigh, right I give up - as a purchaser if 1.0 what is my vanilla game running at now and what do I need to make it awesome
Sigh, right I give up - as a purchaser if 1.0 what is my vanilla game running at now and what do I need to make it awesome
Martokanoids?
As a Stellaris newb, I can assure you I cannot tell what the DLC I have adds to the game or what I am missing.Yep, it's not very obvious. I mostly notice the new sounds (voices) and music.
Dev Diary #219 takes a look at the rework coming to Traditions. Of all the content & changes coming in the Lem update, this is probably the "meatiest", and the one I'm personally looking forward to the most .
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-219-selectable-traditions.1485675/
The highlights:
1.) Players will be able to select which Tradition Trees they want to adopt; they're no longer locked into the usual seven like they are currently.
2.) Towards that end, certain Tradition Trees that used to be "swaps" for other trees (such as Adaptability for Diplomacy) are now their own Tradition Trees.
3.) Also towards that end, a new Tradition Tree (Mercantile) is being added to the base game, while two more Tradition Trees (Unyielding and Subterfuge) are being added to the Nemesis DLC.
4.) Some of the Tradition Trees have been tweaked/revamped a bit.
- Necromancers can now reanimate biological leviathans, because let's face it: at this point zombie space dragons wouldn't even be the fourth weirdest thing in this game.
- Updated the star system layout of Alpha Centauri to be more scientifically accurate, because we can't have scientific inaccuracy in our game with zombie space dragons.
- You can no longer get the Worm to spawn by leaving and re-entering a black hole system with a boom box strapped to the outside of the science ship begging him to go out with you.
- 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") so you can yell at the host to hit start on Discord.
- Point defense operators have been ordered to prioritize taking out missiles, even though you all want to be the one to brag about killing the enemy's overpowered protagonist fighter pilots.
- Endgame Crisis fleets should be less likely to become irreparably lost because they wouldn't pull over and ask the terrified organics for directions.
- You can no longer accept caravaneer pops if they would immediately be purged under your current laws. They are not a food delivery service.
- The Starbase Construction Union is now refusing to implement retrofits on platforms that are currently being blasted to shit in an active combat scenario, even if you generously offer them free breakfast sandwiches in lieu of additional hazard pay.
and the disturbing sound of his thighs squirming together in delight?
Well, we can read about the update ourselves or simply await Martok's analysis. I'll go with the latter 8) Get busy, my friend!
and the disturbing sound of his thighs squirming together in delight?
I'll defer to your obvious experienced auditorial expertise on this one :whistle:
Well, we can read about the update ourselves or simply await Martok's analysis. I'll go with the latter 8) Get busy, my friend!
I was for first OnlyFans subscriber! You told me I was special!!!!! :'( :'( :'(
Don't worry. I'm pretty sure you couldn't afford me anyway. :biggrin:
Don't worry. I'm pretty sure you couldn't afford me anyway. :biggrin:
Q: 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.
A: All experience and especially ship experience work in pretty unintuitive ways currently and is something we are discussing at internally.
Q: 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?
A: 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.
Q: 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?
A: 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
Q: 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
A: 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
Q: 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)?
A: 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)
Q: If you could click you fingers and instantly change anything in Stellaris with zero dev / design work, what would you change?
A: I would love to change the fleet manager and the way we manage fleets.
Q: 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
A: Yes, as mentioned in dev diary #215 we are discussing a more spicy rework of unity and empire sprawl in the future.
Q: Are Democracies going to improved?
A: We are not happy with how mandates works and it could probably be a good thing for the custodians to look at.
Q: Do you think the upcoming changes to Unity will make Spiritualists viable, or will they still be outclassed by Meritocratic Technocrats?
A: 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.
Q: Any plans to go into Crime and Piracy more and make them effect each other, or is that more of an Expansion team thing?
A: 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.
Q: Will there be any more species DLCs a la the Necroids and Plantoids?
A: YES!
Q: 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.
A: 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, possibility 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.
Q: 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 ?
A: 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.
#################################################################
######################### 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
You probably have heard about the Custodian Initiative by now which has been created to keep improving the game on a more regular basis and in order to be quicker when reacting to player feedback. A part of this initiative is also to put some more love and attention to the AI of the game going forward - an AI initiative inside the Custodians, basically.
For this, we have set some goals for ourselves going forward:
1. Always work on AI-related topics, regardless of what else is going on
2. Move the AI towards being challenging to players in an entertaining way, rather than be optimized to min-max its way to victory
3. Move the AI towards being more distinctive, so that not all empires feel strong in the same way
4. Support future DLCs from the get-go
5. Constantly make small improvements to the AI
6. React quicker to player feedback
7. Occasionally make a push for more significant improvements
but you never know when they are done tinkering.
Might be time to "dive in" (with apologies for the groaner. No, not really).
Apparently Paradox mistakenly included all the features of the Aquatics DLC when they first made the announcement on Tuesday. Some helpful soul took a screenshot of the features before the product page was edited (see below).
I believe the dev diary coming out later today is going to discuss the species pack in more detail, so I'm momentarily holding off on talking about the features listed in the screenshot until after I've read the dev diary. It looks pretty cool, though; this could be the most interesting species pack they've done yet (granted, that's not necessarily saying much).
The Aquatic Species Pack will include:
15 new Aquatic Portraits
1 aquatic-themed Robotic Portrait
Water themed Ship Set
Here Be Dragons Origin
Ocean Paradise Origin
Anglers Civic
Hydrocentric Ascension Perk
Aquatic Species Trait
Aquatic Advisor, inspired by high seas adventure fiction
4 Aquatic Name Lists
I see that we are getting a new Fanatic Purifier species
Thank you, Steelie. I figure if I'm very lucky, I might have that song out of my head (and hopefully my nightmares) by the time I go to bed tonight...
Quite frankly, I'm a little surprised (and miffed) that we haven't been given a release date for the Aquatics race pack and 3.2 update by now. I was rather expecting it was going to be this week already or (at latest) next week, but that doesn't appear to be the case. :(
https://twitter.com/PdxInteractive/status/1458346394071273477
I'm seeing a trend here. Someone likes yanking my chain in getting my hopes up about releases. Whom would that be. :waiting:
Does that mean it’s really evil but comes disguised as a unicorn
Or it’s just a unicorn?
The video is a compressed version of a Twitch stream last week. It takes a look at some of the features of the Aquatics DLC, and specifically does a short/partial play-through of a race using the new "Here Be Dragons" origin. Definitely looks like fun!
I am usually not into races DLC but i like aquatic races....look forward to this.
This looks like the most complete race pack they've done yet.
This looks like the most complete race pack they've done yet.
I wonder if this is due to the caretakers. The developers on this new race pack didn't have to worry about including bug fixes but could concentrate fully on the new content. Just a thought.
3.2 “Herbert” Update:
Named after renowned Sci-Fi author Frank Herbert, the 3.2 Patch brings along with it many bug fixes and AI improvements as well as new features for the Humanoids Species Pack and the base game.
Pompous Purists Civic
In our latest addition to the Humanoids Species Pack, the Pompous Purists Civic allows for a diplomatic playstyle, but for Xenophobes. The idea is based on an elven fantasy, where they are willing to negotiate with other species, but only on their own terms.
To that end, empires with the Pompous Purists Civic cannot receive diplomatic proposals, but may still send them. They will also get bonus trust growth and extra envoys.
Terraforming Improvements
With the focus on Terraforming in the Aquatics Species Pack, the Custodian Team has been hard at work to improve the experience of terraforming as a whole.
Terraforming planets now have a chance to randomly trigger events, to add more flavor to the overall process of terraforming. These events vary in power and complexity and will only trigger the first time a planet is terraformed.
But there’s more, we’ve also done some work with the AI budgets to make the AI more likely to terraform planets to optimal planet types, and will be more likely to pick Terraforming technologies and Ascension perks under certain circumstances.
More to Explore
We have added new anomalies for the Gas Giant, Asteroid, and uninhabitable anomaly categories. This will add more depth to some anomalies that previously only had a single outcome (for example the Gigantic Skeleton Anomaly).
We also have revisited some of the older anomaly events and added new options, to add more depth to these older anomalies.
AI Improvements
As part of the Custodian Initiative, we have set goals for ourselves, one of which is constantly working on and improving AI empires in Stellaris. The long-term goal is to move towards having a challenging AI, while still keeping the game entertaining to players and making AI empires feel more distinctive so that all AI empires do not feel strong in the same way.
Previously, AI used to follow an economic plan based on the stage of the game they were in. For the 3.2 Update, we have updated the economic scripts used by the AI. The AI now uses a single base plan but relies more heavily on sub plans, which allow the AI to react more easily to unexpected developments throughout the game. The AI also has the ability to turn these sub plans on and off based on their economic situation, allowing them to react to unexpected resource deficits, and in our testing has lowered the frequency of AI economic collapses.
We also have gone over the Building and District weights for AI empires, which will further improve your AI opponents’ economy. Finally, AI starbase construction has been improved and will now use more varied setups when building their starbases and making use of special buildings where it makes sense.
Fleet Manager and Reinforcements
We have addressed several issues that arose in the 3.1 update, namely that it was possible to create fleets larger than the command limit, which resulted in large amounts of single-ship fleets when attempting to reinforce those fleets. Fleets containing one ship type and one ship should now appear in the fleet manager.
Fleet reinforcements will be considerably faster after the 3.2 update in most cases. Fleet reinforcements will now make better choices when selecting shipyards to reinforce from and should better consider systems with multiple shipyards as well as systems connected by bypasses.
We also have improved the reinforcement pathfinding: reinforcements will now attempt to find a second, longer route if the shortest reinforcement route is considered unsafe. Systems with friendly and enemy fleets will no longer be considered unsafe, and ships with jump drives will no longer require a safe path for reinforcement purposes. In addition, Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard if both fleets intended to reinforce the same target fleet.
Improved Ship Browser
Back in May, we talked about a Ship Browser Experiment, where roughly half of our players would be getting an improved ship browser, that allows viewing all of the ships in a shipset, and manipulating them so that they can be viewed from any angle.
We’re happy to announce that this experiment will be going out to all Stellaris PC players with the 3.2 “Herbert” update!
And More
Including Performance improvements, Modding improvements, Multiplayer stability improvements, Balance changes, and over 80+ bug fixes in total.
* The notification shown when upgrading a defense platform now only appears when all queued upgrades are complete.
more pay has been received than expected, ebay sales were quite generous - ill have a scootch at the total price for all the Stellaris DLC i dont own i thought
(https://i.imgur.com/mTeLM1q.jpg)
WTF is this!!!!
Oof, you're right. I'm going to have to go back to that review and...edit it? Delete it entirely? Probably the latter -- I've changed my mind regarding most (though admittedly not all) of what I posted there. Hmm.
(I gotta say, I'm honestly digging the sea shanty in the trailer...) :D
Q: Pleasure Seekers and Slaver Guilds seems like an obvious thematic combination, but you are not able to combine them. What is the reason for that and any chance that will change?
A: It has a lot to do with how living standards are handled in the game currently. They are done through code and are quite rigid, we are exploring solutions to it.
Q: With how consumer goods work now, they feel like nothing more butnan upkeept mechanism with no real value. They also kinda make amenities redundant, since they both have the same thematic function yet are separate resources. Are there plans to further divide their uses and perhaps make consumer goods more useful when in surplus?
A: I agree, and I'm not a huge fan of consumer goods. I'd love to be able to figure out a way to have repeat spending of consumer goods, to improve parts of your empire. For example, building research projects (similar to how you can spend to build ships, but that dont actually create entities like ships).
Q: did you think about buffing democracy and oligarchy to make it more equal in terms of strength when compared to their more authoritarian neighbours? Mandates are just too weak.
A: Yes the government types are quite boring right now and could do with a rework.
Q: Is there a reason Rogue Servitors aren't able to pacify Amoebas like xenophiles and pacifists can?
A: That sounds like an oversight, feel free to make a bug report about it!
Q: since we have locked Civics in the game. wouldn't it a great opportunity to add Ascension perks to them to improve on the them?
A: That and tradition trees are a good idea takes notes
Q: any ideas for spiritualists going foward?
A: With the unity rework we are working on internally it should hopefully be a lot more powerful.
Q: will gestalts ever be able to make anything else rather than a galactic union? Or is that always gonna be the case?
A: Rogue Servitors can form Hegemonies currently, and Machine Intelligences can form Research Cooperatives.
Internally we've discussed the possibility of providing other ways of opening up the other Federation types to all Empire types.
Q: What system will replace admin cap?
A: Admin Cap will be removed, and you will use Unity to upkeep for things like Edicts. You won't be able to avoid the penalty from sprawl, like it used to be. We'll have to balance the rubberbanding effects and should also add a game option for how harsh you want the penalty to be.
Q: Will the new colossus wipe out all life in the planet if fired on enemies, change the type of planet but keep the pops on there, or cant be fired on enemies?
A: The Deluge colossus will kill all non-Aquatic life on non-Oceanic planets when it terraforms the planet. It can be used on your own planets if purge is allowed. (Primitive planets can only be Deluged if you have full interference policies set.)
Too me, this is a reason to purchase DLC, even if you don't think you'll get much out of it. It's those dollars that help finance these improvements.
Looks like all the dlc got hit by the Christmas sale hammer - 25-50% off
Looks like all the dlc got hit by the Christmas sale hammer - 25-50% off
Except for Aquatics
Regarding what theCrisisExpansion Team has been working on, they’re not quite ready to share that information quite yet. Soon™.
One of our agents did manage to sneak some of the wonderful work of the Concept Art Team out though...
Also: It would be funny if Moregård's "secret project" was Stellaris 2. I can only hope... :dreamer:And what would you wish in a Stellaris 2?
And what would you wish in a Stellaris 2?
We are currently investigating reports that some users are experiencing issues with certain setups when running on 3.3.3. We have enabled a 3.3.2 rollback branch for those of you experiencing stuttering and performance issues after the latest hotfix.
To roll back (on Steam) right click Stellaris, Properties, Betas tab and choose "3.3.2 Libra Rollback" from the drop-down.
I'm really digging the latest patch. The Unity re-work is really good.
Fix to address performance impact on mid- to late-game saves.
Known issue
Under certain circumstances Starbase modifiers may not immediately update, such as after the death of a ruler or activating edicts like Fortify the Border. Saving and loading or queuing a starbase module will refresh and correct the modifiers.
We are introducing three Specialist Empire types in Overlord.
The Bulwark: A bastion of defense that leaves basic resource acquisition to others.
The Prospectorium: Excels at resource acquisition but has weaker research.
The Scholarium: Specializes in research but relies on their allies for military support.
Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.
Wonder if it will be better to have vassals than sectors with Overlords?
Could be an interesting origin for someone who wants to focus on a particularly play-style, whilst receiving subsidies/protection from a more powerful empire in the meantime.
...
One thing I am noticing about Holdings is that a lot of them -- a majority, in fact -- lower Loyalty in your vassals. Indeed, there seem to be quite a few things that can lower Loyalty. Given that, I'm curious as to what tools overlord empires can utilize to improve it...
“When we first announced Overlord, there were a lot of questions [from players] about why are you doing this, and not doing internal politics or some sort of story pack,” Muray says.
Probably my personal favorite change/improvement is that empires will be able to construct Gateways and (as mentioned above) Hyper Relays in their vassals' territory -- I really wish I could do this in my current game!
In the original release of Stellaris wasn't one of the three types of travel similar to the catapult?
QuoteProbably my personal favorite change/improvement is that empires will be able to construct Gateways and (as mentioned above) Hyper Relays in their vassals' territory -- I really wish I could do this in my current game!
Why mess with vassals. Exterminate the soulless vermin, and use there former systems to grow your own population. >:D
Havent played Stellaris in a long while, but man alive, they sure know how to create great art assets for the game!
My only problem now with stellaris is the same as I had with elite - I’ve been out for so long I haven’t a clue where to begin!!
Me when inviting other empires into my federation, or -- especially -- "inviting" an empire to become my protectorate/vassal...
(Note: This particularly applies to empires who have been a thorn in my side, and/or are generally being shits. :kling: )
😂😂
(https://i.imgur.com/hIysTlT.jpg)
right................
im £156 out of date on the DLC - i imagine i can do without ipad lore packs and the soundtrack - but would you recommend everything else Martok?
Additional trade deal options between subjects and Overlords have been added.
Subjugation casus belli is now automatically granted towards inferior empires.
Defense Platforms now have increased range, fire rate, tracking, and hull points, and are faster to build.
dded a nanites deposit to the Scavenger Bot system so you can use the reward you get for killing it.
The outliner will now tell you about blockers you can remove if you are approaching the planet's carrying capacity and therefore suffering growth penalties.
Automatic scripted handling of resource output, trade and amenity bonuses and penalties from traits, i.e. pops with the better traits for the job will more reliably take the job.
Removed the requirement to have an upgraded capital building in order to build research labs or rare resource manufacturing buildings.
Excellent - piggy bank shaking time
I’ve got utopia, leviathans, and synthetic dawn
All of S, A and B is £44 - it may well be upgrade time
While he and Alex both dropped several bits of info relevant to Paradox fans (a big one is that the price of DLC's are probably going to increase >:( ),
If you conquer primative planets a situation will appear in your log. This situation is a death spiral currently in some planets especially if the planet you conquered had already low stability due to other factors. Low stability + not enough time to fix = stacking debuffs that spiral out of control before you can resolve it.
Even once a "revolt" happens, if you fail to fix it, you instantly lose the planet and surrounding systems for 10 years including your troops stationed on the planets.
People are unhappy because this does not make sense.
Why can they declare independent when I have an overwhelming fleet without a fight? Why can they take my surrounding systems also without a fight? Why must I give them 10 years truce when technologically they are throwing sticks at me? In a real world situation if there is such a revolt you can just obliterate them into oblivion. This apparently screwed up some of the people's playthrough during war time because (they have to pay attention to the war) and can't keep micro-managing planets that have low stability while their attention is elsewhere.
That screeching sound you here is my wallet jamming the brakes on - all other dlc is purchased and ready - might start a game this weekend
IIRC when I was checking out all the dlc - every single one from utopia upwards is ‘mixed’
That screeching sound you here is my wallet jamming the brakes on - all other dlc is purchased and ready - might start a game this weekend
IIRC when I was checking out all the dlc - every single one from utopia upwards is ‘mixed’
I don't like the way Steam does user ratings. Where the problem lies is if there is a technical issue with something that gets resolved, but the player never goes back and updates their review. I have no problem if you don't like a new feature or how it was implemented. However, on that note, we know there are features that have been released in a DLC and later overhauled, but again, reviewers don't go back and update their reviews.
We also have some quality of life automation improvements planned for 3.4.4:
- Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
- Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
Finally! Especially the one for the construction ships
Also: holy hell. These 2(3) features alone are going to massively improve playing this game...QuoteWe also have some quality of life automation improvements planned for 3.4.4:
- Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
- Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
:rockon:
Finally! Especially the one for the construction ships
Also: holy hell. These 2(3) features alone are going to massively improve playing this game...QuoteWe also have some quality of life automation improvements planned for 3.4.4:
- Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
- Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
:rockon:
Right - the great big adventure starts
I’m going to try a megacorps build first as that’s new to me - in the guides I’ve watched everyone chooses a food policy called nutritional plenitude- this seems to have disappeared - was it replaced by anything
Base game free download on Steam at present?
Yes, its a bit ambiguous, innit?
.........where those 2 gaia planets are!!!!
I think ive done the megacorps bit right - i have 330 credits a month coming in - if i havent got it i can buy it
For a first run throuugh im having a blast - the asshats to my west are another megacorps - ive either forgotten or i dont know how to generate as much expansion as theyve managed - theyre not that much more powerful than me - had a war, they hit destroyers a bit before me so they were just about to decimate my last corvette fleet before i could convince them to sign a status quo peace treaty and now everyone is just watching everyones fleets get bigger til the hammer drops - i might wait for cruisers before going in to subjagate them or i might grow a big ass destroyer fleet though
on a side note - i cant find any platform to put missiles on a destroyer - did i break something?
Is it still the paradox game of old - you have to practically take over the whole enemy just to get the 2 or three planets out of them you wanted?
Is it fixed yet?
Should you not have added 'Mwhahahaha' to that?
- Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
- Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
Added a setting to Galaxy Setup that permits the disabling of L-Gates.
We’ll be moving to a rapid dev diary release schedule for the next few weeks as we attempt to cover everything that’s in the Toxoids Species Pack. We’ll see you next Tuesday with the next Stellaris Dev Diary.
Some very exciting stuff in the pipeline
I’ve won the game as soon as our Federation owned a large percentage of the galaxy (70%?) and that was not through war but diplomacy.That is cool indeed... :rockon:
Why do i always have the feeling that whatever the race i select, i play the same game again and again.
The problem is that there's just one victory condition for the game (points) so the viable paths are always the same. Unless you just roleplay, but that doesn't always work (or isn't always fun). I once wanted to have a peaceful game but ended not being allowed to defend myself because my settings were on peaceful and could just watch my empire being destroyed without being able to do anything against it.
The biggest changes include:
* Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
* Torpedoes and select other weapons now gain a multiplicative damage bonus based on the size of the target.
- Missiles have been moved out of the G slot back into S and M.
- Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
* A new ship size called the Frigate, an advanced Corvette frame that delivers torpedoes, but is slower and less evasive. It's unlocked with the Torpedo technology.
* Added a minimum range to all Large weapons except Lasers
- Note: Currently ships do not yet back off if all weapons are unable to fire due to range.
* Strike Craft no longer intercept missiles, but will continue to fight each other.
* Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
* Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
* Ships now get a limited number of Disengagement Opportunities per combat. All current drives provide 1 disengagement roll (except for Psi Jump Drives, which provide 2) once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
* Some sources of Evasion have been replaced with other effects.
https://twitter.com/StellarisGame/status/1597544969530535937Update not working on my gaming laptop.... >:(
That’s odd and annoying. It works fine for me. Have you gotten rid of any and all mods?No. It seems the update creates a lot of problems with different configurations. I guess mine is due the my AMD graphic cards but not sure. Guess they didn't think beta testing was necessary for that update...
That’s odd and annoying. It works fine for me. Have you gotten rid of any and all mods?No. It seems the update creates a lot of problems with different configurations. I guess mine is due the my AMD graphic cards but not sure. Guess they didn't think beta testing was necessary for that update...
That’s odd and annoying. It works fine for me. Have you gotten rid of any and all mods?No. It seems the update creates a lot of problems with different configurations. I guess mine is due the my AMD graphic cards but not sure. Guess they didn't think beta testing was necessary for that update...
I know, I was kidding but this specific patch brings a lot of problems. I hope they can solve it soon.That’s odd and annoying. It works fine for me. Have you gotten rid of any and all mods?No. It seems the update creates a lot of problems with different configurations. I guess mine is due the my AMD graphic cards but not sure. Guess they didn't think beta testing was necessary for that update...
Actually they've been running an open beta for a month or two.
Sounds like they're giving back the control of sector borders to the player. I'm happy to hear that. I never understood why they took the feature away in the first place.
Yep, called it! Looks like we're finally getting that leader-focused expansion a lot of folks have been requesting for years now. Giggity!
Stellaris Dev Diary #296 - Announcing Galactic Paragons (https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-296-announcing-galactic-paragons.1578898/)
https://store.steampowered.com/app/2380030/Stellaris_Galactic_Paragons/Sounds like they're giving back the control of sector borders to the player. I'm happy to hear that. I never understood why they took the feature away in the first place.
Yeah, same. I remember it upset a lot of folks at the time.
But then, that was one of the changes made to the game when Martin Anward ("Wiz") was still game director, which by itself explains a lot.
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4.) Somewhat controversially, the AI will be unable to recruit Renowned and Legendary leaders.
Maybe the AI n testing hives up all the leaders before the players could.
Event notifications can now be configured in message settings.
At the moment, my only real beef with Galactic Paragons is the Leader Cap -- specifically, that it exists. At the very least, it seems too low -- you start with a cap of 6, with 4 of those Leader slots (Ruler, Admiral, Governor, & Scientist) already taken, leaving you with just 2 "extra" Leader slots available.
The Paragon leaders and leaders in general provide huge buffs to your empire and fleets, the leader cap is a soft cap, you can go over it at any time, just like fleet cap, all it does is when you are over the cap your leaders get experience slower and their unity costs are higher.
The leader buffs far outweigh going over the cap in my opinion. I had early game Paragon admiral that who got an 80 addotional ; fleet cap for his fleet allowing me to deploy a 120 ship fleet instead of 3 x 40 size fleets. he also had huge fire rate and weapon damage buff. Also you get more attached to your leaders now, and it sets the game up nicely for internal politics DLC that will surely come.
With how strong leaders are, it makes sense to limit them to a small number that needs build commitment to increase.
However, the current implementation is doesn't allow for the goals of the system to be met.
Players aren't going to be making interesting leader decisions, because there's no room to make them. You must recruit scientists. Some of the most important goals every empire has early game are exploring, expanding, and finishing your precursor. Early game, you will need your open leader slots to be filled with scientists to ensure you don't fall behind on any of these goals. This applies to all empire types.
Is it something as simple as been able to be modded out or is it reprogramming stuff?
* Improvement: It is now possible to rename council positions by clicking on council position name in the council view.
* Bugfix: Fixed notification map ping staying visible for some time after dismissing the notification.
I have now played a full game with the new leader system and must say, while i don't have it anymore, it's really just meh.
For me, it adds nothing and i am mostly annoyed by the repeated information that i have some leaders with no assignement. So i have 3 leaders as the council, a couple of leaders on science ships.
The envoys are not on that list, aren't they?
I am confused by the new system. I have not more interaction with my leaders than before. I have a lot more interaction with my leaders in Master of Orion CtS or Interestellar. :nope:
My main problem with Leaders -- and to be fair, this is really in the main game, not the DLC -- remains the leader cap. It's simply too restrictive as is, and so I find myself with no choice but to use a mod that expands the leader cap...and mods always break whenever the game gets updated. This is not a good, long-term solution to the issue. I'm really hoping the whole system gets re-addressed by the devs when they return from their summer break, and that we see some marked improvements in the 3.9 update.Agree. I don't like the cap. However, while it disturbed me in the first phase of the game, i didn't care anymore from the mid to the end game as i just didn't know what to do with leaders (apart from the 3 in the government and 2-3 scientists).
I have now played a full game with the new leader system and must say, while i don't have it anymore, it's really just meh.
You refunded/uninstalled Galactic Paragons, then? ???Made a spelling mistake :doh:. I don't have Galactic Paragons but the regular game (with the new system) so maybe it's the reason i don't see the use of the leaders. I have played it with the game without this dlc. You have it i guess?
For me, it adds nothing and i am mostly annoyed by the repeated information that i have some leaders with no assignement. So i have 3 leaders as the council, a couple of leaders on science ships.
Huh. Personally, I find leaders are generally more interesting and more powerful now. I do wish they felt like they had more *personality*, but I'm guessing that will come in the future internal politics DLC that's been vaguely hinted at. (Here's hoping!)
I do get the annoyance about notifications of unassigned leaders, however.
The envoys are not on that list, aren't they?
Not at present, no. Stephen Muray does want to make Envoys a "normal" leader type like Governors, Admirals, etc., but he said that's for a future update.
I am confused by the new system. I have not more interaction with my leaders than before. I have a lot more interaction with my leaders in Master of Orion CtS or Interestellar. :nope:
I agree, there are no perfect systems yet in 4x games for leaders and do appreciate if there are any. I meant that i find less interesting now with the change as it was before and even less than in the other games i mentionned. MOO3 was promising a nice leader system before they trashed it alltogether. Trying to think about the best leader system in a 4x game but it's hard. Maybe Knights of Honor 1&2 ? The leader system in Master of Orion 2 and CtS is also very clear with top ship leaders and very specific colony leaders which you can move from one place to another. Stellaris was ok for me with the older system (governors, fleet admirals and generals). I just don't see the use of the new system, at least without the dlc itself, the new system is worse. But i am hesitant to pay for it right now.
Interesting. I guess we've had different experiences with leaders in 4x games, at least space 4x games.
Don't get me wrong: I have yet to come across a space 4x/GS title where I felt that leaders were genuinely implemented well. Whether it's Stellaris, Interstellar Space: Genesis, Distant Worlds, etc., I rarely find Leaders in space-strategy games to be extremely interesting and/or engaging. (Though I do feel Galactic Paragons is at least a step in the right direction.)
However, I also think it's much harder to do leaders well in space settings, as opposed to historical 4x/grand-strategy. (Civilization, Crusader Kings, and the Total War games have the advantage in this respect.) So I just appreciate it when space 4x games even have leaders, as I find it still helps with the roleplay/immersion aspect.
Agree. I don't like the cap. However, while it disturbed me in the first phase of the game, i didn't care anymore from the mid to the end game as i just didn't know what to do with leaders (apart from the 3 in the government and 2-3 scientists).
What do you do with the leaders now?
The envoys are not on that list, aren't they?Not at present, no. Stephen Muray does want to make Envoys a "normal" leader type like Governors, Admirals, etc., but he said that's for a future update.
Interesting
I just don't see the use of the new system, at least without the dlc itself, the new system is worse. But i am hesitant to pay for it right now.
I definitely found a couple I didn't know of, like setting an army to "aggressive" will cause it to attach to a fleet and follow along. Hello Space Marines, lol! Good stuff, Martok. :bigthumb: