I am all over that federation mechanic they're describing. Part of a semi-unpredictable multination polity? That's a recipe for all kinds of wonderful cursing-at-the-screen Paradoxiness and I want in on it.
I am all over that federation mechanic they're describing. Part of a semi-unpredictable multination polity? That's a recipe for all kinds of wonderful cursing-at-the-screen Paradoxiness and I want in on it.
Nothing really in the way of new info there, though there's a beautiful piece of artwork that I can't remember if we've seen before. Since this is a Paradox game, all that cool concept art style stuff might end up as event artwork, which is awesome. And next week's diary will be all about the art!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
This one's straight from the art director. The focus is on environments, spaceships, solar systems, and alien design. Good stuff, though not really anything hard in this one (as expected). We do get a tiny bit of info about combat, and we learn that the Sol system has more planets than the average (randomly-generated) system.
One artist gets namedropped: Kentaro Kanamoto. So you could probably look up his stuff and get an idea of what they're going for (if the currently-presented screenshots aren't painting a complete enough picture for you).
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Here we learn how galaxies can be generated. Players can choose between spiral, elliptical, and ring galaxies, number of stars (200-1000), and number of starting empires (noting that many more will arise as the game unfolds).
Nebulas are in, and they have some unique events that can give specific bonuses or penalties if you choose to colonize there.
Generation code ensures that your starting system and those nearby will be interesting to you, providing you with stuff to do.
It is recommended that you scout new systems before sending science vessels there. Sometimes you can run into hostile ships (of "unknown origin") that will immediately blow you out of the sky, among other things.
Most of this is pretty standard & expected, but we also get the classic Paradox addition that every single bit of this is fully moddable.
Next time we'll learn more about the FTL types available!
Additional info from the forums:
Systems tend to have 3-10 planets, but it depends on the type of system. This is moddable.
Currently no binary systems. This may change, but they would be rare.
Planets & events can have special features depending on the system they're spawned in, but this is not guaranteed.
Peacetime gameplay - "We will have both external and internal tasks to attend to. The mid-game is not all about warfare, but it is obviously more present than in the early game since empires will begin to compete with each other in a much greater sense than before."
Fleur de Alys on
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Here we learn how galaxies can be generated. Players can choose between spiral, elliptical, and ring galaxies, number of stars (200-1000), and number of starting empires (noting that many more will arise as the game unfolds).
Nebulas are in, and they have some unique events that can give specific bonuses or penalties if you choose to colonize there.
Generation code ensures that your starting system and those nearby will be interesting to you, providing you with stuff to do.
It is recommended that you scout new systems before sending science vessels there. Sometimes you can run into hostile ships (of "unknown origin") that will immediately blow you out of the sky, among other things.
Most of this is pretty standard & expected, but we also get the classic Paradox addition that every single bit of this is fully moddable.
Next time we'll learn more about the FTL types available!
Additional info from the forums:
Systems tend to have 3-10 planets, but it depends on the type of system. This is moddable.
Currently no binary systems. This may change, but they would be rare.
Planets & events can have special features depending on the system they're spawned in, but this is not guaranteed.
Peacetime gameplay - "We will have both external and internal tasks to attend to. The mid-game is not all about warfare, but it is obviously more present than in the early game since empires will begin to compete with each other in a much greater sense than before."
I always think it's kind of funny/ironic how in so many space and science fiction games binary stars are portrayed as some rare thing, when, IIRC they are actually more common than single star systems (or at least, are pretty common and aren't exactly rare at all)
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
(I haven't read it yet so I can't summarize yet, sorry :P)
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
(I haven't read it yet so I can't summarize yet, sorry :P)
My quick summary plus combing the thread for additional info:
Three types of FTL travel are:
Warpjump
Wormhole
Hyperlanes
Warpjump:
Ships must have a really energy hungry jump drive which allows them to FTL at the edge of systems. This method is the slowest form of FTL but allows for complete freedom of movement for the ships. Ships must also exit warp at the edge of systems. Since the drive is the most power hungry, careful consideration has to be made when designing the ships. This however doesn't necessarily mean that warp capable ships are disadvantage in how much heat they can carry into a fight... Warping also has a cool down where the ship cannot jump again for a period of time.
Wormhole:
Think mass relays. Wormhole stations are built at the edge of systems and need to charge up to deploy a wormhole exit at a target system. Each station is capable of hosting one wormhole at a time. The wormhole charging time is proportional to the fleet size that will be travelling through it. The wormhole will close pretty much immediately when a fleet moves through it. It allows for nigh instant FTL travel but pays for it with a long charge time before it opens. The destination system does not require a wormhole station; you can request a wormhole to be opened at the system from an unoccupied station. A system can have multiple stations to create a kind of hub. Note you could open two wormholes at a target system to allow for a lightning raid, then travel back through the second wormhole without waiting for a charge time. Presumably there's a limitation to how far a station can open a wormhole to, which means there'll be an artificial network of way stations.
Hyperlanes:
Similar to the old fashioned space 4x style. Systems are linked with a fixed network of hyperlanes. Ships with a hyperdrive can jump into a lane from anywhere in a system, not just from the edges. Lane travel is also the fastest. Trying to pin down a hyperdrive fleet is incredibly difficult due to this speed advantage however if you manage to work out the hyperlanes, you could blockade them...
I'm fondly reminded of some Sword of the Stars alien's reactions to Humans and their Hyperlane drive. "Where did the damned monkeys go!?"
Yeah the different forms of ftl was always my favorite bit of gameplay from sots
A trap is for fish: when you've got the fish, you can forget the trap. A snare is for rabbits: when you've got the rabbit, you can forget the snare. Words are for meaning: when you've got the meaning, you can forget the words.
+2
Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
So far I'm liking the way species creation looks, and the internal strife stuff where your ethos is your government/societies ethos but not necessarily your species' is great, something that's lacking in most science fiction games.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Each race also starts out with a number of genetic Traits. [...] Traits are not as dynamic as ethics, but even they can change (or be changed - this is also something we will speak of more at a later date...)
Each race also starts out with a number of genetic Traits. [...] Traits are not as dynamic as ethics, but even they can change (or be changed - this is also something we will speak of more at a later date...)
Bwahah.
Bwahahahahah.
BWAHAHAHAHAHAHAHAHAH!
How can something so small, so brief, bring so much joy
The way I play these games, I'd be some sort of horrible amalgamation of every terrible and murderous dictator, eugenicist, mad scientist, religious nut etc. rolled into one.
Each race also starts out with a number of genetic Traits. [...] Traits are not as dynamic as ethics, but even they can change (or be changed - this is also something we will speak of more at a later date...)
I don't like ship customization in these kind of games. A) because I always feel there is some min-max formula I am blind to and in games like galatic civilizations you end up updating your ship designs every couple of turns as new tech rolls out. Congrats, you now have Laser V, which means all ship plans with Laser IV need to go back to the drawing board.
Since no one seems to have answered you, Poland can into Space is also an achievement in EU IV.
Each race also starts out with a number of genetic Traits. [...] Traits are not as dynamic as ethics, but even they can change (or be changed - this is also something we will speak of more at a later date...)
This week was a bit less meaty than I might have hoped for but apparently they just moved. Interesting how you can recruit rulers from different leader types depending on your government type.
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
Seriously, its like they cherry picked the best parts of Total War leadership. I always hated that about total war Rome. I have the money and the manpower for building armies, but apparently they are fucking inept and cannot work together unless they have a general to lead them, and I can't get more generals because my empire is "insignificant".
One flesh, one bone
One true religion
One race, one hope
One real decision
My race conquers the stars as was our birthright
Collectivist Theocratic Autocracy eh?
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I tend to prefer a technocracy for my empires, taken to fairly extreme levels. I may not have the most expansive empire or the most ships, but that won't matter when I'm a full century ahead of everyone else to the point where my very mining barges could brutalize their capital ships in a glorious recreation of JJ Abrams' Star Trek.
I like to imagine tourists from the other empires coming to my systems and their stupefied bewilderment the moment they step off of the tour ships and the outer rim spaceport they land on is itself more advanced than their empire's military headquarters, to the point where prying the very lights out of the walls would jump their empire ahead five years in research and development.
I'm sorry, I need to get a napkin, I appear to be drooling in my euphoria.
I don't see PDS working with those IPs at all. But the publishing department helped bring us Pillars of Eternity, so we can probably expect more WW CRPGs moving forward. Probably of pretty good caliber, too, though Paradox Publishing isn't without some notable black marks.
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
I don't see PDS working with those IPs at all. But the publishing department helped bring us Pillars of Eternity, so we can probably expect more WW CRPGs moving forward. Probably of pretty good caliber, too, though Paradox Publishing isn't without some notable black marks.
They've apparently been trying to tighten that up. The Paradox CEO did an interview with Three Moves Ahead where he said Paradox used to have a hands-off, anything goes relationship with the studios they published combined with a drive to publish the most experimental and out there properties they could find.
While they aren't ashamed of this and want to keep some of that weirdness in their catalog, they've become a lot more strategic and hands-on because they were getting worried that Paradox was gaining a rep for publishing broken messes. You can definitely see this with choices like publishing Obsidian's RPG.
Posts
Sieg Zeon!
Week 1: The Vision
Nothing really in the way of new info there, though there's a beautiful piece of artwork that I can't remember if we've seen before. Since this is a Paradox game, all that cool concept art style stuff might end up as event artwork, which is awesome. And next week's diary will be all about the art!
This one's straight from the art director. The focus is on environments, spaceships, solar systems, and alien design. Good stuff, though not really anything hard in this one (as expected). We do get a tiny bit of info about combat, and we learn that the Sol system has more planets than the average (randomly-generated) system.
One artist gets namedropped: Kentaro Kanamoto. So you could probably look up his stuff and get an idea of what they're going for (if the currently-presented screenshots aren't painting a complete enough picture for you).
Here we learn how galaxies can be generated. Players can choose between spiral, elliptical, and ring galaxies, number of stars (200-1000), and number of starting empires (noting that many more will arise as the game unfolds).
Nebulas are in, and they have some unique events that can give specific bonuses or penalties if you choose to colonize there.
Generation code ensures that your starting system and those nearby will be interesting to you, providing you with stuff to do.
It is recommended that you scout new systems before sending science vessels there. Sometimes you can run into hostile ships (of "unknown origin") that will immediately blow you out of the sky, among other things.
Most of this is pretty standard & expected, but we also get the classic Paradox addition that every single bit of this is fully moddable.
Next time we'll learn more about the FTL types available!
Additional info from the forums:
Paradox plz.
I always think it's kind of funny/ironic how in so many space and science fiction games binary stars are portrayed as some rare thing, when, IIRC they are actually more common than single star systems (or at least, are pretty common and aren't exactly rare at all)
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
(I haven't read it yet so I can't summarize yet, sorry :P)
My quick summary plus combing the thread for additional info:
Three types of FTL travel are:
Warpjump
Wormhole
Hyperlanes
Warpjump:
Ships must have a really energy hungry jump drive which allows them to FTL at the edge of systems. This method is the slowest form of FTL but allows for complete freedom of movement for the ships. Ships must also exit warp at the edge of systems. Since the drive is the most power hungry, careful consideration has to be made when designing the ships. This however doesn't necessarily mean that warp capable ships are disadvantage in how much heat they can carry into a fight... Warping also has a cool down where the ship cannot jump again for a period of time.
Wormhole:
Think mass relays. Wormhole stations are built at the edge of systems and need to charge up to deploy a wormhole exit at a target system. Each station is capable of hosting one wormhole at a time. The wormhole charging time is proportional to the fleet size that will be travelling through it. The wormhole will close pretty much immediately when a fleet moves through it. It allows for nigh instant FTL travel but pays for it with a long charge time before it opens. The destination system does not require a wormhole station; you can request a wormhole to be opened at the system from an unoccupied station. A system can have multiple stations to create a kind of hub. Note you could open two wormholes at a target system to allow for a lightning raid, then travel back through the second wormhole without waiting for a charge time. Presumably there's a limitation to how far a station can open a wormhole to, which means there'll be an artificial network of way stations.
Hyperlanes:
Similar to the old fashioned space 4x style. Systems are linked with a fixed network of hyperlanes. Ships with a hyperdrive can jump into a lane from anywhere in a system, not just from the edges. Lane travel is also the fastest. Trying to pin down a hyperdrive fleet is incredibly difficult due to this speed advantage however if you manage to work out the hyperlanes, you could blockade them...
Yeah the different forms of ftl was always my favorite bit of gameplay from sots
So far I'm liking the way species creation looks, and the internal strife stuff where your ethos is your government/societies ethos but not necessarily your species' is great, something that's lacking in most science fiction games.
Bwahah.
Bwahahahahah.
BWAHAHAHAHAHAHAHAHAH!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
How can something so small, so brief, bring so much joy
It'd be repugnant if it wasn't so damn effective.
Secret Space Bear confirmed?
Since no one seems to have answered you, Poland can into Space is also an achievement in EU IV.
space bear, space moose, space squirrel.
lets make this happen.
Stellaris Rule 34...
Aww yeah, dem nebulas...
This week was a bit less meaty than I might have hoped for but apparently they just moved. Interesting how you can recruit rulers from different leader types depending on your government type.
Seriously, its like they cherry picked the best parts of Total War leadership. I always hated that about total war Rome. I have the money and the manpower for building armies, but apparently they are fucking inept and cannot work together unless they have a general to lead them, and I can't get more generals because my empire is "insignificant".
Let me train more leaders you fucking game...
Anyways.... Unf... Stelaris...
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
One flesh, one bone
One true religion
One race, one hope
One real decision
My race conquers the stars as was our birthright
Collectivist Theocratic Autocracy eh?
I like to imagine tourists from the other empires coming to my systems and their stupefied bewilderment the moment they step off of the tour ships and the outer rim spaceport they land on is itself more advanced than their empire's military headquarters, to the point where prying the very lights out of the walls would jump their empire ahead five years in research and development.
I'm sorry, I need to get a napkin, I appear to be drooling in my euphoria.
All missiles and hotblood til everyone is rocking out. Even the Space Whales:
Uh.
Um.
I don't think whales look like that...
Guys. Guys.
Paradox just bought White Wolf.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
They've apparently been trying to tighten that up. The Paradox CEO did an interview with Three Moves Ahead where he said Paradox used to have a hands-off, anything goes relationship with the studios they published combined with a drive to publish the most experimental and out there properties they could find.
While they aren't ashamed of this and want to keep some of that weirdness in their catalog, they've become a lot more strategic and hands-on because they were getting worried that Paradox was gaining a rep for publishing broken messes. You can definitely see this with choices like publishing Obsidian's RPG.
Or maybe just roadies on the ultimate Queen revival tour!