Club PA 2.0 has arrived! If you'd like to access some extra PA content and help support the forums, check it out at patreon.com/ClubPA
The image size limit has been raised to 1mb! Anything larger than that should be linked to. This is a HARD limit, please do not abuse it.
Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

[Stellaris] - Paradox does space strategy - Le Guin, Megacorps - DECEMBER 6th

16768697072

Posts

  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    The civics that change the game rules for your empire are definitely the most fun. They need more of those for sure. Spiritual based empires need a civic based on conversion of pops from other empires, or going on a crusade of sorts. Mechanist should change from just being "you have some robots" to a game changer at the start as well.

    Centrism is just the cowardly way to be a bigot w/o being explicit about it.
    American politics isn't 4D chess, it's just if you give a shit about other people or not.
    BahamutZEROskyknyt
  • MortiousMortious The Nightmare Begins Move to New ZealandRegistered User regular
    NEO|Phyte wrote: »
    Henroid wrote: »
    But how does that work like... on a planet? My starting planet had 40+ "trade," so does that just means it was generating +40 energy?

    Capitol planet trade value is 'free', other systems need to have a starbase in trading range (default of local system, +1 jump for each trading hub built) to gather the delicious trade. Piracy develops along trade routes (visible by clicking the trade routes button in the starbase UI), reducing the actual amount that reaches the capital. Piracy can be mitigated by having ships patrol through the systems, and starbases can also combat piracy within their range (default of local system, +1 jump for each weapon installation built)

    :edit: That being said it would be nice if there was somewhere you could go to see exactly how much trade value you're bringing in, and what it's being converted to.

    If you hover over your Empire EC income you can see how much of it is from trade.

    Move to New Zealand
    It’s not a very important country most of the time
    http://steamcommunity.com/id/mortious
    Elvenshae
  • AuralynxAuralynx Thirty-Seven Keys Registered User regular
    Henroid wrote: »
    The civics that change the game rules for your empire are definitely the most fun. They need more of those for sure. Spiritual based empires need a civic based on conversion of pops from other empires, or going on a crusade of sorts. Mechanist should change from just being "you have some robots" to a game changer at the start as well.

    Exalted Priesthood is real good for going heavy-Unity from moment 1, if not quite as sweeping as you're hoping, for what it's worth.

    Space... what is the point of it? You have no idea.
    5f0qjnu1xfzo.png


  • Undead ScottsmanUndead Scottsman Never do what your enemy expects you to do! Registered User regular
    I just found the luckiest SOB AI empire EVER.

    6095015CC2AA279BD10592B78457BE8B93B814E2

    Dude's has broken Matter Compressor, a Dyson Sphere and an Art Installation all right next to each other.

    chrono_travellerHenroidElvenshae
  • Raiden333Raiden333 Registered User regular
    I just found the luckiest SOB AI empire EVER.


    Dude's has broken Matter Compressor, a Dyson Sphere and an Art Installation all right next to each other.

    He's just keeping them warm for you.

    steam_sig.png
    AistanMoridin889AuralynxDonnictonchrono_travellerMassenaMvrckBasilNoughtNotoriusBENElvenshaeCorsiniRuldarMegaMek
  • FoefallerFoefaller Registered User regular
    Henroid wrote: »
    The civics that change the game rules for your empire are definitely the most fun. They need more of those for sure. Spiritual based empires need a civic based on conversion of pops from other empires, or going on a crusade of sorts. Mechanist should change from just being "you have some robots" to a game changer at the start as well.

    One thing people have been clamoring for is a Machine Cult civic for Spiritualist, who are A-OK with robots and cybernetics

    steam_sig.png
    DiplominatorPhoenix-Ddarunia106BasilNotoriusBENElvenshaeRuldar
  • AistanAistan Registered User regular
    Raiden333 wrote: »
    I just found the luckiest SOB AI empire EVER.


    Dude's has broken Matter Compressor, a Dyson Sphere and an Art Installation all right next to each other.

    He's just keeping them warm for you.

    I was going to say- they won't be glad those things are there when you smash your way through to take them.

    steam_sig.png
  • AuralynxAuralynx Thirty-Seven Keys Registered User regular
    edited December 2018
    @Lord_Asmodeus @swphreak and I got some multiplayer going this afternoon. I got an event I've never seen before that gave me what appears to be an L-Gate caliber cruiser. That plus my Very Strong militarists throwing bodies at planets let us wipe an AI empire that was irritating both me and swphreak off the map by like 2260.

    @EvmaAlsar It'd be good to have you join us when you're able, since the AI civ we put in there for you was allied to said now-deceased political entity and caused us some problems. A sane neighbor would be good to have. It also - strangely - didn't bother opening a Branch Office on my homeworld even though I gave it a green light to do it from quite early on.

    E: honorable mention to the Marauder empires we seeded in, which just sort of left ships on my and phreak's doorsteps as a Christmas gift of some kind.

    Auralynx on
    Space... what is the point of it? You have no idea.
    5f0qjnu1xfzo.png


    EvmaAlsar
  • Undead ScottsmanUndead Scottsman Never do what your enemy expects you to do! Registered User regular
    I saw someone point out how some Civics should be spun of to a seperate catagory of "origins"
    Aistan wrote: »
    Raiden333 wrote: »
    I just found the luckiest SOB AI empire EVER.


    Dude's has broken Matter Compressor, a Dyson Sphere and an Art Installation all right next to each other.

    He's just keeping them warm for you.

    I was going to say- they won't be glad those things are there when you smash your way through to take them.

    He's nearly on the other side of the map, sadly. It'd be easier just to build my own versions.

  • swphreakswphreak Registered User regular
    edited December 2018
    Yeah, if it weren't for the free Marauder fleet, Evma's AI would have done much more damage to me. Next on the agenda will be dealing with the Marauder systems that spawned only 4 jumps away from me.

    E: Oh, I came across a bug where I couldn't use multiplayer chat. Is it because I'm Hive Mind? I'm not the bad, no diplomacy kind.
    E2: Looks like that 1440p UI Overhaul hid the more/chat button.

    swphreak on
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    Now that I'm getting the hang of the game's changes, Devouring Swarm does indeed seem overpowered as fuck. I've gone unchallenged in sweeping up galactic territory.

    Centrism is just the cowardly way to be a bigot w/o being explicit about it.
    American politics isn't 4D chess, it's just if you give a shit about other people or not.
  • MuddBuddMuddBudd Registered User regular
    Finished the 'have 5 livestock species' achievement. The Maweer is an interesting species to play. Heavy focus on farming, only defensive wars. Managed to actually keep in the black most of the time on all my resources. Debating whether to continue the run. I think I might go back and attempt a megacorp again now that I understand things a bit better and they've fixed a few things.

    steam_sig.png
  • TofystedethTofystedeth veni, veneri, vamoosi Registered User regular
    Henroid wrote: »
    Now that I'm getting the hang of the game's changes, Devouring Swarm does indeed seem overpowered as fuck. I've gone unchallenged in sweeping up galactic territory.

    Even just the fact that their Assimilation casus belli gives them immediate control of territory as soon as they control the starbase (+ colonized planets) is huge compared to other types where you have to wait for peace.

    steam_sig.png
  • NotoriusBENNotoriusBEN Registered User regular
    edited December 2018
    the assimilation casus belli is fantastic.
    I've used it to blitz a lot of unprotected systems and then before the computer or player can mount a counteroffensive I force a white peace because of quick early victories. and that leaves your influence for other more important matters like production quotas and capacity overloads.

    just realize, that your neighbors get the 'liberation or containment' casus belli on you, which lets them flip systems without claims as well.
    big starbase fences make good neighbors after all.

    edit** i've got a mod that halves the admin cap for owned systems and its so much nicer to be able to expand and own all the systems in your empire.

    pirates need to go back to being fringe raiders. Maybe the reason Paradox only has them attack shipping lanes is because I used to keep an uncontrolled backwater system that only had 2energy in it as a pirate farm for my admirals. the new pirate shipping lane system means that the only exp that gestalt consciousness get is through combat with stellar zoologicals or in actual wars... where I want experience admirals in the first place.

    lastly, either defense platforms need an HP boost, or they need to cost half what they currently do. A platform with 2 small sections, of 6x lvl2 weapons and lvl2defenses costs like 250alloy and they don't have the durability for the alloy cost involved. I know they are not supposed to be equivalent or stronger than a similar fleet, but when all 6 platforms explode in the first battle and the starbase repeatedly tanks the enemy fleet for 5 years of a war without additional platforms leaves a sour note in my mouth.

    NotoriusBEN on
    notoriusben_zpsa205e831.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
    Basil
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    I love having starbase defense choke points. If I can get a route where it's one system to the other only, I'll have both starbased so that even if one is defeated there's no way the other will. Granted this is after having the resources to fully build up defense platforms around them with quality tech going all around.

    I noticed today that hanger bay stunt fighters have bonuses now for shield and armor penetration. I don't remember them having that at all and I very much approve of this.

    Centrism is just the cowardly way to be a bigot w/o being explicit about it.
    American politics isn't 4D chess, it's just if you give a shit about other people or not.
  • HenroidHenroid Radio Demon Internet HellRegistered User regular
    edited December 2018
    I'm gonna give my technocracy + mechanist empire a try again. Near as I can tell robot pops have been reduced to only have +200 habitability and no other traits. On the flip side, in a way this is a route to faster population build because while people breed the robots are built. I haven't looked up what droids do compared to robots.

    Bonus points; the religious version of this empire I designed to have a fixed adversary spawn right next to me in the galaxy so the tension is there from the start. Yay.

    Edit - Oh, I looked it up. Robots, Droids, and Synths never gain any sort of benefits on production or anything like that. Robots can only be workers, Droids can be specialists and colonize, and Synths can be Leaders. I dunno where they wanna go with robots as a population type for the game now. Like does robo modding (species traits) provide things that are stronger than what my actual biological species can get for their traits?

    Henroid on
    Centrism is just the cowardly way to be a bigot w/o being explicit about it.
    American politics isn't 4D chess, it's just if you give a shit about other people or not.
  • CaedwyrCaedwyr Registered User regular
    edited December 2018
    I've been trying out an older game called Distant Worlds: Universe today and there's a number of similarities with Stellaris that they might want to consider.

    The diplomacy options feel a lot more robust with the ability to buy off another empire into putting tariffs on a third party etc. I can basically cut off a civilization's trade with all their other trading partners so they become reliant on me and then crash their economy when it suits me. I was not expecting to be able to recreate a story out Azimov's Foundation.

    It also has tech trading, and while I prefer the Stellaris method it made me realize that because of how Stellaris handles research treaties and lots of other stuff, you end up not being able to do a lot of the horse trading I can in Distant Worlds: Universe even with empires that hate me.

    I am hoping to give Stellaris another play once all the issues with LeGuin are worked out.

    Caedwyr on
    BasilElvenshae
  • ToyDToyD Registered User regular
    Man I just tried out they new megacorp a bit last night and wow so much interface change!
    A few years in and now I have a ton of extra minerals and energy, but alloys are choking me down. Time to go back and reread the last few pages in detail.

    steam_sig.png
  • FoefallerFoefaller Registered User regular
    edited December 2018
    Henroid wrote: »
    I'm gonna give my technocracy + mechanist empire a try again. Near as I can tell robot pops have been reduced to only have +200 habitability and no other traits. On the flip side, in a way this is a route to faster population build because while people breed the robots are built. I haven't looked up what droids do compared to robots.

    Bonus points; the religious version of this empire I designed to have a fixed adversary spawn right next to me in the galaxy so the tension is there from the start. Yay.

    Edit - Oh, I looked it up. Robots, Droids, and Synths never gain any sort of benefits on production or anything like that. Robots can only be workers, Droids can be specialists and colonize, and Synths can be Leaders. I dunno where they wanna go with robots as a population type for the game now. Like does robo modding (species traits) provide things that are stronger than what my actual biological species can get for their traits?

    They are another avenue for pop growth, which in 2.2 is amazingly powerful on it's own. Even better for colonies as you first building, since they aren't affected by the growth penalty colonies have.

    Also, just so you know, the job restrictions are actually miner, farmer and soldier jobs *only* for regular robots, all worker jobs, and any specialist just except researchers and priests (maybe culture workers too?) For droids, and synths any job, though I don't think they can take ruler jobs until you give them full rights.

    Foefaller on
    steam_sig.png
    ElvenshaeAuralynx
  • NotoriusBENNotoriusBEN Registered User regular
    because you can build robots on top of organics just shooting dna at each other, your population growth can be considered effectively double.
    the problem is, the current mineral consumption for building robots is staggering to a newly formed colony, and you need 1 pop on assembly for every 1.00 growth speed.

    robots may live on energy alone, but they require minerals to build. assimilators also need food now for their organic pops.
    where organics simply need food to maintain, robots require 2 or all 3 base resources to maintain their growth. that maintenance cost cuts into terraforming, navy and starbase expenditure and creation, leadership hirings, edict proposals, and the list goes on.

    all you need to do is look at the very first month to understand what's up. robots do get 200 energy for an immediate science leader purchase for a second science vessel, but they only get 24 minerals/month. every other empire type gets 36minerals/month. also, assimilators only make 3 food surplus on month 1. one of your very first builds is a 500 mineral food district, when you need to be building a mineral district or an alloy factory. and don't forget to build another energy district to be worked on by nonexistant pops yet, if you can't find a good 5+energy system in the space neighborhood

    that's a pretty big deal

    notoriusben_zpsa205e831.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • NotoriusBENNotoriusBEN Registered User regular
    edited December 2018
    I would be ok with all the other issues with assimiliators if they removed the food requirement of organic pops and put that requirement back into energy. maybe tweak their homeworld to have more energy districts at the start so its not a nose dive right off the start.

    at least then, if I see an agri-world, I can still build food districts (for market energy) and convert that into a bio reactor energy world.

    edit*** sorry for the stream of consciousness here,

    if you are wondering if the robot habitability offsets the world terraforming cost, not quite for assimilators. it comes back to their cyborgs and if the world is too unhabitable, you gotta drop a TON of buildings that provide amenities. stability and deviancy exist for robots now, and if it goes too high, it tanks noticeable percentages of resources being pulled out. so that 6.00 base growth is actually 1.00 base growth because there is only 1 robot making more robots and no organics giving the other 3.00. and so you gotta spend 300 energy to move 3 productive pops from another planet (because idle pops are sin) to get to the 5people building and then build a replicator to finally have 3.00 growth speed.

    NotoriusBEN on
    notoriusben_zpsa205e831.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • CreganTurCreganTur Registered User regular
    In my current Rogue Servitor game I've come across what I think is a bug, but I'm not sure. I've researched Micro-Replicators for an additional 10% assembly speed, but it doesn't seem to be applying that bonus to my empire. These screenshots are from a couple years after the research completed. I know for certain that my pop grown was +4.14 before I researched this technology because my friend and I were comparing growth speeds (we're in a multiplayer game).
    86anh70vya7u.png

  • FoefallerFoefaller Registered User regular
    I think that's a known issue, heard about it more than once.

    steam_sig.png
  • Last SonLast Son Registered User regular
    I started up a game as a Democratic Crusader(Fanatic Egalitarian/Militarist) and boy Utopian Standards sucks now. Happiness got a slight nerf, which was probably needed, but the cost increase with the new strata system has gone from 2x to around 3-3.5x more consumer goods needed. I had 2 civilian factories on every single planet and was still running a deficit.

  • DonnictonDonnicton Registered User regular
    https://steamcommunity.com/sharedfiles/filedetails/?id=1593301672
    Play as the HP DeskJet 2630 Wireless All-in-One Printer after they became sentient and conquered their humanoid makers.
    5D3E139C4F25C6E0EC0BB640DEF1C95FEADAFC22
    7BC5A09ACA1700C2FC6761ABBEDDB5A456EEEF14

    PSN: Donnicton - Switch FC: SW-6944-1374-2020 - Wii/3DS FC: 1633-4230-5354 - Steam: Donnicton - BNet: Donnicton#11763
    Lord_AsmodeusAuralynxNotoriusBENskyknytMassenaFiaryndarunia106BasilMoridin889Ruldarchrono_travellera5ehrenMvrckSmurph
  • TofystedethTofystedeth veni, veneri, vamoosi Registered User regular
    No thanks, i don't like role-playing gratuitous evil.

    steam_sig.png
    nexuscrawlerOrphanedarunia106RuldarMvrck
  • AuralynxAuralynx Thirty-Seven Keys Registered User regular
    How is there not an ISS PC Load Letter there?

    Space... what is the point of it? You have no idea.
    5f0qjnu1xfzo.png


  • FoefallerFoefaller Registered User regular
    Last Son wrote: »
    I started up a game as a Democratic Crusader(Fanatic Egalitarian/Militarist) and boy Utopian Standards sucks now. Happiness got a slight nerf, which was probably needed, but the cost increase with the new strata system has gone from 2x to around 3-3.5x more consumer goods needed. I had 2 civilian factories on every single planet and was still running a deficit.

    Do you have your trade policy set to generate Consumer Goods? That can generate a lot of CG, and scaling up trade is a lot easier than manufacturing.

    In any case, I wouldn't make the jump to Social Welfare and Utopian Abundance until you start having unemployment issues, so that your unhappy unemployed pops are now happy unity (and with UA, research) producing pops.

    steam_sig.png
    Auralynx
  • Lord_AsmodeusLord_Asmodeus goeticSobriquet: Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered User regular
    Something that I thought of reading an SMBC comic, I would love for them to add Synth compatability as an Ascension perk along the lines of xeno compatability where robot pops of synth level have a chance to reproduce with biological pops and make a cyborg species with a mix of their biological and robot traits.

    Also it's not important mechanically but I'd love to see Piscene species portraits, I always love new portraits and I want to play as weird space fish.

    65lzUOO.gif5GRFYex.gifz1i30sg.png
  • nexuscrawlernexuscrawler Registered User regular
    What advanatge doePop growth seems like something you desperately need in the new game. New Colonies develop super super slowly

  • NotoriusBENNotoriusBEN Registered User regular
    edited January 8
    Pop growth is damn near everything in the new meta. More pops means more things you get.

    As for colonies, I'm seeing some people put down colonies and then during the devolopment period, they save 800-900 energy and move 8 - 9 pops from the Capitol world and buy the admin building, because it needs 10pops to upgrade. The admin building removes the pop growth debuff of a new colony.

    Pop growth is 3.00 per month base. And you need 100 growth to produce 1 pop.

    Unless you are hive or robot, your growth on a new world is 1.50. Thats crippling. You need 50 *years* with 1pop on his lonesome to make 10 pops for the admin building. With the expansion trait of 2pops per colony, thats only cut to 44.44 years. (Math: 900 growth for 9 pops ÷ 1.50 growth of a new colony is 600months, or 50 years.)

    This can all be modified by migration treaties, but what I'm seeing is only 1 or 1.5 growth added to a planet from immigration. And that gets countered by a not insignificant amount of emmigration.

    NotoriusBEN on
    notoriusben_zpsa205e831.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • NotoriusBENNotoriusBEN Registered User regular
    So each and every time a pop growth social science comes up, is worth it. 10% growth means 1.5 becomes 1.65 which means 45.45 years with 1 pop breeding into 10pops.

    Dont worry about overpopulation. There are planet policies you can invoke for cheap influence to halt pop growth

    notoriusben_zpsa205e831.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • BilliardballBilliardball Registered User regular
    Migration seems really powerful right now against the AI.

    They build crap places to live so every pop wants in on my utopia.

    Switch: SW-7948-4390-2014 / 3DS: 0688-5244-6057 / FF14: Salus Claro / PSN: DocDaft
    m!ttenschrono_travellerNotoriusBENRuldar
  • CaedwyrCaedwyr Registered User regular
    I played a bunch of Distant Worlds: Universe over the holidays, and while the game has it's own issues there's a fair bit I wish that Stellaris would steal. The civilian freighter system is great for making the game world feel alive and allows for some cool pirate/police interactions. The deeper resource system is something that they could draw some inspiration from. I'd probably approach it from the perspective that minerals and energy provide the baseline capabilities, but much of the higher tech tree options have additional bonuses if you have enough of a strategic resource for your fleet/infrastructure rather than the current system of if you have 1 of a strategic resource you have all you need.

    The pirate system also discouraged me from just spreading like crazy and produced a lot of good border-war level interactions because I didn't want to overextend my protections or my outer colonies would get preyed upon. It gave me some good empire versus wilderness type gameplay that threatened to create a new empire opponent out of my empire holdings if I neglected it too long.

    The option to play the game as a pirate (and the modded ability to transition from a pirate empire to a traditional empire when certain conditions are met) is also cool, although the new corporation system seems like it ticks a few of those boxes. Another mod that was cool was the ability to play as a trader with a ship and building up a trading empire with the possibility of turning the trading empire into an empire of your own if you start out as an independent (or at least that is what it looked like the mod said it did). Alternate paths like this are cool.

    Something else that Stellaris is approaching, but doesn't have yet that I think is worthwhile doing is an overall plotline in the game. If they go for a racial plotline like Endless Legend does, with Wonder and Questline victory options, that'd be cool. Custom games that disregard this are fine, and the current precursor plotlines are sort of this, but it'd be nice if this content was more fleshed out and featured some badguys like the Antarens from MoO2 or the baddies from Distant World: Universe that can show up in the endgame on top of the other potential crises.

    Give different default races a range of civilization characters/stances and questlines that you can pursue to turn them into allies or enemies to help with the diplomacy system. Give the races more character, because the races as they stand right now have very little character from the games I've played and feel a lot more like races that have been randomly generated from the traits.

    I'm not sure if it is something that would work for Stellaris, but having a fuel cell range similar to Master of Orion 1/2 and the ability to extend the range using fueling stations is something that might also be fun to help extend the exploration portion of the game.

    Anyways, these are the things I am hoping Stellaris develops towards.

    Basil
  • PhillisherePhillishere Registered User regular
    Caedwyr wrote: »
    I played a bunch of Distant Worlds: Universe over the holidays, and while the game has it's own issues there's a fair bit I wish that Stellaris would steal. The civilian freighter system is great for making the game world feel alive and allows for some cool pirate/police interactions. The deeper resource system is something that they could draw some inspiration from. I'd probably approach it from the perspective that minerals and energy provide the baseline capabilities, but much of the higher tech tree options have additional bonuses if you have enough of a strategic resource for your fleet/infrastructure rather than the current system of if you have 1 of a strategic resource you have all you need.

    The pirate system also discouraged me from just spreading like crazy and produced a lot of good border-war level interactions because I didn't want to overextend my protections or my outer colonies would get preyed upon. It gave me some good empire versus wilderness type gameplay that threatened to create a new empire opponent out of my empire holdings if I neglected it too long.

    The option to play the game as a pirate (and the modded ability to transition from a pirate empire to a traditional empire when certain conditions are met) is also cool, although the new corporation system seems like it ticks a few of those boxes. Another mod that was cool was the ability to play as a trader with a ship and building up a trading empire with the possibility of turning the trading empire into an empire of your own if you start out as an independent (or at least that is what it looked like the mod said it did). Alternate paths like this are cool.

    Something else that Stellaris is approaching, but doesn't have yet that I think is worthwhile doing is an overall plotline in the game. If they go for a racial plotline like Endless Legend does, with Wonder and Questline victory options, that'd be cool. Custom games that disregard this are fine, and the current precursor plotlines are sort of this, but it'd be nice if this content was more fleshed out and featured some badguys like the Antarens from MoO2 or the baddies from Distant World: Universe that can show up in the endgame on top of the other potential crises.

    Give different default races a range of civilization characters/stances and questlines that you can pursue to turn them into allies or enemies to help with the diplomacy system. Give the races more character, because the races as they stand right now have very little character from the games I've played and feel a lot more like races that have been randomly generated from the traits.

    I'm not sure if it is something that would work for Stellaris, but having a fuel cell range similar to Master of Orion 1/2 and the ability to extend the range using fueling stations is something that might also be fun to help extend the exploration portion of the game.

    Anyways, these are the things I am hoping Stellaris develops towards.

    I'm hoping that the diplomatic expansion does more to develop the races into more defined personalities. They've been dripping a select number of set races in the game over the years, and I'd love to see more of that occurring. That's especially true if they do more with giving races unique (or at least pre-defined) sets of characteristics and playstyles.

    As for the overall plotlines, I hope they crib from Total Warhammer the setup where each race has its own goals/plotlines that may or may not overlap. That lets you set up traditional 4X competitions, but also have players who are focused on their own unique goals that may have little to do with the overall race to completion.

    CaedwyrElvenshae
  • CreganTurCreganTur Registered User regular
    What are Subversive Cults like in the current patch? I remember early in 2.2 they were kind of self-defeating since the 2 civics didn't support each other very well.

  • MuddBuddMuddBudd Registered User regular
    I've gotten to the point where I can conquer an opponent, go into the extreme negative resources, and still eventually recover. But it's not fun. Planets take too much damn work. Recovering from winning a war takes more effort than winning the war.

    Also I am not sure why, but the empire I just ate... all their planets had like twice the population they could handle with their housing. I think the only thing that saved me was having a mostly empty First League Planet that can handle hundreds of extra people.

    steam_sig.png
  • Undead ScottsmanUndead Scottsman Never do what your enemy expects you to do! Registered User regular
    MuddBudd wrote: »
    I've gotten to the point where I can conquer an opponent, go into the extreme negative resources, and still eventually recover. But it's not fun. Planets take too much damn work. Recovering from winning a war takes more effort than winning the war.

    Also I am not sure why, but the empire I just ate... all their planets had like twice the population they could handle with their housing. I think the only thing that saved me was having a mostly empty First League Planet that can handle hundreds of extra people.

    Housing's effectiveness goes down with devastation, I thought?

  • FoefallerFoefaller Registered User regular
    MuddBudd wrote: »
    I've gotten to the point where I can conquer an opponent, go into the extreme negative resources, and still eventually recover. But it's not fun. Planets take too much damn work. Recovering from winning a war takes more effort than winning the war.

    Also I am not sure why, but the empire I just ate... all their planets had like twice the population they could handle with their housing. I think the only thing that saved me was having a mostly empty First League Planet that can handle hundreds of extra people.

    Housing's effectiveness goes down with devastation, I thought?

    Yes it does.

    You need to stop bombing their planets so much and go in with a bigger assault force. That will make sure planets you conquer can bounce back quicker.

    steam_sig.png
    Ruldar
  • Undead ScottsmanUndead Scottsman Never do what your enemy expects you to do! Registered User regular


    Serious business going on at Paradox.

    Elvenshaechrono_travellerLord_AsmodeusBasilRuldar
Sign In or Register to comment.